My first BELORET devlog: an honest look at the early prototype - a test scene, inventory, equipment, containers and the first multiplayer tests.

BELORET is a multiplayer survival sandbox set in a fully fictional post-Soviet region. I am developing it independently, on my own. I want to build a world where exploration, scarce resources, the environment and players' decisions shape what happens.
Before full locations, models and animations can take shape, I need to build the technical foundation. That is what I am working on now.
In this first devlog, I am showing BELORET as it is: a grey test scene, temporary models, simple geometric shapes and the first working gameplay systems.

One of my main areas of work is the item system. The prototype already has a basic inventory. Items can exist in the game world, enter the character's inventory and move between supported storage locations.
I am also working on equipment. In the early scenarios I have tested, a tool can be placed in the character's hand, stowed on their back and taken out again. I have built an initial interface for accessing these systems.

The interface is simple for now: slots, labels and minimal styling. It is a working version for testing the logic; the final design is still ahead.
Items need to exist beyond the player's inventory. In the prototype, I can already open containers, see their contents, take items out and put them back.
The next two screenshots show one such interaction: first, 10 units of wood are in a container; then they are in the character's inventory.


This is a small mechanic, but interactions like this gradually form the gameplay.
I am developing BELORET with multiplayer in mind from the start. I have carried out the first tests in a two-player session: a Host and a Remote Client. This included testing interactions with a shared container: one player's actions need to be reflected correctly for the other.
This is an early technical result. It does not mean that full multiplayer is ready: more gameplay scenarios, further tests and work on the networking infrastructure are still ahead.

Yes, the character is holding a geometric shape. My priority is to check that the item can be equipped, appears in the right place and works correctly in the supported gameplay scenarios. I can refine the model's appearance later.
I want to show the development process as well as polished scenes: the path from simple temporary objects to connected gameplay systems.
The next major step is developing the character's state: health, taking damage, and then death and respawning. These systems are not presented as finished; their implementation is still ahead. At the same time, I will keep developing inventory, equipment and item interactions.
BELORET is at an early stage of development. These screenshots were taken in the test scene; the temporary models and interface do not represent the game's final visual style.
This is only the beginning. In future devlogs, I will show how the technical prototype gradually becomes a game.
BELORET is a multiplayer survival sandbox set in a fully fictional post-Soviet region inspired by the Southern Urals, Bashkortostan, and similar industrial and natural environments.
Field reports
Occasional notes on development, major changes and new BELORET material.