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.
Wet terrain, thick cover, wildlife, infection risk, and early survival pressure.
High-value danger zone with heavy pressure, risk, noise, and big rewards.
Flood channels, bogging holes, ambush routes, and risky travel decisions.
Bases, power, alarms, raids, repairs, and long-term survival plans.
This is the public build board. It shows what stage RedZone is in without exposing the behind-the-scenes details.
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.
A rough, dangerous, player-shaped survival world. Survive the people, survive the weather, survive the land, and try to build something that lasts.
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.
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.
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.
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.
Food, water, temperature, blood, injury, sickness, wetness, stamina, pain, and infection are planned to push real choices instead of sitting there as background meters.
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.
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.
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.
A small profile section for the person behind RedZone and Eroded Networks. Click through the tabs to see the experience, project history, and links.
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.
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.
A quick history of where the project path started and where the energy is going now.
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.
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.
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.
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.
Follow the project, join the Discord, or check the Eroded Networks profile.
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.
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.
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.
The world should show what happened. Broken cover, burned ground, raided bases, damaged routes, and a map that feels like it has history.
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.