A grounded, session-based salvage/extraction FPS built in Unreal Engine 5.6. Tight gunfeel, faction-driven conflict, and a salvage economy where Human → Hybrid → Alien tech escalates both power and risk.
“Logistics is drama. Alien tech is dangerous. Extract, or it never happened.”
Active development on Windows. Self-hosting and packaging supported. See docs for canon and design.
Prereqs
- Unreal Engine 5.6 installed locally
- Visual Studio 2022 with C++ workload
- Git LFS enabled for large assets
One-time setup
- In VS Code Settings, set "ue.engineRoot" to your UE path (e.g.,
C:\\Program Files\\Epic Games\\UE_5.6
). - Clone with LFS and open the folder in VS Code.
Build and run
- UE5.6: Generate Project Files (VSCode)
- UE5.6: Build Editor (Dev Win64)
- UE5.6: Launch Editor
Optional checks/tools
- UE5.6: Sanity Pass (Headless Python)
- UE: Validate Required Plugins
- Docs: Run Docs Gate
Windows (PowerShell)
Server\run_server.ps1
Linux/macOS
bash Server/run_server.sh
Use the task: UE5.6: Package Game (Win64 Dev)
Artifacts are written to .packages/Win64/Development
.
- Lore Bible (single source of truth): docs/Lore/LORE_BIBLE.md
- Machine-readable lore index: docs/Lore/lorebook.yml
- World scale & expansion: docs/Design/World_Scale_And_Expansion.md
- Faction art guides: docs/Art/Factions/
Read CONTRIBUTING.md and CODE_OF_CONDUCT.md.
- Keep lore canonical: link to the Lore Bible; don’t duplicate canon in feature docs
- Use stable IDs from lorebook.yml (REG_, EVT_, FCT_, POI_) in assets and docs
- Run the Docs Gate before PRs (task: "Docs: Run Docs Gate")
- Follow UE asset paths/naming (e.g.,
Content/TG/...
)
- Config/ — Engine/project settings
- Content/ — UE assets (Maps, Materials, VFX, UI, etc.)
- Data/ — Source tables for DataTables
- docs/ — Canon, art guides, concepts, tech notes
- Plugins/ — Project plugins (TGAttachments, TGModKit)
- Server/ + Docker/ — Dedicated server + containerization
- Source/ — C++ modules (TGCore, TGNet, TGCombat, …)
- Tasks can't find the engine? Verify the VS Code setting: "ue.engineRoot".
- Missing images in docs? Run ArtGen/UE import pipelines under Tools/.
- Build failures? Re-run Generate Project Files and ensure VS 2022 C++ components are installed.
- Wishlist: (link soon) • Discord: (invite soon)
- See
Docs/Phase4_Implementation_Log.md
for what landed each week.
Terminal Grounds — Logistics is drama. Alien tech is dangerous. Every screenshot should look like a news photo with one impossible detail.
- If you haven't run the generators yet, the image tags will 404 on GitHub—that's fine. After you run the ArtGen + Unreal Python tools, the paths above will exist and render.
- If your repo uses different import paths, update the
src=
values accordingly.
- Open
TerminalGrounds.uproject
in UE 5.4+ - Build targets: Game, Editor, and
TerminalGroundsServer
- Startup Map: Set in
Config/DefaultGame.ini
- Tools: See
Tools/Unreal/python/
andTools/ArtGen/
for generators and importers
Config/
— Engine, Game, and project DeveloperSettingsContent/
— UE assets (Maps, Materials, VFX, UI, ConceptArt, etc.)Data/
— Source-of-truth CSVs for datatables (mirrors subset under Content/DataTables)Docs/
— Bibles and guides (Art, VFX, Audio, Lore, Concepts)Plugins/
— Project plugins (TGAttachments, TGModKit)Source/
— C++ modules (TGCore, TGNet, TGCombat, …)Server/
+Docker/
— Dedicated server packaging and container runtime
- Maps
- Content/TG/Maps/IEZ/ — District lookdev and gameplay maps
- Content/TG/Maps/TechWastes/ — Wasteland bands and POIs
- Content/TG/LookDev/ — Auto-generated lookdev grid
- DataTables
- Content/DataTables/*.csv — In-project datatables (built from
Data/Tables
)
- Content/DataTables/*.csv — In-project datatables (built from
- Materials
- Content/TG/Materials/
- VFX
- Content/TG/VFX/
- Audio
- Content/TG/Audio/
- UI
- Content/TG/UI/
- Concept Art (references)
- Content/TG/ConceptArt/