Sakhal Remastered
First-Person Only. Ultra Hardcore. No compromises. Infected that climb, break doors, and hunt by smell. Stamina and sleep systems punish the careless. Pain, fractures, and deep wounds demand real treatment. Toxic rain, sanity degradation, random minefields, and predator packs. Hardcore backpacks force hard choices. 30 mods. This is not vanilla DayZ.
- InediaInfectedAI: Infected climb, break down doors, react to engines and lights, track by smell, and jump fences.
- InediaStamina: Aerobic stamina and sleep mechanics. Fatigue drains max stamina. Go too long without rest and you collapse.
- InediaPain: Deep wounds, fractures, bullet wounds, internal damage, hematomas. Pain directly impacts weapon sway and movement.
- Sanity: Isolation, darkness, and violence degrade sanity. Hallucinations follow. Low sanity means misfires, failed meds, and paranoia.
- DZR SmellZ: Your scent carries. Blood, sweat, and food attract infected and predators downwind.
- HardcoreBackpack: Backpacks are smaller. Storage is a luxury. Every item you carry is a conscious sacrifice.
- FYG Toxic Rain or Snow: Precipitation carries poison. Exposure causes chemical damage without shelter or NBC gear.
- Mists (Atmosphere): Dense fog and atmospheric visual overhaul cripples visibility.
- DayZ AI Bandits: Hostile NPC factions roam military zones and roads. They loot, flank, and hunt players. Another threat beyond infected.
- RM Packable Boats: Packable boats for water traversal. Deploy, paddle, pack up. Sakhal's coastlines are no longer safe havens.
Search for "UHC DayZ | Sakhal Remastered" in the launcher or direct connect:
All required mods auto-download via Steam Workshop. Server is 1PP Only. No third-person peaking. No crosshair. No HUD crutches.
Squads are capped at 4 survivors. No alliances between squads. If you are not sharing a squad tag, you are hostile. Teaming with other squads to zerg is a bannable offense. Sakhal does not forgive β and neither do we.
- Climbing & Jumping: Infected vault low fences and climb obstacles. No height is truly safe.
- Door Destruction: Barricades are temporary. Infected beat doors until they splinter.
- Smell Tracking: Blood scent draws them from hundreds of meters. Clean your wounds or keep moving.
- Light & Noise Sensitivity: Flashlights at night, car engines, and gunshots draw hordes from extreme ranges.
- Extended Search: Breaking line of sight does not save you. They search your last known position methodically.
- Relentless Chase: Infected will chase you endlessly, knock you unconscious, and never stop.
- CJ187 Random Minefields: Unmarked AP mines scattered across the landscape. Step carefully.
- Toxic Precipitation: Rain and snow carry poison. The ground stays toxic after the storm passes.
- Predator AI: More wolves in larger packs. Three bear types roam forests.
- Sanity Degradation: Isolation, death, and darkness erode the mind.
- Stamina & Sleep: Sprinting drains aerobic capacity. Stay awake too long and your character collapses.
- Search For Loot Improved: Loot is scarce, hidden, and logically placed.
- AI Bandits: Hostile NPC squads patrol high-tier zones. They use cover, flank, and coordinate. Not infected β worse.
- 1PP Only: No third-person corner peaking. Every look costs risk.
- HardcoreBackpack: Reduced capacities across all bags. The Hunting Backpack is the new endgame.
- InediaPain Fractures: Leg breaks require splints and time. Compound fractures need surgery.
- Sanity Mechanic: Solo players hallucinate. Groups stay sane. Killing players drops sanity hard.
- Expanded Food: Over 100 new consumables and craftables via MoreFood, MegaFoodPack, and KHAOS CONSUMABLES.
- Base Building Plus: Construct fortified shelters with Code Lock and static barbed wire defenses.
- RM Packable Boats: Portable watercraft for coastal travel. Deploy anywhere on shore, paddle silently, pack away when done.
This server uses 30 mods to transform DayZ into a punishing survival simulator. Infected climb. Doors break. Rain poisons. Mines kill without warning. Sanity slips. Sleep matters. Pain cripples. Smell betrays. Backpacks are small. If you want casual PvP with easy loot, this is not your server. Sakhal does not forgive.
