A free browser survival game

HOLLOWMAST

Build by day. Hold through the night. Get off the island before the sky turns red.

Wash ashore with a hammer, a deadline and no map. Scavenge ruins, fortify a base, drive the island and repair three radio masts before night seven comes looking for your walls.

Play HOLLOWMAST free Watch the 42-second trailer →

Starts in one click. No install, no account, no launcher. Keyboard, gamepad and touch controls.

Seven-day survival Base building Procedural island Singleplayer
At dusk in a green forest clearing, a survivor strikes an infected beside a glowing campfire and wooden workbench. A white damage number hangs over the fight.
Day one · one minute to duskWorkbench down. Clearing contested.
See the loop

The promise

Every day is a gamble against the dark.

01Scavenge

Search ruins, strip abandoned places and push further out for better supplies.

02Build

Turn timber, scrap and stone into a base that can survive what follows you home.

03Hold

Light the fire, arm the perimeter and make it through a night that fights back.

04Escape

Repair three dead radio masts, call extraction and survive the final two minutes.

The island

Forty-two seconds, rendered by the game.

Every frame of this was drawn by the same renderer you play in, over an island it generated from a seed. Nothing was cut in an editor and nothing was staged that the game cannot do: the car is driven, the horde is real, and the blood moon is the seventh night. The captions were added on top; the rest is the game.

0:42Eight beatsOne seed

Nothing downloads until you press play, and it starts muted — the speaker icon turns the sound on. There is a longer, quieter flyover of the island in the game itself — See the island, on the main menu — and it runs on your own seed.

Seen enough? Your first dusk is four minutes away, and what stands when it arrives is up to you.

Start day one →

The situation

An island, and everything on it wants you gone.

You wake up on a coast you don't recognise, with a hammer, a pickaxe and a countdown to dusk running in the corner of your eye. Somewhere inland there are three radio masts. If you can get all three back on the air, something out there will come and take you off this rock.

Nothing is going to help you do it. There is no quest marker walking you to the next thing, no shop that stays put, no complete map handed to you. You uncover it by walking the ground and bringing transmitters back online. What there is: trees to fell, ruins to strip, a workbench you have to build before you can build anything good, and a sunset that arrives whether you're ready or not.

Daylight

Everything you'll need tonight, you get now.

Daylight is the working half of the game. You range out, you take what's useful, and you get home before the light goes. Buildings aren't scenery — you walk into them, and the wall between you and the camera dissolves so you can search the room you're standing in.

8:19 AMDay oneClear

A four-storey ruined block seen from a high angle in morning light. The near wall
                has dissolved into a dither pattern, revealing the survivor standing inside on an
                upper floor holding a torch, with floor slabs and a stairwell visible through the
                cutaway. A tarmac road runs past on the left between trees and grass.

Four floors, and something is usually already on one of them.

The loop

Two halves, and one of them is on a timer.

The clock in the corner is the whole game. It tells you how long until dusk, and dusk is not a lighting change — it's when the things in the treeline start walking toward wherever you are.

While it's light

Go out and take things.

  • Chop, mine and strip ruins for wood, stone, scrap and cloth
  • Cook, purify water, and eat — hunger and thirst are real and they slow you down first
  • Craft at a bench, a forge, a fire — better tools open better recipes
  • Push further out for the good loot, knowing you have to walk back

After dusk

Be somewhere they can't reach.

  • Wall it, gate it, light it — they path around what they can't break
  • Spikes and wire outside, turrets on the corners, a generator to run them
  • Rain and fog cut how far you can see, and they don't care
  • Sleep it out, or stand on the wall and fight — both are valid, one is cheaper

9:56 PMStill day oneRain, fog

Night, heavy rain and fog. A walled compound of stone blocks encloses a lit
                campfire, a bed, workbench, forge and storage crates. Rain streaks fall across a
                fogged treeline. Floating damage numbers rise from the spikes and barbed wire
                outside the north wall as attackers walk into them.

The numbers over the wall are your spikes and wire chewing on things you can't see yet.

Night seven

And then there's the blood moon.

Ordinary nights leave infected to sight, sound and local alerts. Every seventh night the sky goes red and that restraint ends: they come from every direction at once, they come for the walls rather than the gate, and trusted stone starts coming apart. You'll know a week in advance. It won't help as much as you think.

7:15 PMDay sevenBlood moon

The same compound under a blood moon, everything washed deep red. A wall section
                on the north side has been destroyed and infected are pouring through the gap into
                the courtyard, where the campfire still burns. The counter reads fifty-two hostiles
                with thirty-five more coming.

