Start the settlement
Build core operations, assign shifts and balance power, supplies and your people.
THE GATE IS OPEN
Registration takes a moment. The story line gradually introduces economy, research, training, defence, the HELIOS complex and your first steps on the shared map.
Test version 0.1 — development may require changes or a world reset.
PERSISTENT BROWSER STRATEGY // PRE-ALPHA 0.1
Build a settlement from the ruins, keep your people alive and decide who to trust in the new world. Time keeps moving even while you are offline.
EVERY DECISION HAS CONSEQUENCES
You begin with a handful of people and empty plots. Caring for a small settlement gradually becomes a sector-wide strategy.
Build core operations, assign shifts and balance power, supplies and your people.
Choose doctrine, work regime, building specialisations and projects that suit your style.
Train formations, manage fatigue and wounds, and develop commanders and veterans.
Explore signals, HELIOS story operations, regions, events and other player settlements.
Complete challenges, trade, defend supplies and coordinate alliance operations for strategic territory.
YOUR HOME IN THE WASTELAND
Every building has its own location, condition, workforce and specialisation. The settlement is more than scenery: its operational pulse affects output, fatigue, defence, health and morale.
SYSTEMS THAT WORK TOGETHER
Stability, morale, health, pollution and security directly shape output, population growth, defence and local problems.
Assign residents to operations, specialise buildings and activate fuel-powered shifts. Every worker provides a real, gradually diminishing benefit.
Scrap, food, fuel, power and medicine each have producers and consumers. The market cushions shortages but never replaces production.
Blueprints unlock technologies, vehicles and units. Long-term projects permanently reshape the settlement.
Commanders gain experience, ranks and skills. Units become veterans, tire, suffer wounds and recover much more slowly without medicine.
Prepare a joint operation, let members pledge troops and launch together. Strategic sites require garrisons, supplies and ongoing management.
AN ARMY IS MORE THAN A NUMBER
Three commanders lead separate operations, earn ranks and choose one of three random skills whenever they level up. Repeated skills increase in rank and effect.




BEYOND THE WALLS
Your radio detects time-limited signals, story objectives and the HELIOS complex. Choose a commander and formation, set a plan and follow the real journey, battle, loot and return.
ONE WORLD. MANY COMMANDERS.
The sector map contains real player settlements. Exact information is not public—you must gain it through scouting, diplomacy or combat.
A leader creates a joint operation, members pledge their own formations and the locked force launches together. Captured sites grant bonuses but require supplies, garrisons, reinforcements and defence against rival alliances.

THE WORLD NEVER STOPS
Daily and weekly challenges provide clear short-term goals. Settlement events, world signals and alliance threats force you to adapt rather than wait for another building level.
YOUR OBJECTIVE
Your commander account connects every settlement, while each keeps its own economy, army, region and alliance membership. Influence rewards development, research, military, expeditions and management; live standings show who is truly shaping the world.
DIRECTLY FROM THE GAME



FAIR BY DESIGN
Resources, construction completion, movement and action outcomes are calculated by the server. The client only displays the real world state.
BUILT WITH PLAYERS
The foundation is playable, while content and balance are still growing. Testers will help shape pacing, mechanics and the long-term world.
BEFORE YOU ENTER
Yes. Construction, research, training, production and expedition movement follow server time. You return to the current state.
Develop a self-sufficient settlement, complete ten story chapters, build command influence and choose between independent trade, military power or an alliance controlling strategic territory.
No. Current attacks focus on raids and sabotage, not instantly deleting a settlement. Storage protects part of your supplies and the infirmary reduces losses.
Depending on success, anything from activity and defence estimates to buildings, units, supplies and ongoing activity. Defenders may detect spies.
Yes. One account can name and manage up to five settlements and switch between them.
No. The goal is a fair strategy game. Any future monetisation should focus on cosmetics and convenience, not purchased military dominance.
No. Production, construction, research, healing and movement continue. Expeditions use a safe default action on arrival, so returning later does not waste hours.
Yes. Settlement, maps, expeditions, army and alliance management support touch and run directly in a modern browser without installation.
Fallreach is a 0.1 pre-alpha built for testing. Core mechanics work, but content, balance and interface are still changing, and world resets may happen during testing.
COMMUNITY & DEVELOPMENT
Join our Discord to report bugs, share ideas, follow development updates and coordinate with other commanders.