Modding

At, or around launch, Elysium will support full server-client modding. According to the limited amount of information available about modding in the final game, the API itself will be similar to Unturned 3.0's modding system, while the selection process for adding community models, guns, vehicles, and other content will be similar to Rust's community curation system.

Some features that have been partially, semi or fully insinuated/confirmed by RAV3 team members, or Supremes on Elysium's official Discord server (keep in mind, any of this could change in a moments notice):


 * Total conversions. Whether this means just the map, or the entirety of game mechanics in unknown. For those unaware, an example of a total conversion would be turning the Saint-Grace Islands into a post-apocalyptic wasteland, with every gun/player model reskinned, new vehicles and a greatly altered landscape.


 * The ability to model, skin, and create the game mechanics for guns, vehicles, clothing, and other items, with them being balanced for in-game use either during or after the approval process. This would presumably be to prevent players from creating a 60000 RPM nuke launcher with projectiles that fly as fast as a railgun's projectiles.