Loot, Survive, Extract: Building a Tarkov-Style Extraction Mode in UEFN
Loot, Survive, Extract: Building a Tarkov-Style Extraction Mode in UEFN
Extraction is the genre that turned running away into the most thrilling part of a shooter. You drop in light, you loot up heavy, and then the real game begins: getting out alive while every other player on the island wants exactly what you're carrying. Miss the extraction and you lose it all. That tension — one wrong step and the whole run is gone — is why Escape from Tarkov and Call of Duty's DMZ blew up, and why extraction is one of the most-requested modes in Fortnite Creative.
This guide is part of the Game Modes series. We'll cover what the mode is, who builds the good ones, and how to assemble the core loop in UEFN with real devices and Verse that's grounded in the actual Fortnite API.
1. What it is
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Extraction Sprint
An extraction shooter (also called "extraction PvPvE") is a session-based looter where the goal isn't to be the last player standing — it's to escape the map with loot intact. You enter a hostile zone, scavenge gear, fight AI and other players, and then race to a marked extraction zone and hold it long enough to leave. If you're eliminated before extracting, you drop everything you found that round.
The defining twist versus Battle Royale is risk/reward asymmetry: the longer you stay, the more loot you can grab — but every extra minute is another minute someone can take it from you. The exit, not the kill, is the win condition.
2. Type of game
| Attribute | Typical value |
|---|---|
| Genre | PvPvE extraction / looter-shooter |
| Tags | Extraction, Survival, Loot, PvPvE, Squads |
| Players | Solo, Duos, or Trios (3-16 per match is common) |
| Round length | 8-20 minutes per raid/session |
| Skill focus | Map knowledge, inventory management, fight-or-flight decisions, timing |
| Persistence | Often a meta-inventory or "stash" that carries gear between raids |
3. The loop
The extraction loop is a risk curve. Players choose when to cash out.
- Insert — players spawn with minimal gear at the map edges.
- Loot — chests, supply drops, and eliminated AI/players yield weapons, mats, and high-value items.
- Engage or evade — every fight is optional but every fight risks your whole haul.
- Commit to an exit — extraction zones are marked but contested; choosing when is the core decision.
- Hold & extract — stand in the zone (often a capture timer) until extraction completes.
- Resolve — extract = keep everything; die = lose everything you picked up this raid.
4. Why it's fun
- Loss aversion is a powerful drug. Knowing you can lose your gear makes every decision matter. A BR death costs you a placement; an extraction death costs you stuff you earned.
- Emergent stories. "I had the legendary, I could see the extract, and a trio rolled me at the door" is a story players retell. The mode manufactures these constantly.
- Player-driven pacing. Cautious players can rat the edges; aggressive players can hunt loot-heavy targets. The same map supports both.
- The greed dial. Should I grab one more chest, or leave now? That single recurring question is the whole genre in one sentence.
5. Who's made popular / good ones
Real, verified Fortnite Creative extraction maps and their creators:
- LOOT ROYALE — EXTRACTION SHOOTER by talkgames — code
0686-5420-2629. Gear up fast, control key zones, reach extraction, and pick the perfect moment to escape; miss extraction and you lose everything. (fortnite.gg) - Cosmodrome: Extraction by expressiongames — code
1435-7047-9578. A trios extraction shooter set in a desolate cosmodrome; teams seize loot from a central rocket and race to deposit it in an active extraction zone, then defend it. (fortnite.com) - Extract — Competitive PvPvE by marcon — code
2504-4680-3350. Kill monsters, collect resources, capture one of three extraction points to return to the mothership, then sell/upgrade and win. (fortnite.com) - PVP Extractors by fern333 — code
3008-3444-8547. Drop in, loot up, extract out, with NPC objectives, supply stores, and vehicles. (fortnite.com)
Epic also publishes a step-by-step community tutorial, "Build An Extraction Style Of Game In UEFN", that's a great companion to this guide. (dev.epicgames.com)
6. Examples
- A trios raid where one player loots, one watches the extract, and one roams to deny enemy exits — classic Cosmodrome flow.
- A roguelike PvE-leaning variant ("Extraction [ROGUELIKE]" by drgz,
3128-9649-4224) where you survive waves, destroy a boss, and escape before a nuke — proof the formula bends from hardcore PvP to co-op horde. - A "hot extract" design where the exit zone broadcasts your location to the whole server when you start the timer, forcing a defended hold.
