Resident Evil: Desperate Survivor

Resident Evil: Desperate Survivor is a VR game concept by Red-Verse-Writer. Set during the events of the second game, it revolves around a unnamed and unidentified civilian in Racoon City who must fight their way out of the zombie-infested city.

Gameplay
The gameplay of Resident Evil: Desperate Survivor is a first-person survival horror game based heavily upon Resident Evil 7: Biohazard, in which the player controls a unnamed, unidentifiable inhabitant of Racoon City during the events of Resident Evil 2, in which the city has become overrun with undead mutants. The civilian's objective is to recover supplies, defend themselves against enemies and attempt to locate any other survivors before making a effort to escape the city. Amongst the variety of enemies encountered include standard T-Virus infected humans, the advanced mutant known as the Licker, and the deformed offspring of the "G-Creature" known as simply "G", all of which attempt to attack and kill the player. As the civilian is attacked, his health depletes, causing his vision to become more saturated and his clothing to become bloodied, as well as causing him to move more slowly and effecting his aim. If the player's health is completely depleted and they then take damage once more, they will die and be forced to restart from their last save. Health can be restored using certain items that can be either found scattered around the game world, harvested from dead enemies, crafted using supplies or even grown in certain locations.

The game uses a grid-based inventory system similar to 7, altered to reflect the VR style of the game. Opening the inventory causes the civilian to physically remove his backpack, place it on the ground, kneel in front of it and open it before being able to access the inventory - closing the inventory has the opposite animation. The player initially has a inventory capacity of 20 slots, but this number can increased by finding certain equipment. While most items only take up one inventory slot, some items (including most weapons) can take up two, three, four, five or even six inventory slots. Items in the inventory can be equipped to a quick select of up to six non-weapon items, examined to reveal their purpose or uncover a hidden secret or combined together to improve their effectiveness. In certain rooms, a item box can be found in which items can be stored or extracted from any prior item box.

Weaponry available to the player is divided into three categories, all depending upon the function of the weapon and equipment slot upon the player's body. Primary weapons, equipped upon the civilian's back, include shotguns, assault rifles, grenade launchers and flamethrowers, and are meant to be the player's main weapon against a stronger foe. Secondary weapons, equipped upon the character's belt, include smaller arms such as pistols, revolvers and submachine guns, as well as various types of grenades. Primarily focused upon dealing with weaker enemies, secondary weapons can also be used as a distraction, or in certain circumstances be used to kill large hordes of enemies. Melee weapons, which are attached to the player's back or belt depending on the individual weapon, are used to deal heavy damage to enemies at close range. Melee weapons gradually decay and eventually break while in constant use, but can repaired using materials specific for each weapon should such a thing occur. The majority of the weapons used in-game can be upgraded using certain Weapon Parts in order to improve their effectiveness in certain areas, i.e. a Flashlight attachment to most firearms that enables the player to see in the dark without the need to forego their primary weapon in favour of using the Flashlight alongside their secondary weapon.

Primary

 * W-870 Shotgun:
 * M4A1 Assault Rifle:

Secondary

 * G19: The player's first handgun, acquired from the corpse of a RPD officer on the second floor of the hotel. Possessing police-grade firepower, it is small, quick, accurate, and does decent damage against most enemies, but is outshined by later weaponry. It has a magazine capacity of 15 rounds, but this amount can be increased to 22 rounds with a Extended Pistol Magazine upgrade.
 * Matilda: A police-grade firearm acquired in the Racoon City Police Station. It has a magazine capacity of 12 rounds, which can be increased to 18 rounds with a Extended Pistol Magazine upgrade. A very versatile pistol, it is effective with dismembering and killing zombies, but ineffective against stronger enemies such as Hunters.

Melee

 * Meat Cleaver: A meat cleaver acquired from the player's hotel room that serves as their first weapon and only line of defence until the G19 is acquired. It deals Stabbing-type damage, has roughly 500 points of durability, and can be repaired with Metal Scraps and the Blowtorch.
 * 2x4 Plank: A wooden plank with nails attached found on the ground floor of the hotel. It has a extended reach compared to most melee weapons. It deals Bashing-type damage, has roughly 300 points of durability, and can be repaired with Wood Chips and Nails.
 * Pipe Wrench: A steel pipe wrench acquired from the corpse of a mechanic in the Racoon City sewers. It deals Bashing-type damage, has roughly 650 points of durability, and can repaired with Metal Scraps and the Blowtorch.
 * Survival Knife: A survival knife found in the S.T.A.R.S. office, similar to the knives wielded by the main characters in the first game. It deals Shredding-type damage, has roughly 500 points of durability, and can be repaired with Metal Scraps and the Blowtorch.
 * Steel Bat:
 * Hammer:
 * Crowbar:
 * KF-BAR:
 * Machete:
 * Shovel:
 * Lead Pipe:
 * Tire Iron:

