01
Seasonal realism
Seasons change the rules of survival rather than simply recoloring the world. Cold, heat, water, food, shelter and movement require different strategies throughout the year.
Survival here is not about facing a single threat. The world changes with the seasons, resources disappear, infection destroys trust, and other people can become either your best chance to survive or your greatest danger.
Multiplayer Survival Sandbox • Fictional Post-Soviet Region
Core Idea
BELORET is built around a world where there is no single solution to every problem.
Weather, seasons, resource availability, infection and the actions of other survivors continuously change the conditions around you. What worked yesterday may no longer work tomorrow.
Players are expected to observe, plan, adapt, and decide who they can trust.
Game Pillars
01
Seasons change the rules of survival rather than simply recoloring the world. Cold, heat, water, food, shelter and movement require different strategies throughout the year.
02
Cooperation can help players survive, but incomplete information, scarcity, and conflicting goals make every alliance uncertain.
03
Abandoned factories, research institutes, military facilities and residential districts tell the story of collapse through architecture, objects, documents and the traces left by the people who once lived there.
04
Value comes from utility. Fuel, medicine, tools, spare parts and materials matter more than conventional treasure. Survival means repairing, trading and finding new uses for what remains.
Setting
A fully fictional post-Soviet region has become the center of a biological and social catastrophe.
Industrial cities, research facilities, military settlements, power stations and factories stand beside forests, small towns and infrastructure inherited from another era.
BELORET treats the post-Soviet setting as part of the world itself rather than simple decoration - through architecture, vehicles, advertising, everyday objects and the traces of rapid collapse.

Human Factor
Infection
Infection is intended to be more than a negative status effect.
It should affect relationships between players - creating uncertainty, hidden symptoms and difficult choices between helping someone, isolating them and protecting yourself.
The consequences of infection may continue to exist in the world even after the player loses control of the character.
People
BELORET is built around interactions between survivors.
Players may cooperate for resources, protection, and difficult objectives. Scarcity, infection, and conflicting goals can also create temporary alliances, conflict, and betrayal.
Another survivor is neither automatically a friend nor automatically an enemy.
Development Status
Mechanics, structure and individual design concepts may change as the project evolves. Development updates are published in the News section.