Claiming ground.

A claim is what makes a place yours. Without one, anything you build is anyone's to take apart.

Land claimer

Thirty metres around it, one per player. It shows your name and the radius to anyone who looks at it.

Taking one down

Ten hits removes a claim — and everything inside it goes with it. It is not a quiet job.

Build hammer

Needed to place anything at all. Crouch-click your own builds to take them back.

Locks

Wooden doors only. /zdoor allow lets a friend through, /zdoor list shows who you have let in.

Storage.

Four containers, all doing the same job in different amounts of space. What is inside them survives your death — that is the whole point of having a base.

A campfire, a crafting table and a furnace turn a claim into somewhere you can actually work, and a water catcher means you stop walking to the pump.

Defences.

Nothing stops a determined raid. What defences buy you is time and cost — making the job loud, slow and expensive enough not to be worth it.

Barricades

The wall you actually build with. Placed with the hammer, removed with patience or explosives.

Landmines

Found, not crafted. Put one where someone has to walk and it does the watching for you.

C4

The other side of the same coin: a locked door stops mattering once somebody brings a charge.

Base alarm

Tells you someone is at your door, which is worth more than another wall if you are close enough to come back.

Turrets exist in the world but are not yours to place — they belong to whoever built the site you found them in.

Vehicles.

A car turns a day's walk into a few minutes, and turns you into the loudest thing on the road.

What How it works
Fuel Runs to 100 and drains as you drive. Right-click with a gas canister to top it up.
Damage Also runs to 100. Crashing costs you some of it.
Wrecked At zero it stops dead. Scrap metal in hand, right-click, and it drives again.
The horn Left-click. Useful for finding a squad, less useful for staying unnoticed.
The trunk Twenty-seven slots of storage that drives around with you. Everything in it is only as safe as the car.

Finding your way.

There is no minimap. Everything that tells you where you are is something you carry or something you set.

Waypoints

/zwaypoint points your compass at a place and keeps it there until you change it.

Your squad

Teammates show on the compass with their name, direction and how far away they are.

Markers

Points of interest are drawn into the world itself rather than onto a map, and can be toggled off.

Getting back

/zspawn for the hub, /zrandomspawn for somewhere in the wild, /ztpa to ask a player.

Pets.

Company, not help. A pet follows you around, comes in a few variants, and changes nothing about how hard the world hits — it shows on your /zprofile and that is the extent of it.

Parrot

Follows you everywhere.

Bat

Circles above your head.

Rat

Scavenges the ruins, and sometimes burrows out of sight.

Crawler

A spider the radiation got to. It always looks hungry.

Pets and emotes both live in the cosmetics menu, and most have variants to pick from once you have chosen one.