OUTPOST 19
The heart of our planned server and its lore. Players begin their journey at Outpost 19 and can return after expeditions to regroup, trade, and prepare.

The home of SOS survival and Madden X competition.

The SOS Xbox DayZ server. Your kills. Your survival. Your place among the survivors.
| POS | SURVIVOR | KILLS ↓ | DEATHS | K/D |
|---|
Starting totals supplied by the server owner. New log events are added after the automatic tracking start point. Kills count PvP kills only. Deaths count every cause. K/D = kills ÷ all deaths. Ranked by kills, then K/D. With zero deaths, K/D displays ∞ when you have kills, or 0.00 with no kills.
We're taking everything we've learned from Arma Reforger, DayZ, and working with the Enfusion engine to prepare for an ambitious dedicated community server. Our goal is to create a survival experience with purpose, progression, player freedom, and a world worth returning to.
The heart of our planned server and its lore. Players begin their journey at Outpost 19 and can return after expeditions to regroup, trade, and prepare.
Loot the world, survive the journey back, and trade gear at Outpost 19. Build wealth through exploration, risk, and smart decisions.
Find a place to call your own. Our plan includes player-built bases that give survivors a foothold beyond the safety of the outpost.
Secure a limited amount of personal gear in a locker at Outpost 19. A useful safety net without removing the stakes of survival.
Carry SOS cash out in the world, or deposit money at the Outpost 19 bank. Every trip becomes a choice between risk and security.
Our hands-on experience in Arma Reforger and DayZ informs our server planning, gameplay systems, worldbuilding, and community-first approach.
Outpost 19 is planned as the center of the SOS world: a place where survivors arrive, trade supplies, access limited personal lockers, manage their money, and head back into dangerous territory. Its lore will help tie the server's systems and community together.
A look inside our existing development work and asset exploration, informing the SOS community’s future DayZ 2 server plans. Open any photo to see the full view.
These current development views help visualize our planned hub: gear counters, supply trading, banking and a medical area. The future server plan also includes limited personal lockers and player-built bases beyond the outpost.
Bank machines at Outpost 19 visualize our plan for stored funds and carried SOS cash.
The outpost weapons counter visualizes a place to buy and sell equipment after a loot run.
A stocked counter explores a trading destination for supplies and everyday survival needs.
An editor preview of a shop interface, connecting the physical counters to buying and selling.
A tent with medical signage explores support facilities and environmental storytelling at the hub.
A store interface preview explores browsing supplies and making purchases.
An outdoor prop arrangement explores the details that make a hub feel inhabited.
Character, equipment and vehicle work informs the survival loop: choose your loadout, manage what you carry and prepare for each trip into the world.
An editor view of character equipment and inventory development, informing how players carry and manage gear.
Vehicle assets shown in the editor: a look at the variety we are exploring for a future server.
A closer look at vehicle assets and their scale in the environment.
Roadside placement shows how vehicles and the surrounding landscape can feel connected.
A camouflage equipment asset: part of the visual development around survival gear.
Character and inventory interface work helps visualize how survivors prepare for their next expedition.
Checkpoint interiors, underground spaces and night lighting explore the atmosphere we want around the SOS world. Our future plans aim to give exploration both danger and purpose.
A tense interior with warning signs and abandoned supplies: atmosphere for the world beyond the outpost.
Another view of the checkpoint layout, preserving the full reference you shared.
Environmental details and lighting can tell the story of a place before a survivor finds its loot.
A dark passage explores the kind of uncertainty and danger we want outside the trading hub.
A lit building stands against the darkness: a visual direction for landmarks survivors can navigate toward.
These are our community's plans and design goals for a potential future DayZ 2 server, not confirmed features of an announced game, server platform, or modding API. Implementation will depend on what the eventual game supports.
SEASONS. RIVALRIES. A LEGACY BUILT ONE GAME AT A TIME.

PF = points scored · PA = points allowed · DIFF = PF − PA. Standings use regular-season results; playoff games are tracked separately. Ranked by total wins, then win percentage, point differential and points scored.