Fifty-two through the gap, thirty-five still walking in, and the workbench is on the wrong side of it.

The way off

Three masts. Two minutes. Then you're gone.

Surviving isn't winning. There is an actual end to this, and it is the hardest thing in the game.

01

Find them

Three transmitters, scattered across the island. Nothing tells you where. You find them by going and looking.

02

Get them live

Each one is dead, defended, and needs parts you won't have early. Clearing the ground around it is half the job.

03

Hold for extraction

With all three lit you can call for pickup — then survive two solid minutes while a wave lands on you every twelve seconds, each one bigger than the last.

What's in there

It's a full game, not a demo of one.

A different island every time

The whole world is generated when you press New Game — coast, forest, highlands, roads, ruined towns and everything in them. Or type a word into the seed box and get that one instead: the same coast, the same ruins and the same places worth searching, for anyone you send it to.

Or the island you asked for

Six presets — archipelago, highlands, overgrown, scorched — and nine dials under them. Land mass, sea level and relief; how much woodland, marsh and ashland; how many places there are to find, how much is in them, and how much of the island is already occupied. Pick the season you start in while you're there.

A thread, if you want one

Eleven moments across the year that tell you which part of the island matters this week — someone on the far shore who found the frequency long after everyone else stopped answering. One at a time, never two. Nothing about it blocks or ends the run, and it still won't mark your map: it says south-west and leaves the rest to you. Ignore it and it goes quiet; one rescue can still end badly if you arrive late.

A year that turns

Four seasons, a week each. You start in summer with the long light; by winter the days are short, the snow lies where it falls and there is far less growing out there to find.

89 recipes, 23 buildables

Tools, weapons, ammo, medicine, food, armour and everything you build a base out of, on a tech ladder you climb by making the workshop first.

Ten kinds of infected

Shamblers you can walk away from, feral hounds that close ground fastest under a Blood Moon, and brutes that come through the wall rather than around it.

Skills that change your run

Twelve of them, levelled by doing the thing. Plus relics and set bonuses for players who like building around one idea.

Vehicles

The island is bigger than your legs. 10 ways to cross it faster, once you've earned them.

Other people

Survivors you find hurt, bring round and keep — up to four, each on one standing order: follow you and shoot what gets close, hold a spot, or work the ground and stock the nearest crate. They take hits, and they bleed out if you leave them. Plus a trader passing through who turns a stockpile you're sick of into the one thing you're short of, at a rate that is deliberately bad.

What's coming

The island isn't finished with you yet.

Landed

Something that wants something from you

This sat here as the next thing to build, and it is in the game now. Eleven moments handed over one at a time, never all at once, teaching you the island by needing things from you rather than by listing them — and never taking the run out of your hands.

Next up

They get stronger too

The wave size is still set by the calendar. Enemy types and tiers already track your power inside a date-bound window, but how many arrive does not. Next is making the count respond too, so the week you finally feel equal to the nights stops being enough.

Landed

Touch controls

Phones now get a movement stick, aiming, action buttons and touch routes through the pack and building controls. Turn the phone sideways before you start; the game keeps playing when the screen rotates.

There is no date on the item that is left, and nothing unfinished has a number next to it — that would be a guess dressed up as a promise. The order is real, though. When it lands it lands here, at this address: no download, no launcher, nothing to update. You just open it again.

Before you start

Four things worth knowing.

Phone + desktop
Play with keyboard and mouse, a gamepad, or the on-screen touch controls. Phones play in landscape so the hotbar, map and crafting sheets fit.
Saves
Kept in your own browser, on your own machine. Nothing is uploaded and there's no account to make. Clearing browser data deletes the local copy; the title screen can export a save blob first, and import it in another browser.
Cost
Free, and there is nothing in it to buy. It's an open playtest: the point right now is finding out where people stop playing, and why.
Privacy
The game file has no third-party analytics, advertising trackers or third-party code. It does have first-party run reporting, with no name, email or account. Reports carry an install identifier, a random string this browser keeps so repeat visits can be told from first ones. Reporting is on by default: opening the game queues a loaded milestone and a GPU-class report before Settings is read. Turning it off stops later reports; clearing this site's data removes the identifier. Every recorded field is listed, and the privacy policy covers this website too.
Latest from the devlog

Twenty changes, and the one that made the first ten minutes make sense

The page went up four days ago. Since then the game has taken 75 commits and closed 20 changes that you would actually notice, so this is the first proper update.

Dusk is in four minutes.

A whole day and night runs in eight. You have a hammer, a pickaxe, and no walls yet.

Start a run

Loads in one file. Works offline once it has.