Working title · Open-world combat MMO

Carbon
Ashes

Build scrap-forged vehicles. Fight in first person. Leave a mark on a world that keeps the scar.

Crossout building Rust risk EVE consequence

Scroll the yard

01 — The loop

Three verbs.
One persistent fight.

v0.1 is not a lobby shooter and not a theme park. It is a scrap yard that remembers what you bolted down, what you blew apart, and who paid for it.

Stage01

Build

Scavenge scrap. Fabricate a Scout from cabin, frame, wheels, and a mounted MG. Every part is a choice — and a target.

Stage02

Fight

On-foot rifle work and vehicle brawls in the same yard. Shoot the gun off a ride. Cripple the wheels. Finish the cabin.

Stage03

Scar

Barricades stay. Wrecks matter. The shared world is not a round timer — it is a place other players inherit.

02 — The yard

Soviet steel.
Post-collapse grit.

An original industrial ruin — brutalist shells, corrugated plate, oil-stained concrete, oxidized green and rusted brown. Not fantasy neon. Not clean sci-fi. A yard built from scrap logic and bad weather that never clears.

Visual direction is stylized low-poly with deliberate lighting: readable silhouettes at combat distance, chunky materials, one overcast particulate sky. Grimy, but never muddy when it counts.

Material samples // D-027
Rust plate oxidized ferrous
Cold steel mill scale gray
Oxide green weathered cladding
Ember core live fire accent

03 — Systems

What you actually do

The demo loop is intentionally tight: one material, five recipes, owner-driven vehicles, and a yard that does not reset when you die.

Combat

Tactical FPS core

Hitscan rifle work with reload pressure, hit direction, and readable feedback. Death is a setback, not a full-loot beach reset — but your carried scrap is still on the line.

  • On-foot gunfights and vehicle-mounted MG fire in one space
  • Per-part vehicle damage: mobility, weapons, and cabin are separate bets
  • Short spawn protection, then you are fair game
Fabrication

Modular vehicles

Assemble a Scout from real parts with real costs. Destroyed components are gone — recraft or fight without them.

  • Cabin · Frame · Wheels · Machine gun
  • One active vehicle per player in v0.1
  • Owner-only drive; anyone can try to scrap it
Persistence

A world that keeps score

Barricades and durable state survive disconnects. Seasons wipe on a weekly cadence so the yard stays hungry. Between wipes, the place is shared, hostile, and remembered by the server — not your client’s imagination.

  • Server-authoritative simulation on Linux; clients send intent only
  • Scrap economy with salvage piles, corpse loot, and hard carry caps
  • Native clients on macOS (Metal) and Windows (DX12); Linux via Proton

04 — Substrate

Built on Carbon.

Carbon Ashes runs on the Carbon engine — open-sourced by Fenris Creations (formerly CCP Games) — with Jolt Physics under a game-owned simulation boundary. The differentiator is not another marketplace skin. It is a player-driven world on infrastructure almost nobody else is shipping.

Authoritative Server owns the sim
Native Metal · DX12 clients
Modular Parts, not paint jobs