IM GONE 06:12 dev log
The city of IM GONE seen from above at dusk, with towers, blocks, forest and snow-capped mountains behind it.

dev log · survival game in the browser

IM GONE

No download, no plugin, no account required. You open the page and you're already in an open world 900 × 900 metres across, hungry, thirsty, surrounded by other players and a clock that never stops.

day/night cycle
10 min
players per room
16
buildings downtown
83
zombies per round
225+60% at night

IM GONE is a post-apocalyptic first-person survival game that runs entirely in the browser. You wake up in the middle of a procedurally generated map with almost nothing in your hands, and from there the only rule is to keep breathing.

There is no quest. There is no tutorial. There is a city full of buildings to pick through, a military base with the good gear, a farm, a hospital, an airport — and between you and any of those, kilometres of forest, a river, and things that used to be people.

This dev log describes the game as it stands today. Every number came out of the code, and every image was rendered by the game's own engine.

06:12 · sunrise

The noise

You spawn somewhere on the map with a pistol, 12 rounds and a bandage. The four bars in the corner start draining immediately: health, hunger, thirst, stamina. The fifth bar matters most, and nobody notices it at first.

Running is loud. Crouch-walking is almost silent. Firing is very loud. And sound ignores walls: zombies head straight for it and keep searching for 9 seconds around the spot where they think they heard something.

First-person view on a city street, with health, hunger, thirst, stamina and noise bars bottom left, minimap top right and the hotbar below.
The full HUD. The bottom bar, the green one, is the noise meter.

08:20 · morning

Scavenging

Every building downtown has a real interior — rooms, furniture, stairs, a second floor you can climb to and shoot from. Loot points are scattered through them and refill every two and a half minutes.

What you find depends on where you look. Suburban houses give food and bandages. The police station gives pistols and vests. The military base gives AK‑47s, M4s, scopes and 7.62 ammunition — which makes it the most dangerous place on the map, because everyone knows.

The city seen up close at midday, with tall buildings at the centre and houses around them.

The inventory goes up to 24 slots, but you start with far fewer — a large backpack fixes that. There's crafting too: rope becomes a bandage, a bandage plus painkillers becomes a medkit, scrap and rope become a vest or a mask.

The inventory screen, with the item grid, character preview, equipment slots, weapon attachments and the crafting list.
Inventory, gear, weapon attachments and crafting on one screen. Up top, the infection warning.

10:05 · morning

The arsenal

Seven lethal weapons, each with a clear job.

Values read straight out of shared/items.js
WeaponDamageRangeMagAmmo
Sniper130320 m57.62
Axe522.8 m
AK-4736120 m307.62
Pistol3295 m129 mm
Knife302.2 m
M429110 m305.56
Mossberg 50013 × 834 m812 gauge
3D model of the sniper rifle
Sniper
3D model of the AK-47
AK-47
3D model of the M4
M4
3D model of the Mossberg 500
Mossberg 500
3D model of the pistol
Pistol
3D model of the axe
Axe

Five attachments change how a weapon behaves: a suppressor (which shrinks the noise radius of every shot), a red dot, a 4x scope, an extended mag and a foregrip. The sniper and the scope open a full-screen telescopic sight. The red dot keeps the gun on screen and hides the HUD crosshair — you aim through the actual red dot.

There's also a ballistic shield you can plant in the ground as one-way cover: it blocks incoming fire from the front and lets you shoot straight through it. Plus grenades and binoculars.

13:40 · afternoon

The car

Cars are scattered across the map, with fuel, damage and a speedometer. You can drive, run zombies over, refuel at a gas station and use the vehicle as mobile cover — it takes 400 damage before it becomes burning scrap. Zombies chip the bodywork slowly, so driving through a horde is nearly safe.

Elevated in-game view of the city, with cars on the streets, houses, apartment blocks and the minimap marking loot points.
From up here you can plan the route — and see who's already down there.

16:30 · late afternoon

The airdrops

Roughly every four minutes a crate of high-tier supplies lands in the open, marked by a pillar of light visible from anywhere on the map and by a marker on the minimap. Eight good items inside.

19:50 · nightfall

Night falls

When it gets dark the game changes genre. Horde night turns on three things at once.

  • +60%zombies per zone
  • +55%detection radius
  • +18%chase speed
The city at night, with lit windows, street lamps on and the mountains in deep blue behind.

And in the middle of downtown the SUPER zombie is born: an enormous ash-red thing with glowing eyes that only shows up at night, never more than two alive at once. Its bite infects 55% of the time — against 22% for an ordinary zombie.

SUPER zombie in soldier clothing
super soldier
Brute zombie in worker clothing
brute worker
Runner zombie in police clothing
runner police
Walker zombie in civilian clothing
walker civilian
Crawler zombie in a hazmat suit
crawler hazmat
Walker zombie in a medic uniform
walker medic

There are five body types — walker, runner, brute, crawler and super — crossed with six outfits: civilian, worker, police, soldier, medic and hazmat. Thirty combinations, and each one tells you from a distance what you're facing, and what it was doing before it became that.

First-person view at night in the game, HUD visible.
At night your sight line shrinks along with the fog.

22:10 · deep night

The infection

Getting bitten doesn't kill you. It gives you a deadline.

You have 14 seconds of grace before the infection starts eating your health at 0.7 per second, without pause, until you die. The only cure is a vaccine, and there is a guaranteed stock at the centre of the map. The screen takes on a sickly green cast and a permanent warning.

Then you choose: run for the centre through the night, or bet on finding a vaccine on the way.

dossier

The world

A 900 × 900 map grown from a deterministic seed. Client and server produce exactly the same world from the same number, so the walls you see are the walls the zombie bumps into.

Beyond the city and the village, the map holds a hospital, an airport, a gas station, a weather station, a watchtower, a camp, a valley and a crash scene on the highway. A river with bridges, lakes, asphalt and dirt roads, dense forest at the edges and snow-capped peaks on the horizon.

Weather changes on its own: clear spells of 1.5 to 4 minutes, broken by rain lasting 50 to 130 seconds that darkens everything, pulls the fog in and changes the ambient sound. The sun rises and sets along a real arc, windows light up at night, street lamps switch on, police light bars strobe and the TVs inside houses flicker blue.

dossier

The survivors

Default survivor holding a rifle
survivor
Survivor with vest, mask and backpack
geared up
Admin character in military fatigues
admin

The character is customisable in skin, shirt and trousers, with vest, mask and backpack visible on the body — you can judge how dangerous another player is just by looking at them. Their name only appears when you aim at them, inside a cone of roughly 6°.

dossier

How it's built

The entire world is procedural — no external asset is required. Terrain, buildings, interiors, cars, trees, characters and weapons are all geometry generated in code.

The server is authoritative over everything that matters: damage, loot, zombie AI, fuel and infection. It runs the simulation at 20 Hz, and keeps running with nobody connected — zombies walk, weather turns, loot respawns. The client predicts its own movement so it responds instantly, and gets corrected by a speed clamp.

Rendering
Three.js · WebGL 2 · bloom and vignette
Networking
Colyseus · WebSocket · schema-synced state
Build
Vite
Server
Node.js · Express
Persistence
SQLite — accounts, characters, world edits
Audio
Web Audio API with a spatial panner

The images in this dev log aren't hand-taken screenshots: a harness renders each scene using the game's real code and a headless Chrome saves the frames. That way the images can't drift from what the engine draws.