Dread Thicket
Dread Thicket

You wake up in the woods with nothing. What you leave with you is only what fits in your backpack — and what you can defend.

10,240 msideways — entire map loaded at once, no transition screen
Server decidesdeparture on a dedicated server; no host with an advantage
Own enginerenderer, physics, network and interface are our code
Our anti-cheatsix layers, and the last one is a person

The game

Nobody comes to save you

Open world, server that decides everything, and just one rule: he died, lost what he was carrying — on the ground, for whoever arrives first.

Dread Thicket is an open world survival game. You are born on any edge of the map, with no weapon, no food and no idea where you are. From there, it's a case of searching house by house, building by building, looking for anything that might be useful.

The map is not empty. There are cities taken over, highways, closed forests and infected people in numbers that make noise a problem. But what kills the most is people: everyone you meet wants what's in your backpack, and most won't ask first.

When you die, the character remains — the one with him does not.

Everything remains on the floor, where it fell, for whoever arrives first.

It's the only reason coming back alive is a difficult decision.

The match

What does a way out look like?

Enter with nothing, leave with what you managed to hold on to.

  1. You enter

    On any edge of the map, with what you took from the safe — which could be nothing.

  2. Search

    House by house, building by building. Each item takes up space and weight, so everything you pick up is a choice of what you won't take.

  3. Survive the way back

    Infected makes noise become a problem; player makes his backpack become a target.

  4. Get out alive through the safe zone

    And keep what you brought in the safe. Only what goes into the safe is truly yours.

Systems

What you need to manage

Six things compete for your attention all the time. Ignoring any of them is costly.

  • Body

    Hunger, thirst and temperature

    The three fall alone and don't wait. Spoiled food kills more slowly than hunger, but it kills. Rain and night bring down its temperature.

  • Body

    Injury and infection

    Bleeding, fever and blood infection are counted in time, not in a bar: each one asks for a different item to stop, and none of them disappear on their own.

  • Fight

    Where the shot hits

    There are four zones — head, torso, arms and legs — and only two have protection: a helmet covers the head, a vest covers the rest. Where you hit changes how much it hurts.

  • Backpack

    Weight and space

    The backpack has slot and weight limits. Each piece of equipment has its own volume, fuzziness, and noise—carrying more slows you down and makes it easier to hear.

  • Map

    Safe zone

    Inside it, no one shoots and no one takes damage. It's where you come in from, it's where you return to, and it's the only place where disconnecting doesn't count as escaping.

  • Progress

    Vault, clan and server

    What survives your exit stays in the safe, inside the safe zone — the code is recorded on it, not on you. Set up a clan, compete for rankings and rent your own server with the rules you define.

The world

The map is not assembled by hand

Relief with erosion, river network, street network, blocks, lots and buildings are born from our generator, inside the engine itself. Before becoming a playable level, the map goes through a validation battery — and then by someone's hand.

The technology behind

Nothing here is rented

Dread Thicket does not run on a licensed engine, does not use third-party anti-cheat and does not depend on a service that can disappear. The four layers below are ours — and each one changes how you feel when playing.

UnderWar Engine

The engine

World, physics, sound and network. It's the layer that decides how many objects fit into a scene, how long it takes to load a map and whether a shot registers.

What changes for you: When something is wrong, there is no call to contact the supplier or engine version to wait. Open the file and fix it.

See the engine inside
UnderRender

UnderRenderNEW

The graphics runtime

The layer that designs, separate from the rest of the game: compatibility with the DirectX 9 pipeline that already runs on one side, modern pipeline on the other — HDR, PBR, SSAO, shadows, bloom, reflections, anti-aliasing and resolution scaling.

What changes for you: better image without changing games, and quality that goes down to the old machine instead of requiring the new one.

See UnderRender

UnderProtection

The anti-cheat

Six layers written by us, from customer agent to review queue. The service that this type of game used ceased to exist and took detection with it — that's why we wrote ours.

What changes for you: detection that changes on the day it needs to change, and no one banned by a number alone.

See the six layers

UnderStudio

The tool and the studio

The game and the workshop in the same executable: whoever assembles the map assembles it within the game, with the same physics and the same collision that you will have.

What changes for you: nothing is adjusted in a preview that lies — and screen correction doesn't require downloading the entire client again.

Discover the studio

UnderProtection

Six layers, and the last one is a person

None of them are purchased, licensed or integrated. The six are our project and code.

  1. 01

    Agent at the customer

    Compiled within the executable itself, without a single DLL: checks the binary signature, looks for a coupled debugger and scans the memory for the injected module — alone and when the server tells it to scan.

  2. 02

    Native brain, instead of the supplier

    The detection service that this type of game used no longer exists, and its libraries are unobtainable. Instead of accepting dead protection, we rewrite the brain and we link it statically in the executable.

  3. 03

    Authority on the server

    Where you can't reach. Each match is validated against dozens of cheat types — infinite life, flight, speed, shot through wall, tampered weapon, impossible distance, cadence, item appearing out of nowhere, forged recipe, inventory, reload, vehicle — in almost two hundred checkpoints.

  4. 04

    Own telemetry, per game

    Each match records who entered, who killed who, at what distance, in how long and with how many headshots. Our bank, our format.

  5. 05

    Batch analysis

    Outside of the match, the history is crossed looking for patterns that no one would see in real time. What comes out of there is not punishment: it is a line of suspects. When this is the case, the server still asks the client for a screenshot right away.

  6. 06

    Human review

    The queue opens in a panel within UnderStudio itself, with the occurrences and what each one means. The final verdict is always one person's — the machine points out, no one is banned for a number alone.

Get notified when it opens

Two things will happen, in that order. Leave your email and you will receive a notice in each of them — just these two.

  1. First

    Open pre-beta

    The pre-beta comes out before Steam. It's the first time the world is open to play — and anyone on the list will receive notice on the day, with everything they need to enter.

  2. After

    Steam page

    With the pre-beta running, the page goes live and the wish list opens. We'll let you know on the day, so you can add it right away — wishlist on the first day is what gives the game visibility.

Let me know

An email when the pre-beta opens. Another one when Steam goes live. Nothing else.

We only keep the email. No spam, no forwarding to third parties — and every warning comes with an unsubscribe link.