7. How to make it in UEFN / Verse
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Extraction Lift
The extraction loop maps cleanly onto stock devices, with Verse gluing the decisions together.
Core devices
| Device | Role in an extraction mode |
|---|---|
| Item Spawner / Capture Item Spawner | Place lootable weapons & high-value items around the map. |
| Capture Area device | The extraction zone — players hold it to "extract." Its AreaIsScoredEvent/control events drive the win. |
| Player Counter device | Detect how many players are standing in the extract zone (contested vs clear). |
| Elimination Manager device | Fire logic when a player is eliminated so their run "fails" (drop loot). |
| HUD Message / Map Indicator | Mark extraction zones and broadcast "Extraction in progress!" |
| Item Granter device | Hand out starting kit on spawn; restock a meta-stash on success. |
Key mechanics
- Loot persistence per-raid. Track each player's "carried value" in Verse. Reset it to zero on elimination, bank it on extraction.
- Extraction zones. A
capture_area_device(or aplayer_counter_deviceover a trigger volume) detects presence; a timer gates the actual extract so it can be contested. - Drop-on-death. Subscribe to the Elimination Manager's event and clear the eliminated player's carried loot.
- Win on extract. When the hold completes, mark that player extracted and remove them from the round (or end their session as a success).
A grounded, compile-verified extraction controller
The snippet below is a real creative_device you can drop into a UEFN project. It wires the extract zone (a Capture Area), the drop-on-death rule (Elimination Manager), and a per-player carried-loot tally. All device classes and events used here are from the Fortnite API digests.
Gotchas
- Loot + extract zones + persistence are three separate problems. Don't try to do it all in one device. Keep the carried-loot ledger in one Verse map, the extract trigger on the Capture Area, and the loss rule on the Elimination Manager. Mixing them is where extraction projects rot.
[agent]intresets on elimination — that's the point. The drop-on-death rule is justset CarriedLoot[Agent] = 0. If you want a cross-raid stash (true Tarkov persistence), that's a second ledger that only ever increases on a successfulOnExtracted, never touched byOnEliminated.- Make extraction contested, not instant. A Capture Area with a hold time gives enemies a window to interrupt. An instant teleporter exit removes the entire dramatic core of the genre.
- Broadcast the extract. Use a HUD Message device when the hold starts (
ControlChangeStartsEvent) so the lobby knows a hold is in progress — that's the "hot extract" tension. map{}access can fail.CarriedLoot[Player]is a failable read; theor 0fallback handles a player who hasn't looted yet. Always provide a default.
Try it yourself
Add a second, persistent stash ledger (var Stash : [agent]int = map{}). On OnExtracted, do set Stash[Agent] = (Stash[Agent] or 0) + Banked before you clear the raid loot — and crucially, never touch Stash in OnEliminated. That single asymmetry is what makes an extraction shooter feel different from every other mode: your permanent progress only grows when you successfully leave.
Recap
- Extraction = loot in, escape out, lose it if you die. The exit is the win condition.
- The loop is a greed dial: every extra chest raises both reward and risk.
- In UEFN: Capture Area = extract zone, Elimination Manager = drop-on-death, a Verse
[agent]intmap = the per-raid loot ledger. - Real persistence is a separate stash that only grows on extraction. Keep your three systems decoupled.
References
- https://dev.epicgames.com/community/learning/tutorials/JGBa/fortnite-build-an-extraction-style-of-game-in-uefn
- https://fortnite.gg/island/0686-5420-2629/history
- https://www.fortnite.com/@expressiongames/1435-7047-9578
- https://www.fortnite.com/@marcon/2504-4680-3350
- https://www.fortnite.com/@fern333/3008-3444-8547
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References
- Build An Extraction Style Of Game In UEFN (Community Tutorial) ↗
- LOOT ROYALE — EXTRACTION SHOOTER by talkgames (0686-5420-2629) ↗
- Cosmodrome: Extraction by expressiongames (1435-7047-9578) ↗
- Extract — Competitive PvPvE by marcon (2504-4680-3350) ↗
- PVP Extractors by fern333 (3008-3444-8547) ↗
Original tutorial generated by Verse Island from the Verse/UEFN knowledge base, with references to the Epic Games sources above. Code is validated against the knowledge base.