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Post-apocalyptic colony survival where you give the orders and then hold the wall yourself. Build a fortified base, send squads on risky expeditions for supplies, and fight beside your settlers in third person when zombies and mutants come for the gates.

June 2031. The cities are gone, the roads belong to the dead and the things that came after them. A handful of survivors need someone to lead them. New Hope is a colony survival game where you build a fortified home, keep its people alive, and pick up a rifle yourself when the horde reaches the gates.

BUILD A HOME WORTH DEFENDING

Lay down blueprints and watch your settlers hammer them into walls, roofs and rooms. Ring the base with fences, gates, traps and towers. Fit out an armory, a kitchen and a medical post, and patch everything up between attacks.

FIGHT SIDE BY SIDE

When a raid hits, your people take their places on their own. Shooters climb the towers, fighters form a line in the yard, and those who can't fight run for the bunker. You are right there with them in third person, with rifles, melee weapons and grenades.

  • Raids that grow. A few stragglers at first, then waves from every edge of the map.

  • More than zombies. Leaping hunters, armored titans that tear through fences, acid spitters, insect-like infectors and bloated walkers that burst into toxic pools.

  • See it coming. The threat climbs from Calm to Apocalyptic, and you decide how to get ready.

EVERYTHING COMES FROM OUTSIDE

Nothing grows behind your walls. Send squads of up to four on expeditions that last for days to scavenge supplies, recover blueprints and find survivors. Out there, plans fall apart. Run from the horde or fight it? Take in a stranger and leave half the haul behind? Everyone you send out is one less gun on the wall tonight.

RESEARCH, CRAFT, COMMAND

  • A tech tree where the biggest breakthroughs need blueprints found in the field.

  • Workshops for weapons, ammo, food and medicine.

  • A Command Center that sends out patrols to thin the raids, searches for survivors and traders, and trades over the radio.

SETTLERS WHO GROW AND SCAR

Every settler has their own strength, accuracy, endurance and intelligence, plus up to two innate talents: one fights better at night, another hits hard up close but can't shoot straight. They gain experience from the work they do and the enemies they put down, and at every milestone you pick one of two perks. Raids leave memories behind. Holding the line or saving a friend lifts mood and performance, while watching someone fall can leave a lasting scar. Anyone who goes down needs a medical post with beds and a medic, or they may carry the injury for good.

LIFE INSIDE THE WALLS

Settlers eat in the kitchen, sleep in their beds and work wherever you assign them. Leave them hungry or sleeping rough and their mood sinks until someone breaks. Every few hours something happens to someone: a quiet moment, or a choice you have to make before the clock runs out. The colony chronicle keeps a record of every raid, find and loss, so you always know how the last days went.

SURVIVE. BUILD. THRIVE.

Wishlist New Hope to follow development and be the first to know when the demo is out.