Server Rules
Simple rules. Brutal enforcement. We don't negotiate with cheaters.
Squad size is hard-capped at 4 survivors. No alliances. No teaming between squads. No "friendly" cooperation with players outside your registered squad. If they do not share your squad tag, they are enemies. Zerging, squad alliances, or coordinated multi-squad attacks result in a permanent ban for all involved.
π« Zero Tolerance (Permanent Ban)
β οΈ Major Violations (Kick β Temp Ban)
π General Conduct
Mods & Map
28 carefully curated mods creating the ultimate hardcore experience.
- Arctic Terrain: Sakhal's frozen landscape with deep snow, ice sheets, and reduced visibility.
- Mists Overlay: Atmospheric fog reduces sightlines to 50m in lowlands. Snipers must wait for clear skies.
- Toxic Precipitation: Rain and snow carry poison. Exposure without NBC gear causes rapid chemical damage.
- Random Minefields: CJ187 unmarked AP mines along roads, military approaches, and high-value loot zones. No warning signs.
- Improved Loot: Search For Loot Improved makes gear scarce and realistically placed. No more loot piΓ±atas.
- Expanded Wildlife: More Wolves and 3 Bears make the wilderness a genuine threat. Wolf packs roam at dusk. Bears defend caves.
- Hardcore Storage: HardcoreBackpack reduces all bag capacities. You cannot carry everything. Choose wisely.
- AI Bandit Patrols: Hostile NPC factions guard military zones and major roads. They shoot on sight and loot corpses.
- Packable Boats: RM Packable Boats allow silent water traversal. Deploy on any coastline, paddle between islands, escape by sea.
All 28 mods auto-download on first connection.
Survival Guide
The complete technical documentation for surviving UHC DayZ. Every mod. Every mechanic. Every way Sakhal kills you.
π§ Enhanced Infected Behaviors
InediaInfectedAI completely rebuilds infected AI. They are no longer slow, predictable targets. They are predators.
| Ability | Mechanic | Counter |
|---|---|---|
| Climbing | Infected vault low fences, climb obstacles, and scale short walls | High walls, second floors, constantly moving |
| Jumping | Leap over barriers and gaps to close distance | Deep water, steep inclines |
| Door Destruction | Attack doors and barricades when player detected inside | Metal doors, multiple exits, rooftop escape |
| Light Reaction | Flashlights, headlights, flares attract from 400m+ at night | NVGs, IR lights, total darkness |
| Vehicle Reaction | Engine noise draws hordes. Cars are infected magnets. | Push bikes, silent approach, kill engine before exit |
| Extended Search | Breaking LOS does not reset aggro. Search last known position for minutes. | Move far, fast, and silent after breaking contact |
| Noise Sensitivity | Gunshots, explosions, loud crafting alert massive radius | Suppressors, melee kills, crossbows |
π Smell Tracking (DZR SmellZ Integration)
Infected do not just see and hear β they smell.
- Blood Scent: Bleeding players emit a scent trail detectable downwind by infected and predators. Bandage immediately.
- Sweat / Stamina: High exertion increases body odor. Sprinting leaves a stronger trail than walking.
- Food Scent: Carrying raw meat or cooked food increases detection radius by 20%.
- Wind Direction: Scent travels downwind. Stay upwind of infected whenever possible.
π Infected Variants (Infected Mod)
| Variant | HP | Speed | Traits |
|---|---|---|---|
| Walker | 100 | 25% player | Standard. Predictable. |
| Runner | 85 | 80% player | Freshly turned. Vaults fences. Louder. |
| Screamer | 100 | 30% player | Scream alerts all infected within 100m when aggroed. |
| Soldier | 130 | 35% player | Military zones only. More damage. Ballistic clothing. |
| NBC | 120 | 30% player | Toxic zones only. Immune to chemical damage. |
π¨ Aerobic Stamina System
| Fatigue Stage | Stamina Cap | Symptoms | Recovery |
|---|---|---|---|
| Zero Fatigue | 100% | Normal performance | β |
| Tired | 75% | Random yawning, slower action speed | 5 min rest |
| Exhausted | 40% | Heavy weapon sway, increased crafting time, stumbling | 15 min rest + food |
| Critical | 10% | Cannot sprint. Screen blur. Collapse warning. | Sleep required |
π΄ Sleep Mechanics
- Sleep Timer: Every hour awake increases fatigue decay by 5%.
