
Just to Survive
No safe roads. Every shot spends time.
Command modular soldiers in a sun-bleached wasteland. Fight turn-based firefights with physical ballistics, explore freely between contacts, trade at Waystation Nine, craft gear, wire generators, and drive rusted vehicles across a persistent open desert.
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Gameplay trailer.
Screenshots.





Developer diary.

Gave Masoala distinct shops and a worn courtyard
Five storefronts, an open repair bay and paths around courtyard seating make the trading settlement easier to read.

Kept new site compounds on dry land
New entrances check their complete rotated footprint above sea level while preserving old saved coordinates.

Added distance-based combat retreat
A squad can disengage by moving beyond the active enemies' pursuit reach.

Matched the atmosphere to the rainforest
Rainforest lighting and ambient treatment replace the universal desert cast and dust.

Spread loading work across frames
Cooperative construction and earlier texture and shader preparation reduce individual loading blocks; larger freezes remain open.

Gave the Waystation distinct roofs and stock displays
Different roof structures, visible stock and a properly fitted gate sign distinguish the camp buildings.

Rebuilt the cave escarpment and layered geology
A recessed cave mouth opens into stratified walls, sediment floors and attached mineral formations.

Added persistent click distance and movement feedback
Clicked destinations show a ground marker, distance and time-unit requirements, with clear refusal reasons.

Rebuilt the industrial yard and pump rooms
Process vessels, pipework and an open pump hall continue into concrete rooms with generators and service equipment.

Refined the rifle-butt grip and support hand
The rifle follows the striking hand while the support hand releases during the close-combat action.

Rebuilt the mine yard and supported galleries
A headframe and workshop lead to layered rock galleries with timber braces, connected rails and an ore cart.

Rebuilt the research campus and laboratory
Research wings, a guarded courtyard and furnished underground laboratories replace the earlier entrance mock-up.

Added fallen-wood gathering
Fallen timber becomes a gatherable field resource whose state survives saving and loading.

Spread vehicle preparation across frames
Vehicle construction and collision preparation share work across frames instead of repeating the same setup.

Added enemy return fire and persistent damage
Attacked enemies can retaliate, and their changed state survives the Explore save.

Added overturned-vehicle recovery
Pushing and a grounded recovery assist help an overturned Jeep get back onto its wheels.

Added roofs and porches to Masoala
Pitched roofs, covered porches and a water tower make the trading settlement more recognizable.

Tripled running endurance
Running drains stamina more slowly while keeping the same speed and recovery.

Added rifle-butt close combat
An equipped rifle can strike at close range without spending ammunition, then return to its ranged fire mode.

Added persistent underground sites and clickable passages
Four site types lead to saved underground floors, with one-click approach, stairs and a return to the surface.

Added a friendly Horror Zoo
Seven nonhostile Techno Horrors can be inspected together, with updated gunmetal surfaces.

Improved item inspection and attachment handling
Right-click inspects equipped, backpack and held items; a horizontal tray holds two rifle attachments.

Fixed invisible tree barriers and softened flashlight spill
Bounded tree clearance restores open paths, while wider flashlight beams illuminate the ground near the survivor.

Added terrain-aware automaton footsteps
Mechanical contacts follow traveled distance and alternate feet, with distance-limited sound.

Added rain, wind and night vehicle lighting
Rain and wind join bounded vehicle lights, lit tracks and reduced deep-night dust.

Added AR-4 attachment slots and a mounted flashlight
Two rifle slots support saved attachments, carried weight and a default T-toggle muzzle light.

Improved seated combat and vehicle exits
Hostile contact stops the vehicle, seated aiming has a penalty, and safe combat exits cost30TU.

Lowered direct-control camera framing
The selected soldier stays slightly below center while walking, rotating and zooming.

Added a driving dashboard and Shift boost
Live vehicle gauges accompany temporary boost, its sound and increased fuel consumption.

Reduced post-combat collision scanning
Roaming movement skips detailed resource polygons that lie outside the traveled segment.

Added seven Techno Horror variants
Native night creatures add distinct bodies, attacks, leap and laser behavior, and persistent corpses.

Strengthened terrain face contrast
Broad shading makes rendered slopes easier to read without changing walkability.

Added a field performance report panel
A compact panel tracks frame gaps, streaming, save activity and recent expensive operations.

Brought roaming automatons into Expedition
Roaming enemies now use the island bounds instead of remaining restricted to fixed-map Survival.

Added Masoala traders and GPS contracts
Five trading counters and a persistent elimination contract give the island a settlement to return to.

Added persistent wildlife corpses and vehicle impacts
Moving vehicles can strike wildlife, and the grounded body and single meat drop remain through reload.

Let Jeeps cross tiny scatter and reduced streaming stalls
Small fibers and loose pebbles stay harvestable while Jeep contact setup and chunk retirement do less repeated work.

Reduced stalls when choosing blocked destinations
Destination checks now use nearby exact polygons, and the height cache avoids expensive eviction scans.

Matched walking slopes to the rendered terrain
Flat ground beside cliffs is walkable again, uphill movement slows gradually and steep faces share one cutoff.

Opened the island map while driving
M now opens and closes the large island map without making the player leave the Jeep.

Added dark nights, field lights and Jeep headlights
Craftable torches and flashlights light the night, while the Jeep has its own switchable beams.

