Deadfall

A co-op survival game about staying on the move. One handcrafted map, finite loot, and a camp you carry with you.

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The game

Deadfall is a first-person survival game set years after a collapse, on one fixed, hand-built map. You scavenge abandoned towns, manage food, warmth and gear, and decide every day whether to stay put or move on.

Enemies are rare and dangerous, not constant. Two infected at once is a serious fight. Armed survivors are worse — some will trade with you, some will rob you. Ammo, weapons and medicine stay scarce the whole game.

The tone is quiet and overcast rather than action-heavy, but you make real progress: better gear, better routes, better odds.

Nomad by pressure

Two rules shape the whole game. First: loot never respawns. Once you've emptied an area, it stays empty, so you have to keep moving to keep finding supplies. Second: staying in one place attracts attention. Fires, noise and built structures slowly draw infected and bandits to the area — you'll see the warning signs before anything attacks.

Because of that, your base is a camp you pack up and carry. You can build a permanent home if you want one, but it costs a lot and makes you a target. Most of the time, moving is the better play.

Pick a destination. Travel there, strip it for supplies, camp, repair your gear, and plan the next move before the area runs dry. Repeat, further from safety each time.

The long arc

  1. Survivor — you start with nothing. Early game is finding food, avoiding fights and getting through the night.
  2. Nomad — a tent, basic crafting and a weapon you trust. You move camp every few days as nearby supplies run out.
  3. Caravan — a handcart, trade contacts and known routes. Now you can plan expeditions into the dangerous parts of the map.
  4. Endgame — you're equipped to enter the military zone, where the best gear and the map's last secrets are. Building a permanent compound becomes an option.

One authored world

The map is built by hand, not generated — the same world every playthrough, so what you learn stays useful. Every building can be entered or is clearly a ruin, and every loot cache was placed on purpose.

Travel is a real decision: roads are faster and safer, cutting cross-country is shorter and riskier. Weather matters — rain covers sound, fog cuts visibility — and infected get faster and sharper after dark.

Better with company

Deadfall is built for 2–4 player drop-in co-op from the start, not patched in later. You split roles on expeditions, share the camp, and make the where-next decision together. It's fully playable solo as well.

Made in Godot 4 by one developer. It's deep in development, and alpha testers are the next step — that's the form below.

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