◄All Games

Getting Started

Your first hour, and the basics that carry through the whole game

Priorities, in order

  1. Punch trees and rocks for basic wood/stone — you don't need a tool to start gathering, just time.
  2. Craft a stone axe and a campfire as soon as you have materials — a stone axe is noticeably faster at gathering than bare hands, and the campfire lets you cook and boil water, both of which you need almost immediately.
  3. Find or dig a defensible starting shelter before your first night. A half-collapsed building you can seal off beats building from scratch on day one — you're racing the clock, not trying to build something pretty yet.
  4. Sort out a water source. Boil murky water at the campfire before drinking it — raw murky water can make you sick, and getting sick early with no medicine yet is a rough spiral to climb out of.
  5. Don't wander far from your shelter on day one. Getting lost after dark with no light source is how most early deaths happen — night visibility is bad, zombies are more active, and you likely don't have a weapon that can handle a real fight yet.
Note: Blood Moon horde frequency is a server sandbox setting now, so it may not be the classic "every 7th night." Check Multiplayer & Servers or ask an admin rather than assuming.

Your stats, with real numbers

Health, Stamina, Food, and Water all cap at 100. Knowing the real mechanics behind them — not just "don't let them hit zero" — makes the early game a lot less mysterious:

Inventory, encumbrance and backpacks (V3.3)

V3.3 reworked the inventory. Your bag is now an 8×6 grid of 48 slots (it was 9×5, 45 slots), and a new Backpack equipment slot can add up to 48 more, for a maximum of 96 slots.

BackpackExtra slots by quality (Q1 → Q6)Total bag at Q6Crafting skill to unlock
Small Backpack+2, +4, +6, +8, +12, +1664Backpacks 5
Medium Backpack+18, +20, +22, +24, +28, +3280Backpacks 40
Large Backpack+34, +36, +38, +40, +44, +4896Backpacks 75

Getting one: craft it at a Workbench once you've raised the new Backpacks crafting skill by reading Pack Rat magazines (each quality step needs 5 more levels; Large reaches Q6 at 100). Small costs a Sewing Kit and Cloth, Medium and Large need Leather, Forged Iron or Steel and more Sewing Kits, and a Q6 Large also takes a Legendary Part. You can also loot them from Savage Country crates. (The patch notes mention buying them from traders, but none of the 3.3 trader stock lists include backpacks.) Pack Rat magazines turn up across most loot (bookshelves, file cabinets and zombie loot bags are good spots), traders sell 1–3, and each Pack Mule rank makes them more likely to drop until your Backpacks skill hits 100.

Tip: a backpack is equipment, so it drops with you on death like the rest of your gear. Exact crafting costs are in the crafting browser, and where to loot them is in the loot room.

Basic crafting path

See Crafting & Tools for the full progression, the Crafting Browser for exact recipes and unlock requirements, and Food & Farming for what to cook first.

Hidden controls the game doesn't tell you

A handful of inventory and crafting shortcuts aren't explained anywhere in-game, but they'll save you a lot of manual dragging once you know them.

Careful with vehicles: the Shift+Click trick behaves differently on a minibike or other vehicle — it swaps whatever part you click with what's currently installed, rather than just storing it in your inventory. Handy once you know that, easy to lose a part by accident if you don't.

Hidden perk effects the game doesn't mention

Checked every perk in the game that touches magazine loot odds against its own in-game description. Every weapon-type perk explicitly names the main magazine it boosts (Dead Eye names Rifle World, Boomstick names Shotgun Weekly, and so on) — but that's not the whole story. 17 different perks also carry a second, completely undisclosed bonus: a temporary boost toward the "Vol 1" book of that perk's own matching mastery challenge (Sniper, Shotgun Messiah, Bar Brawling, Lucky Looter, and 13 others), which turns off once you've actually completed that challenge. None of these are mentioned in any of the 17 perks' own descriptions — not even a hint.

The clearest example is Lock Picking, which hides two effects at once: a boost to Forge Ahead magazine odds (turns off once your Forge Ahead progress passes level 12) and a boost to "The Great Heist Vol 1" specifically (turns off once you finish the Great Heist challenge). Every other affected perk follows the same "Vol 1, until challenge complete" pattern — see the Perk Planner, where every affected perk now shows its real hidden bonus labeled explicitly, rank by rank.

Common early mistakes