Bounded island navigation searches to prevent stalls
Unreachable island destinations now stop searching promptly instead of flooding the streamed world.

Added a persistent Explore slot and background saves
Explore keeps its own checkpoint for location and changed world state.

Made wildlife and vehicles obey shared turns
Ctrl+Space enters manual turns, and the world waits while the player plans.

Added a marked Zoo and connected native trees
The island has a labeled review grove for wildlife and plants, with newly authored connected foliage.

Improved terrain dust and resource interactions
Ground-colored effects, live mesh picking and clearer feedback improve Explore interactions.

Improved wildlife motion and terrain grounding
Tenrecs step, boas deform along the ground, and Explore shows the current biome beneath the map.

Added roaming wildlife and hunting
Explore animals now move through the island, take weapon hits and provide edible meat.

Made streamed resources harvestable and finite
Visible island plants can yield resources and stay depleted after harvesting.

Added terrain-following footprints and surface reactions
Walking leaves footprints fitted to the terrain, with different reactions beneath the survivor.

Added regional relief and native island plants
Explore’s island now combines smoothed elevation, regional landforms and twelve procedural plant species.

Opened Madagascar exploration on the game engine
Explore brings a streamed Madagascar-inspired island into the existing isometric game.

Added whole-island map travel
Explore’s map shows the island, named places and the survivor’s position, with right-click travel for testing.

Added a Madagascar world with regional biomes
A separate World mode explores a heightmap-based Madagascar with dry regions, forests and highlands.

Made reaction timing depend on agility
Movement can trigger an opposing unit's reaction, while agility determines who gets the first opportunity to fire.

Put squad leadership on the portraits
A portrait menu, leader shortcuts and a compact information strip keep squad commands close to the action.

Reworked squad portraits and combat feedback
Stacked squad cards, anatomical gauges and clearer action cues make the combat HUD easier to read.

Added two-click combat movement and clearer controls
Preview a combat route before committing, or cancel it without spending time units.

Added downed enemies after leg destruction
Destroying a leg now leaves an enemy downed, with slower crawling and less accurate fire.

Expanded the combat sim to nine enemies
Three additional automatons now threaten the flanks and rear of the combat test map.

Added automaton reactor blasts and conditional salvage
Damaged automatons now connect body-part combat, reactor explosions and the parts left to recover.

Added context cursors and combat HUD housings
Movement, interaction, and placement now communicate through the cursor while combat and exploration receive distinct metal-framed controls.

Added jump, climb, and fall damage on combat ledges
Height is now tactical terrain: soldiers can climb or drop between levels, spend time units doing it, and injure their legs when a fall is too severe.

Rebuilt the procedural wasteland terrain generator
The Survival map now rolls broader ridges, basins, ledges, debris fields, and admin-selectable terrain presets instead of repeating one flat desert.

Added terrain height, ledges, and fitted rock collisions
The desert gained real elevation, visible escarpments, concealment, and obstacle shapes that follow the rocks instead of blocking oversized squares.

Added hero voices and 21 classes of impact audio
Soldiers now call their actions while bullets, lasers, armor, stone, metal, and bodies answer with distinct impact sounds.

Added configurable controls and direct party selection
Every major command can now be rebound and saved, while F1 through F12 select individual squad members for movement and looting.

Added generators, wiring, and a day-night cycle
Placed machines can now form a small power network while the desert moves through daylight, dusk, darkness, and dawn.

Expanded the desert and added roaming automatons
Survival grew into a 430 by 400 tile wasteland where enemy packs move through the world instead of waiting at fixed encounter points.

Added portable forges, storage crates, and vehicle frames
Harvested material can now become field infrastructure, including specialist forges, persistent storage, and the first craftable vehicle chassis.

Added the drivable Rust Jackal
The first wasteland vehicle can be placed from inventory, driven across the desert, loaded with cargo, damaged, repaired, and recovered as a wreck.

Added durable saves, quick items, and Alt-Drive movement
Survival progress now survives damaged save generations while a quick bar and direct movement mode make field work faster.

Added Survival mode and robot wreck salvage
A lone survivor now enters a separate procedural desert, fights malfunctioning automatons, and strips their wrecks for usable components.

Added field crafting, gathering, and body-part medicine
Loose stone, wood, fiber, scrap, and robot parts now feed recipes for tools, workbenches, armor repair, and treatment of individual injuries.

Added the Waystation Nine campaign
A solo survivor can now trade, recruit companions, accept contracts, and return to a persistent desert outpost between operations.

Added lasers, rockets, and material impact effects
Energy beams and explosive rockets now damage bodies, armor, cover, and nearby units with effects matched to the material they strike.

Added trainable stats and character customization
Accuracy, Strength, Endurance, and Fortitude now grow through combat practice alongside selectable body types and forty hairstyles.

Added free exploration and the Soldier Codex
Outside combat, soldiers now move freely through the world while a live 3D codex manages armor, weapons, injuries, and backpack storage.

Added turn-based combat and the Dead Signal mission
Four Ivory soldiers can now assault an occupied relay depot using time units, cover, body-part targeting, ballistics, and enemy turns.

Built the first wasteland character roster
Nine low-poly soldiers, raiders, medics, scouts, and machine forms established the visual language for Survived before the first mission existed.