
About this template
Picture a game where every session is a calculated risk. Players inventory what they have, decide what to bring, load into a map with other players or AI threats, and start moving. Every item found is a potential bonus. Every bullet fired is a resource spent. Getting out alive with the loot is a victory. Dying means losing what you brought.
Summer Engine helps you build that tension through conversation. Describe the zones, the loot tiers, the threat types, the extraction points. The AI helps you design a game where every run feels meaningfully different because the stakes are always personal. Players brought their best kit, and they want it back.
Extraction games work because losing is personal. The player invested in that gear. Watching it disappear on the death screen is genuinely painful. Design the loot to matter and the threat to feel fair. That combination is the whole game.
Who this is for
- Developers who want to build a Tarkov-style extraction game with crafting and persistent character progression.
- Designers with a strong zone or faction concept who want to build around the extraction loop.
- Teams building a PvPvE game where player skill and preparation create interesting encounters.
- Solo devs building a hardcore single-player extraction experience with AI traders and progression.
Best use cases
PvPvE Extraction Map
Build a map where human players and AI enemies compete for resources. Multiple extraction points with different risk levels. Every run tells a story.
Solo Extraction Roguelite
Single-player extraction with permadeath or insurance mechanics. Procedural loot, escalating AI threats, and a persistent trader economy between runs.
Extraction Warfare Demo
A focused two-map vertical slice showing the full extraction loop: vendor interaction, loadout screen, zone entry, scavenging, combat, extraction.


