De-extinction went wrong. Horribly.
Extinct animals were reconstructed from recovered DNA. The reconstructions were incomplete, containment failed, and what got out is neither properly extinct nor properly alive. Civilisation broke. The cities are still standing, mostly empty, full of things worth taking.
A persistent, seed-generated, fully diggable world. Scavenge ruined cities, survive a threat ecology that doesn't care whose side anyone is on, build a base that is never safe, and decide, every session, whether to bank what you're carrying or push for more.
Every world is generated from a seed in strict order: landmass, elevation and rivers, climate and biomes, then the generator asks where people would actually have built. Cities stand at river mouths and harbours, towns at fords and passes, and every one of them has a name that tells you why it is there.


Voxel data underneath, smooth terrain on top. Tunnel under a base, collapse a hillside, or dig in and wait out the night.
Stoneford has a crossing. Ashcrest is on the ridge. Restart camps carry the names survivors gave them after the collapse.
Ruined towns are towns the generator placed and then aged. Roads connect places that exist, along routes the terrain permits.
Ancient ruins, mutated caves, and the very rare Cavock, where a single compass points the way to the Icelands and The Source.
There is no raid timer. Nobody makes you evacuate. Everything you carry stays lootable and everything in your base stays raidable until the wipe, so the tension is greed against certainty, live for the whole month.
Pull the lever, watch the beacon turn from red to green to blue, step onto the trapdoor. Someone closes the doors. If a teammate is still outside, that was a decision.
Banking is not free; the cost is space. Choose what survives the wipe.
Fuel a generator and the reconstructed animals keep their distance. Let it run dry and your base goes dark, and in two or three days it is gone.
A field doesn't drive them off. It makes them sit at the edge until you come out.
Twenty-five melee and thrown weapons across four archetypes and a ranged category, shields for those who fight from behind them, and a long time-to-kill so fights start at conversation distance. Rocket launchers and helicopters sit at the top of the tech ladder, and neither is a gun.
A probability tilt, not a rule. Matchup determinism decreases as skill increases.
Reconstruction flaws are oversized, asymmetrical, malformed. You see what is wrong and you hit it.
Sprinting is loud. Groups are louder. Every fight risks inviting the world in.
Position, hits, loot, terrain edits and vault transactions are all decided by the server.
Windows, macOS and Linux. The launcher is free. Every new account gets a 30-minute trial on the real servers; when it runs out the launcher asks what you thought, and honest feedback can earn you the full game.
Prices are read from the store when it opens. Nothing on this page collects payment yet.
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Official servers first. The same list the game's start menu shows.
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No. You leave when you decide to. Evacuating banks a small amount permanently; staying keeps everything at risk.
Never. Official servers wipe monthly with a new seed; community servers wipe when their admins say so. No wipe of any kind touches a vault.
No, and there never will be. Everything ranged has travel time. Explosives, rocket launchers and helicopters exist, and none of them is a gun.
Yes. A dedicated server build ships with the game. Community servers set their own rules, wipes and seeds.
Yes. Make an account, install the launcher, play 30 minutes. At the end the launcher asks for feedback and removes the game files until an entitlement arrives. Good feedback is how most early players get the game.
Your trial, your purchase, your vault, your friends. The launcher needs to be online to play, single-player included: every game is a local server with a launcher session.