Medical Supplies

 * Green Herb: The most prominent herb in the game, typically found in plant pots or in window planters around the city, although the player can grow their own herbs in planters located in certain safe rooms and other locations. When taken by itself, a Green Herb restores roughly 25% of the player's maximum health.
 * Blue Herb: A rarer herb, found in plant pots, window planters or grown by the player. When taken by itself, a Blue Herb will cure most status ailments, including poison, bleeding and parasitic infection, as well as restoring roughly 10% of the player's maximum health.
 * Red Herb: A special herb that cannot be used by itself, but instead must be combined with Green, Blue or Yellow Herbs to vastly improve their effect. It can be found in plant pots, grown by the player, or extracted from window planters.
 * Yellow Herb: The rarest herb in the game, which can only be found in plant pots and window planters and cannot be grown by the player. When taken, a Yellow Herb permanently increases the player's maximum health by 20% and decreases any future damage taken from poison or bleeding by 10%.
 * First Aid Spray: A canister of medical spray that can typically be found in medicine cabinets or on desks. When used, a First Aid Spray restores roughly 80% of the player's maximum health and cures bleeding.
 * Antiviral Spray:
 * Adrenaline Shot:

Ammunition Supplies

 * Small Bullet: Ammunition for the Pistols and Submachine Guns, automatically placed in the Pistol Ammo Box upon being picked up. Typically found in groups of five, ten, fifteen or twenty.
 * Medium Bullets: Ammunition for the Assault Rifles and Machine Guns, automatically placed in the Rifle Ammo Box upon being picked up. Typically found in groups of twenty, twenty-five or forty.
 * Large Bullet: Ammunition for the Revolvers and Sniper Rifles, automatically placed in the Revolver Ammo Box upon being picked up. Typically found in single units or in groups of three, five or six.
 * Shotgun Shell: Ammunition for the Shotguns, automatically placed in the Shotgun Ammo Box upon being picked up. Typically found in single units or in groups of four, six or eight.
 * Grenade Rounds: Ammunition for the Grenade Launchers. Always found in a canister of six, they are identified by their grey colouration. Grenade Launchers loaded with Grenade Rounds cause standard explosions.
 * Flame Rounds: Ammunition for the Grenade Launchers. Always found in a canister of six, they are identified by their red colouration. Grenade Launchers loaded with Flame Rounds cause explosions of fire when fired, which can ignite more enemies in a cluster.
 * Freeze Rounds: Ammunition for the Grenade Launchers. Always found in a canister of six, they are identified by their blue colouration. Grenade Launchers loaded with Freeze Rounds cause explosions of ice when fired, which freezes enemies and leaves them vulnerable for following attacks.
 * Acid Rounds: Ammunition for the Grenade Launchers. Always found in a canister of six, they are identified by their yellow colouration. Grenade Launchers loaded with Acid Rounds cause explosions of acid when fired, which deals different amounts of damage based on the enemy - zombies take less damage from acidic explosions, while living mutants take much more damage.
 * B.O.W. Gas Rounds: Ammunition for the Grenade Launchers. Always found in a canister of four, they are identified by their green colouration. The rarest type of Grenade Launcher ammunition, Grenade Launchers loaded with Gas Rounds deal more damage and leave a short but highly damage cloud of bio-engineered gas that can cause even more damage to enemies.

Crafting Supplies

 * Metal Scraps
 * Wood Chips
 * Nails
 * Leather
 * Gunpowder Type A
 * Gunpowder Type B
 * Gunpowder Type C
 * Gunpowder Type D
 * Gunpowder Type E
 * Gunpowder Type AA
 * Gunpowder Type AB
 * Gunpowder Type AC
 * Gunpowder Type AD
 * Gunpowder Type AE
 * Gunpowder Type BA
 * Gunpowder Type BB
 * Gunpowder Type BC
 * Gunpowder Type BD
 * Gunpowder Type BE
 * Gunpowder Type CA
 * Gunpowder Type CB
 * Gunpowder Type CC
 * Gunpowder Type CD
 * Gunpowder Type CE
 * Gunpowder Type DA
 * Gunpowder Type DB
 * Gunpowder Type DC
 * Gunpowder Type DD
 * Gunpowder Type DE
 * Gunpowder Type EA
 * Gunpowder Type EB
 * Gunpowder Type EC
 * Gunpowder Type ED
 * Gunpowder Type EE
 * Gunpowder Type F
 * Gunpowder Type FF