Temperature
Wind chill, wet penalties, biome modifiers, fire warmth.
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Realistic survival overhaul.
Vanilla survival, rewritten to respect your time and punish carelessness. Thirst. Temperature. Fatigue. Weight. The systems Minecraft never had, layered in without breaking what works.
Wind chill, wet penalties, biome modifiers, fire warmth.
Inventory has a hard weight cap. Pack light or risk everything.
Randomly assigned genetic traits can alter your path through the world.
Keeping on top of a balanced diet helps unlock perks like increased health.
Walls didn't exist to the old temperature system. They do now.
Atom, the vanilla survival overhaul is back, rebuilt on Glowstone. First playtests run June 27th–28th.
In vanilla Minecraft, survival ends fairly quickly, before you know it you have full diamond armor and more than enough food to survive.
In Atom, survival is a constant struggle. You knap your first tool out of a rock, you need to think about what food you have, and what you eat. You'll need to keep your body warm, and you'll want to keep your base sealed.
Place a stone in a knapping station. Click cell by cell to chip away the shape you want. Get the pattern right and you've made an axe head. Different materials produce different tools from the same pattern.
Campfires need you to feed it fuel, or it will die. When tended to, that fire cooks your meat, smelts your metal, and keeps your body out of the cold.
Cold nights, wet clothes, hard labor. They all move the needle. Sit too long in the rain and you'll start losing health. Build a shelter, dry off, dress for the weather. The game knows when you've actually sealed a room, and it treats real shelter like real shelter.
Gravity is now a force on all blocks, and you need to take it into consideration when building, otherwise your ceiling may come down on you.
Reinforce a wall and keep griefers out. There are multiple levels of reinforcement, each taking longer and longer to break through.
Atom is a survival overhaul, not a minigame. The progression rewards players who learn the systems, not players who memorize recipes.