A free browser survival game
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.
Starts in one click. No install, no account, no launcher. Keyboard, gamepad and touch controls.
The promise
Search ruins, strip abandoned places and push further out for better supplies.
Turn timber, scrap and stone into a base that can survive what follows you home.
Light the fire, arm the perimeter and make it through a night that fights back.
Repair three dead radio masts, call extraction and survive the final two minutes.
The island
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
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
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
Four floors, and something is usually already on one of them.
The loop
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
After dusk
9:56 PMStill day oneRain, fog
The numbers over the wall are your spikes and wire chewing on things you can't see yet.
Night seven
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
Fifty-two through the gap, thirty-five still walking in, and the workbench is on the wrong side of it.
The way off
Surviving isn't winning. There is an actual end to this, and it is the hardest thing in the game.
Three transmitters, scattered across the island. Nothing tells you where. You find them by going and looking.
Each one is dead, defended, and needs parts you won't have early. Clearing the ground around it is half the job.
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
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.
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.
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.
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.
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.
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.
Twelve of them, levelled by doing the thing. Plus relics and set bonuses for players who like building around one idea.
The island is bigger than your legs. 10 ways to cross it faster, once you've earned them.
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
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.
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.
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
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.
A whole day and night runs in eight. You have a hammer, a pickaxe, and no walls yet.
Loads in one file. Works offline once it has.
Declining keeps the whole site working, and never affects the game — it is one self-contained file with no third-party code in it. What this means