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.
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.
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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.
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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.
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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.
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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.
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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.
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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.
Backpack
4 categories · sort: classSights, suppressors and handloads. Each round type has a job; buckshot and armour-piercing are not the same argument.
They take cover, advance together, call for help, and break and run when it goes wrong for them.
Bandages, medkits and anti-rad on one-tap chips. Hunger, thirst, fatigue and cold run underneath everything.
Rain, fog, snow and blizzards. Winter, then the thaw, then the floods.
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.
Scavenge, trade, craft, cook and repair. Locks you pick pin by pin.
Their own troubles, their own work for you. A hold to earn in each region: a bed, a locker and a guarded gate.
What really happened at the pit, and who wants it buried. Pick a side when it counts. The other side remembers.
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