Your farm, your neighbours and the town you look after between raids
You light the fire, and the dog falls asleep next to it. Between raids, the house is where the game slows down.
Your farm
You start with a house and a small plot. You till, plant, water and harvest, and later you can drive Hank’s old tractor across the field if you’ve brought back fuel for it. There’s a pier for fishing, a pond you can swim in, and a workbench where scrap becomes ammo, barricades, bandages and tools.

Your house
You can place chests, lanterns and sprinklers wherever you want, light the fireplace and adopt a pet that lives inside with you. There are three save slots, so you can start a second life without losing the first.

The town
The community board shows what the town has and what it’s missing: food, fuel, morale, defence and medicine for the infirmary. From there you put materials into shared projects, like the well or the watchtower, and you can see them change the town as they’re finished.

Your neighbours
Maggie works the gardens, Hank fixes engines, Mercer flies the helicopter, Izzy flies with him and draws the maps, and Nora runs the infirmary. Each one has a routine, a birthday and things they love to talk about. When you find out what those are, they’re written in your notebook, and the next conversation goes further.
Friendship goes up to ten hearts. With some neighbours it can turn into a relationship, a proposal and a wedding. After that, your partner lives with you and sometimes walks with you around town.
Your journal (J) keeps the calendar, the birthdays, the town’s needs and what you’ve collected. The map (M) shows where everyone is.
All of this is built with pixel art from LimeZu (the Modern series) and TheLazyStone (Post-Apocalypse Pixel Art), which we bought and adapted for the game.
The more you care about the people behind the fence, the harder it gets to decide how long to stay out there.
ThinkingLiteSoft
Steam Early Access · December 10, 2026 · Windows



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