Every trip has a purpose.
Carry what you need. Search places with a believable history. Decide what deserves the space in your backpack.
Independent survival game · Active development
A world left behind.
A life still worth keeping.
Explore what remains. Bring something useful home.
Build a life around the things you can keep working.
Early playtest · Desktop browser recommended · No account
Atmospheric concept art — not gameplay
01 / The world
Advanced viral research crossed into biological-weapons applications. Containment failed. The systems people relied on fell apart.
Some survived. Beyond the abandoned buildings, forests still grow, useful things still exist, and tomorrow still needs preparing for.
The current journey begins on Vancouver Island. The causes of the collapse remain part of the story to uncover.
02 / The idea
A good axe is something you find, restore and look after. Industrial-quality equipment is generally scavenged, rather than manufactured in a forest cabin.
Carry what you need. Search places with a believable history. Decide what deserves the space in your backpack.
Tools wear and equipment needs care. Repair and restoration let a useful find remain part of your life.
Bring supplies back, store them and improve your base. What you leave at home stays at home when you explore.
03 / Current development
AFTERFALL is an early single-player 3D MVP. Its systems are being tested, its artwork includes placeholders, and its balance is unfinished.
Playable now
Three connected places, a World Map, obstacle-aware movement and a persistent local save.
Playable now
Finite resource nodes, timed recovery where appropriate, contextual scavenging, hunger, thirst and warmth.
Playable now
Storage, cooking, production, base upgrades, tool wear, equipment condition, repair and restoration.
Playable now
Sneak, basic Infected encounters, melee combat, healing and death/recovery. Difficulty is still being evaluated.
05 / Behind the project
An independent project, developed iteratively with AI-assisted development and automated checks. Browser-first 3D keeps the current game a link away.
Experimental local asset workflow
TRELLIS.2 / trellis.cpp generates locally; Blender optimizes; validation checks the result in Three.js. The rock and crate PoC is technically validated. Human visual approval is still required before promotion.
06 / What comes next
Now
External MVP playtesting, survival/economy observations and asset-pipeline review. Automated tests are groundwork; real player feedback is still needed.
Next direction
Focused calibration and better world art. Richer content and equipment are directions to evaluate, not features promised for the next update.
Future ideas
Other regions, mobile packaging and a deeper story remain future work. There is no announced release date.
07 / Early playtest
Start at Home Base. Explore the Forest and Quarry.
Tell us what
felt clear, rewarding or frustrating.
Desktop browser with WebGL recommended. No player account.
These
are development saves. Systems may change; graphics and balance are
unfinished.
The game displays its own exact build ID.
08 / Project information
AFTERFALL is an independent survival-game development project focused on exploration, believable scavenging and equipment that lasts. It is in active development, not a finished release.
Development repositoryNo player account is required. Game saves are stored locally in your browser and belong to the game's origin. Gameplay analytics and remote error reporting are currently unconfigured and off; Session Replay is disabled.
This project site adds no analytics scripts, application cookies or forms. Hosting may process ordinary request metadata. Privacy information will be updated before optional analytics is introduced.
For now, share feedback with the person who invited you to the playtest. A public feedback destination has not yet been configured.
Include the game’s build ID, browser/device, reproduction steps and what you expected. Avoid personal details, credentials or raw save files.
Concept artwork and actual game captures are labeled separately. No software license has been selected; a public repository does not itself grant an open-source license. Asset permissions are reviewed separately.