- Sleep Action: Requires bed, sleeping bag, or improvised shelter. Takes 5 minutes real-time.
- Interrupted Sleep: Gunfire, infected proximity, or cold wakes you early. Partial rest.
- Sleep Deprivation: Beyond 4 hours without sleep, hallucinations begin (stacks with Sanity mod).
π©Έ Wound Types
| Injury | Cause | Effect | Treatment |
|---|---|---|---|
| Scratch | Infected melee, animal claws | Bleeding, minor pain | Bandage, disinfectant |
| Deep Wound | Knives, axes, heavy melee | Heavy bleeding, high pain, infection risk | Surgical kit, bandage, sutures |
| Bullet Wound | Firearms | Instant heavy bleed, fracture chance, organ damage | Surgical kit, morphine, blood bag |
| Fracture (Simple) | Falls, blunt trauma | Cannot sprint, weapon sway +35% | Splint + 45 min immobilization |
| Fracture (Compound) | High falls, vehicle crashes, bears | Cannot walk without crutch, bleeding, guaranteed infection | Surgical kit + splint + 90 min |
π Pain Management
- Painkillers: Reduce pain by 30%. Stackable to 3 doses. 5-minute duration.
- Morphine: Eliminates pain completely. Allows sprinting on fractured legs. 10-minute duration.
- Overdose Threshold: 3+ morphine auto-injectors within 20 minutes causes respiratory depression β unconsciousness β death without epinephrine.
- Untreated Pain: +35% weapon sway, -20% movement speed, blurred vision at high levels.
π Sanity Degradation
| Stage | Symptoms | Effects |
|---|---|---|
| Stable (100%) | Normal | No debuffs |
| Shaken (75%) | Minor screen shake, hard to hold breath | +10% weapon sway |
| Disturbed (50%) | Auditory hallucinations β distant voices, fake zombie sounds | +25% weapon sway, random item use failures |
| Unraveling (25%) | Visual hallucinations β fake infected, fake players that cannot hurt you but look real | +50% sway, meds may be destroyed on use, paranoia |
| Broken (0%) | Collapse. 15-second unconsciousness. Wake at 10% sanity. | Immediate vulnerability |
βοΈ Sanity Loss & Gain
Loss:
- Infected within 20m: -1 sanity/sec
- Player corpse within 5m: -3 sanity/sec (stacks per corpse)
- Killing a player: -3,000 sanity instant drop
- Pitch black without light: -1 sanity per 5 sec
- Zombie hit: -50 to -100 sanity
Gain:
- Nearby friendly players: +5 sanity/sec (stacks, but capped to group average)
- Killing infected: +50 sanity (caps at 8,000)
- Sleep: +200 sanity per minute slept
Solo vs Group: Solo players cannot regenerate past 8,000 sanity without rare items. Groups sustain each other. The mod indirectly forces cooperation β or rewards the insane with chaos.
π¬οΈ Scent Mechanics
| Scent Source | Detection Bonus | Radius Modifier |
|---|---|---|
| Bleeding (open wound) | +300% | Infected detect from 200m+ downwind |
| High exertion (sweat) | +50% | +40m detection radius |
| Carrying raw meat | +20% | +20m radius |
| Carrying cooked food | +15% | +15m radius |
| Freshly washed / clean | -30% | -25m radius |
Wind Mechanics:
- Wind direction changes dynamically. Check grass and snow particle drift.
- Stay upwind of infected zones when approaching.
- Downwind approach to wolves or bears is suicide β they smell you before you see them.
- Scent lingers for 30 seconds after leaving an area. Infected follow the trail.
π«οΈ Mists Atmosphere
- Lowland Fog: Valleys and coastlines often sit under 50m visibility fog.
- Dynamic Rolling: Fog banks move with wind. A clear field can vanish in minutes.
