Nobody knows what started the Final War — it was over too fast, fought with the last of the belligerent nations’ nuclear stockpiles, and the ones who pulled the triggers didn’t survive. It was the Final War because after that there was really nobody left who wanted to fight; we were all too busy surviving. Half a century of wars using nukes, bioweapons, nanoweapons, and even kinetic-kill weapons, gave us the Empty World: population 100 million and falling fast.
Who’s to blame? Depends on who you are, but you could just as easily blame the weapons industry; by the end, virtually every arms dealer in the world was owned by Amalgamated Corporation; while everyone was fighting they’d been buying up what Karl Marx used to call “the means of production,” and in the end missiles on both sides proudly wore the AC label.
Hell, in the end AC made just about everything, AC Sportsdrinks, AC Icecream, AC Battlegear, even AC Happytabs. I miss those. AC even gave us our wonderful mutant problem; the “vaccine” they developed when radiation sickness became as common as seasonal pneumonia from all those dirty battlefields — all the weapons-grade isotopes getting into the water table, or the fish, or the air — reacted with some of the leftover bioweapons and made lots of people go as squirrely as tab-pumped cannibals. You can ignore a neighbor developing neo-elephantitis or novuleprosy, but when he tries to eat you, you’ve got to take an interest.
So that’s it, we’re done, civilization is taking a breather. In 2089, anyone left alive and unmutated is just focused on staying that way. There are stories of enclaves here and there, where they’re lucky enough to have plenty of food stockpiled and mutants are thin on the ground or there’s lots of ammunition to throw at them. My advice is find one. Or make one. The Earth abides, all this too shall pass away, and if Darwin blesses you then you or your kids will inherit what’s left. For now, it’s one day at a time.
Realistic Bullet Physics: Bullet trajectory will change based on gravity, air resistance, and wind.
Random Encounters: Encounters can be spawned dynamically and located anywhere on the map.
Dynamic Item Spawns: Vehicles, weapons and items will usually be found in logical places, but can also be found anywhere in the world.
Be sure to check everywhere for items – lockers, stoves, cupboards, and many more.
Persistent Characters: Your character’s stats and items will be saved when you exit the game. When you log back in, you will have your health, items and location all restored.
Comprehensive Inventory system: Store items on your character and collect weapons, ammo and other useful items. You can also find additional items to increase the amount of storage space your character has – like backpacks.
Incapacitation System: Allows other players to revive or execute you based on conditions surrounding your death.
Food and Water systems: Keep your hunger and water levels up in order for your character to function at maximum efficiency. Low levels of food and hunger have a negative impact on your character’s performance.
Radiation System: Keep away from radiation to keep your level down. High levels of radiation will also affect your character’s performance.
Permadeath: When you die all of the items you were carrying stay with your character’s corpse. Other player’s can take them, or you can retrieve them yourself if they are still there when you get back to the corpse.
Free-for-all PVP: Kill anyone at anytime. There are no safe zones. However, it will be very beneficial to make a few friends.
Dynamic Weather System: Rain, snow, fog, wind, and other weather patterns are all dynamically generated and will create unique game play opportunities. The intensity of weather patterns will also be supported – from light fog to dense fog, for example.
Full Day/Night Cycles: Charge in during the day or wait until night time for a sneaky approach. The game features a real 24 hour clock based on the location of the server you are playing on.
First and Third Person Camera Views: Switch views based on personal preference (can be limited based on individual server settings).
Persistent World: Explore a huge world with a playable space of over 64km˛ (8km x 8km).
Item Storage: Stash items around the world in items such as tents, vehicles, and other items. Return to them later to retrieve your items – if another player hasn’t found and taken them at least.
Bounty system: Place a contract on someones head or go reap other bounties yourself.
Underground Areas: Explore hidden underground bunkers, caves, and caverns. Explore the map well as some will be hard to find, and you’ll have to swim to get in some of them.
Screenies over here http://miscreatedgame.com/media/
FAQ over here http://miscreatedgame.com/faq/
More information in their Forums here http://miscreatedgame.com/forums/forum.php