Work in progress · Built by Eroded Networks
RedZone

RedZone is the survival game being built behind Eroded Networks by soda_toucher03. It is a storm-soaked, Australian-inspired PvPvE survival shooter where the world is not just scenery — it pushes back, breaks, burns, floods, and remembers what players do.

This is where most of the grind is going. Not a quick clone. Not another empty map with a loot loop slapped on top. RedZone is being shaped into a world players can fight over, survive in, build inside, lose everything in, and still want to come back for one more run.

PvPvE
Players, infected, wildlife, hostile zones, and pressure from every direction.
Destruction
Bases, cover, vehicles, terrain scars, and damaged structures are part of the plan.
Weather
Storms, flooding, bushfires, and cyclones that can smash bad planning.
Persistence
A long-term world where player choices should leave a mark.

Rainforest Spawn Belt

Wet terrain, thick cover, wildlife, infection risk, and early survival pressure.

Military Red Zone

High-value danger zone with heavy pressure, risk, noise, and big rewards.

River Crossing

Flood channels, bogging holes, ambush routes, and risky travel decisions.

Player Territory

Bases, power, alarms, raids, repairs, and long-term survival plans.

Current state
In active development
Focus
Game foundation

Status

This is the public build board. It shows what stage RedZone is in without exposing the behind-the-scenes details.

Now building
8%

Game foundation

Building the foundation first, then stacking the survival world, player systems, weather pressure, base building, and long-term content on top without rushing it into a mess.

In active development 1/12 sections marked
Game foundation
Current public focus.
Multiplayer core
The online backbone for a proper persistent survival world with long-term servers and shared player stories.
Player movement
The way a survivor moves, reacts, travels, fights, carries gear, and feels inside the world.
Survival pressure
Food, water, temperature, wounds, sickness, stamina, infection, wetness, and choices that actually matter.
PvPvE danger
Firefights, player risk, infected pressure, wildlife threats, guarded zones, and moments that can turn ugly fast.
Building & raiding
Shelters, defended compounds, power, lights, alarms, CCTV, repairs, raids, and bases that never feel completely safe.
Editable world
A world that can show damage: broken cover, scarred ground, damaged routes, player-made changes, and aftermath.
Weather & disasters
Storm fronts, heavy rain, flooding, bushfires, and cyclone-level events that can threaten bases and reshape plans.
World threats
Infected, wildlife, guarded areas, patrol pressure, and dangerous places that make noise and movement matter.
Vehicles & travel
4WD travel, river crossings, risky supply runs, ambush routes, noise, fuel, and rare end-game transport later.
Interactive map
A future community-facing map layer for regions, danger zones, routes, events, and discovery without spoiling everything.
Polish & playtesting
Testing, balancing, cleanup, performance passes, presentation, and the push toward something players can properly try.

What RedZone is trying to become

A rough, dangerous, player-shaped survival world. Survive the people, survive the weather, survive the land, and try to build something that lasts.

Weather that matters

Storm fronts are not just pretty skyboxes. Heavy rain can make crossings ugly, bushfires can tear through cover, and cyclone-level events are planned to threaten exposed bases, weak builds, and careless crews.

Bases with risk

Build, power, defend, repair, and raid. A base should feel earned, not magically safe. Lights, alarms, doors, power, cameras, repairs, and raiding pressure are all part of the long-term feel.

PvPvE pressure

Players are dangerous, but they are not the only problem. Infected, wildlife, guarded zones, sound, weather, and movement can all turn a quiet run into a bad day.

A world that changes

RedZone is being aimed at an environment that can be scarred, broken, dug into, burned, flooded, and changed by fighting, disasters, vehicles, and player activity.

Survival with consequences

Food, water, temperature, blood, injury, sickness, wetness, stamina, pain, and infection are planned to push real choices instead of sitting there as background meters.

Travel is a decision

Roads, river crossings, boggy terrain, ambush routes, fuel, noise, and rare end-game vehicles should make travel feel like a commitment, not just fast movement.

Interactive map plans

The goal is a clean community-facing map layer for regions, danger zones, routes, events, and discovery without spoiling every secret that should be found in-game.

Built with the community

RedZone is where most of the energy is going. The plan is to let players follow the build, get hyped, test when ready, and be part of something that grows properly.

Built by soda_toucher03

A small profile section for the person behind RedZone and Eroded Networks. Click through the tabs to see the experience, project history, and links.

Solo built, community driven.

I am soda_toucher03, the person behind Eroded Networks and the solo developer pushing RedZone forward. Most of my time is going into building the foundation properly, keeping the community alive, and shaping RedZone into something players can follow from the start instead of only hearing about it when it is finished.

The goal is simple: build something with weight behind it. Servers, community tools, survival systems, web pages, status boards, and the long grind that makes a project feel real.

2015
Started building online game communities.
Solo
One person pushing the build, the site, and the vision.
01/01/2026
RedZone project start date.

Experience from running real communities.

This is not coming from nowhere. Since 2015, I have been building, running, breaking, fixing, relaunching, and improving game communities. That means server setup, player flow, moderation pressure, economy balance, community feedback, web systems, and knowing how quickly a good idea can turn messy if it is rushed.

Servers
DarkRP, Unturned, Rust, and survival community experience.
Web
ErodedNetworks.com modules, pages, status systems, profiles, and community features.
Builds
Long-term focus on better foundations instead of short hype launches.

Past and current projects.

A quick history of where the project path started and where the energy is going now.

2015 — 2017

Dark Thieves Networks

My first proper development run. Dark Thieves Networks was built around a DarkRP server and stayed alive for around two years. During that time I also ran an Unturned server alongside it. DTN no longer exists, but it is where the grind started.

2020

Chill Vibez Networks

Started Chill Vibez Networks and built a 5X One Grid Rust server. It became the number one 5X One Grid server in Australia for five months straight, then was sold to help fund the next chapter.

Current

Eroded Networks

The current home base. Eroded Networks is being built as the community hub, website, server platform, and foundation for the next improved 5X One Grid experience for Australia and other regions if the project keeps expanding.

01/01/2026

RedZone

The big project. RedZone is now where most of the development energy is going: a storm-soaked PvPvE survival game tied to the Eroded Networks vision.

The player story

RedZone is not only about who has the best kit. It is about what happened before the fight, what the weather did to the route, how loud the fight got, and whether your base survives the night.

Before the fight

You choose the route, carry the weight, watch the sky, cross the river, listen for movement, and decide if that shot in the distance is worth chasing.

During the chaos

Gunfire, weather, injuries, darkness, infected, wildlife, alarms, and terrain can turn a clean plan into panic. RedZone is meant to create moments players talk about later.

After it ends

The world should show what happened. Broken cover, burned ground, raided bases, damaged routes, and a map that feels like it has history.

Follow the build.

RedZone is still in development, but this is the big one. Keep an eye on Eroded Networks, join the Discord, and be ready when testing opens up. The goal is not just to play another survival game — it is to be there while one gets built.