- Combat Impact: Engagement ranges drop to 100m or less. Sniping requires patience.
- Stealth Bonus: Fog reduces infected visual detection by 40%. Move silently while hidden.
β οΈ FYG Toxic Rain / Snow
- Toxic Rain: Causes chemical damage over time. 1% health per 10 seconds exposed. Stacks.
- Toxic Snow: Slower damage but longer duration. Melting toxic snow into water poisons the canteen.
- NBC Protection: Full NBC suit + gas mask = immune. Partial protection = reduced damage.
- Shelter: Roofs, caves, and thick tree canopy block precipitation. Tents do not.
- Warning: No UI warning. You hear the rain. You check your health. You run.
π― Minefield Mechanics
| Mine Type | Trigger | Effect | Disarm |
|---|---|---|---|
| AP Mine (Military) | 5m radius, pressure trigger | Leg fracture + bleeding + 40% instant kill | Pliers (50% success, 25% fail detonate) |
| Tripwire Grenade | 1m tripwire | 10m blast, fragmentation | Wire cutters (safe) |
Common Locations:
- Military camp approaches
- High-value loot building entrances
- Main road intersections
- Bridge crossings
- Airfield perimeters
Survival Tip: Stick to trails others have used. If you see a corpse with no infected around, check the ground.
π¦ Reduced Capacities
| Backpack Type | Vanilla Slots | Hardcore Slots | Notes |
|---|---|---|---|
| Improvised Courier Bag | 12 | 6 | Early game only. Barely fits essentials. |
| Improvised Backpack | 20 | 10 | Crafted from rags and rope. Minimal. |
| Assault Backpack | 30 | 15 | Common military find. Still restrictive. |
| Taloon Backpack | 35 | 18 | Civilian hiking bag. Best early storage. |
| Combat Backpack | 40 | 20 | Rare military. Two weapons max. |
| Hunting Backpack | 45 | 25 | The endgame bag. Still forces hard choices. |
| Mountain Backpack | 60 | 30 | Extremely rare. "Large" is now "moderate." |
βοΈ Carry Philosophy
- Two Guns Max: A primary and a sidearm. A second rifle means dropping food or meds.
- Ammo Scarcity: You cannot carry 500 rounds. 2-3 mags is the practical limit.
- Food vs Meds: Carrying 3 days of food leaves no room for surgical kits. Choose.
- Base Dependency: Stash gear at your base. Operate light. Return often.
- Vest & Pants Matter: With backpacks small, vest and pants pockets become critical. Cargo pants are gold.
πΊ Wolves (More Wolves)
| Trait | Value |
|---|---|
| Pack Size | 4-8 (average 6) |
| HP | 80 per wolf |
| Sprint Speed | 110% player speed |
| Damage | 20-35 + heavy bleeding |
| Howl Range | 800m β warns other packs |
| Aggro Trigger | 40m (moving), 20m (prone) |
Wolves circle prey at 60m before the alpha initiates. They target the weakest player in a group. Fire reduces aggro range by 50%. Gunshots scatter them temporarily but they return in 2 minutes.
π» Bears (3 Bears)
| Trait | Value |
|---|---|
| HP | 400 |
| Charge Speed | 130% player speed |
| Swipe Damage | 60-80 + compound fracture |
| Aggro Trigger | 25m (noise), 15m (sight) |
| Territory | Caves and dense forest (3 major den locations) |
Bears disturbed from sleep enter berserk β 20% speed bonus, ignore pain, attack until dead. Cannot be outrun on flat ground. Trees and buildings are the only escape.
Server Status
Numbers don't lie. Sakhal is eating well tonight.
Auto-refreshes every 60 seconds. Data sourced from Battlemetrics.
Stats populate after first wipe. Next wipe: TBD
Support UHC DayZ
UHC DayZ is 100% community-funded. Your contribution keeps the server alive, pays for hosting, and covers mod licensing. We do NOT sell gear, skins, or advantages. Donations grant cosmetic, social, and convenience perks only. Zero gameplay advantage.
The survivors who went above and beyond to keep Sakhal alive. Top 3 donors receive exclusive Discord perks and permanent recognition.
