HP Day 1 07:00 ❄
No one holds this ground Support
A snow-covered street in Kholmsk at dusk, seen from above: a small church with a green dome, a bus shelter, and two scavengers talking under the streetlights.

KHOLMSK

Survive the sealed zone.

A grim top-down survival shooter. Scavenge a sealed zone, fight for every round, and make it back to a bed before night falls. Offline. No ads. No in-app purchases.

Statussingle-player
Coming to iPhone and Android Store links will appear here when the game is out.
Log · what happened here

The pit under Kholmsk ruptured, and the zone went dark. A cyan corruption called the Bloom is spreading through the forests, the factories and the flooded tunnels, and the Wardens have walled everyone inside and left them to die.

You are a scavenger working out of a buried bunker. Take the jobs nobody else will, gear up, and head out into a world that wants you dead. Then get back.

The zone is sealed. Nobody is coming.

A camp of tents and crates under attack, seen from above. Defenders shout warnings as raiders close in from the tree line.
The Strandingunder attack

One trip out

Every run is the same shape and none of them go the same way. The deeper you push, the better the loot and the worse the odds.

  1. 01 / THE BUNKER

    Take a job

    Survivors in the bunker have their own troubles and work for you. Pick a contract, buy what you can afford from the trader, and check the weight of your pack. You carry what you carry.

    Inside the bunker: corridors of concrete and wood, survivors gathered around a lit room, a recruit waiting near the door.
  2. 02 / THE ROAD

    Head out

    Walk, or pay the convoy for a ride. Grey, drained days; rain, fog, snow and blizzards; a season clock that brings winter, the thaw and the floods. Cold, hunger and thirst start counting the moment you leave.

    A dirt track through pine forest, seen from above. A lone traveller walks the path past mossy rocks and a broken fence.
  3. 03 / THE STREETS

    Scavenge, and fight for every round

    Aim settle, recoil, reloads and round types that matter. Armour classes against penetration: the right ammo decides the fight. Enemies take cover, advance together, call for help, and break and run. Melee for when it has to stay quiet.

    A snowbound crossroads in Kholmsk with a bus stop and a kiosk, a scavenger stopping to talk at the corner.
  4. 04 / NIGHTFALL

    Night falls

    Blind, deadly nights. Bleeding, wounds and radiation do not wait for morning. Find a bed, a locker and a guarded gate, or keep moving and hope.

    A dark marsh at night, seen from above. Reeds, black water and a punt tied up at the bank, with someone calling out from the shore.
  5. 05 / THE BED

    Get back, or lose it

    Death costs you: you lose what you carry and wake where you last slept. Make it home and the pack is yours to trade, craft, cook and repair. Skills improve by use, and each level is a perk that fits how you survived.

    The backpack screen: a list of guns, ammo and consumables with weights, and the loadout of primary, secondary, armour, helmet and boots.

Backpack

4 categories · sort: class
Guns
Dozens of guns to find and modifymods

Sights, suppressors and handloads. Each round type has a job; buckshot and armour-piercing are not the same argument.

Enemies that thinkAI

They take cover, advance together, call for help, and break and run when it goes wrong for them.

Survival
Bleeding, wounds, radiationmedical

Bandages, medkits and anti-rad on one-tap chips. Hunger, thirst, fatigue and cold run underneath everything.

Weather and seasonsclock

Rain, fog, snow and blizzards. Winter, then the thaw, then the floods.

World
Nineteen mapssurface + below

Pine forest, farm fields, an ironworks, a drowned fen, a dead mall, the snowbound city of Kholmsk. Tunnels, a metro, and worse things further down.

Hundreds of itemscraft · cook · repair

Scavenge, trade, craft, cook and repair. Locks you pick pin by pin.

People
Survivors with routinesjobs

Their own troubles, their own work for you. A hold to earn in each region: a bed, a locker and a guarded gate.

A story you piece togetherlore

What really happened at the pit, and who wants it buried. Pick a side when it counts. The other side remembers.

Weight 46.05 / 56.0 kg Built for touch: twin-stick, dual fire pads, quick-use slots · fully offline

The zone, on the ground

Factions

They run the roads, sell you rides, and decide who sleeps safe. Work for them and they remember. Work against them and so do they.

  • The Cordon

    The army line at the checkpoints. Keeps the perimeter, and pays for every red one.

  • Hunters

    Cabins in the deep wood. Wolves, pelts, and rifles that do not carry.

  • Free Mercs

    Proof of work, then the invoice. Nothing personal.

  • Vermillion Group

    The company that ran the plant. Wants the Bloom sealed, boxed, and without provenance.

  • The Institute

    Scientists on the Blackfen watch, sorting corrupted tissue from clean.

  • The Forsaken

    Deserters holding out in the ironworks. A deserter's war is a quiet one.

  • The Convoy

    Trucks and ferries. Rides sold at the ford, if you have the fuel and the fare.

  • The Bloomtouched

    Acolytes at the idol in the fen. They feed it shards, and they would like yours.

  • The Wardens

    Walled the zone and left everyone inside. There is no deal to be made.

Support

Found a bug, stuck, or lost a save? Email with your phone model, its OS version, and the game version shown on the title screen, and what happened. You get a reply from the person who wrote the game.

info@macleodapps.com
Single-player and fully offline No accounts, analytics or tracking Privacy policy