- Exclusive "Last Survivor" Discord role & color
- Permanent #1 spot on Hall of Fame
- Custom Discord emoji pack (5 emojis)
- Personalized loading screen tribute
- Priority queue + reserved slot
- Direct admin hotline (Discord DM)
- Server Lore Entry β your character written into UHC history
- Monthly personalized survival stats report
- Exclusive "Last Survivor" badge on website
- Free entry to all future supporter giveaways (lifetime)
- Exclusive "Frost Walker" Discord role & color
- Permanent #2 spot on Hall of Fame
- Custom Discord emoji pack (3 emojis)
- Loading screen rotation mention
- Priority queue + reserved slot
- Fast-track Discord tickets
- Server Lore Entry β your character in UHC history
- Monthly personalized survival stats report
- Exclusive "Frost Walker" badge on website
- Double entries to supporter giveaways
- Exclusive "Sakhal Born" Discord role & color
- Permanent #3 spot on Hall of Fame
- Custom Discord emoji pack (1 emoji)
- Loading screen rotation mention
- Priority queue + reserved slot
- Fast-track Discord tickets
- Monthly personalized survival stats report
- Exclusive "Sakhal Born" badge on website
- Double entries to supporter giveaways
- Server priority queue (skip the line)
- Reserved slot guarantee
- Discord "Supporter" role & color
- Access to supporter Discord channel
- Your name on the website Supporters Wall
- Loading screen "Supported by" rotation
- Server event voting rights
- Priority admin support (fast-track tickets)
- Monthly personalized survival stats report
- Server Lore Entry β your survivor written into UHC history
- Supporter giveaway entries (1x per event)
- Everything in Solo Survivor, PLUS:
- 4x priority queue slots (your whole squad)
- 4x reserved slots (guaranteed entry for all)
- Discord "Squad Commander" role & color
- Private squad Discord channel
- Squad name on website Supporters Wall
- Loading screen "Squad Supported by" rotation
- Double server event voting weight
- Priority admin support (direct mention)
- Monthly squad survival stats report (all 4 members)
- Server Lore Entry β your squad written into UHC history
- Supporter giveaway entries (2x per event per member)
- Early access to new mod announcements
- Squad-only Discord events & tournaments
Custom Support Amount
Want to support with a different amount? Every dollar keeps Sakhal running. Custom donations still qualify for all standard perks based on the closest tier below your amount.
Perk scaling: $1β$19 = Supporter Wall only | $20β$49 = Solo Survivor perks | $50+ = Squad Commander perks
How to claim perks: After donating, message an admin on Discord with your Steam64ID and proof of donation. Perks are activated within 24 hours.
All perks are cosmetic, social, or convenience-based. Nothing alters gameplay, loot, or survival mechanics.
π― Community Milestones
Collective achievements unlocked by the entire UHC community. When we hit these together, everyone benefits. No paywall. Just survival.
Every player who has supported UHC DayZ. Names displayed by donor request. Message admin on Discord after donating to be added.
Updated weekly. Last updated: β
- NO EXTRAS. Donations grant queue priority and cosmetic perks ONLY. No weapons, no gear, no vehicles, no skins.
- NO RESKINS. We do not offer cosmetic rewards that alter appearance in-game. Everyone looks the same.
- NO ADMIN FAVORS. Donors receive zero in-game advantages, protection, or special treatment.
- Donations are non-refundable except in case of permanent server closure.
- Chargebacks result in permanent ban from all UHC services and priority revocation.
- Contact admin via Discord #donations channel after payment for activation.
- Priority is tied to Steam64 ID. Non-transferable between accounts.
- Squad Commander slots are tied to the 4 provided Steam64IDs. Replacements allowed once per month.
- Hall of Fame positions are determined by total lifetime donation amount, not single transaction.
- Top 3 donors are recalculated monthly. Positions can change based on new contributions.
- SQUAD LIMIT: Squad Commander covers exactly 4 Steam64IDs. No 5th player exceptions. No squad alliances.
Join the Community
Discord is for server status, queue notifications, bug reports, and finding squadmates. All tactical communication must happen in-game. No meta-gaming.
discord.gg/uhcdayz