Build
Start with empty plots and decide what the settlement needs now.
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.
Start with empty plots and decide what the settlement needs now.
Put people to work and balance power, food and morale.
Catch a signal, assemble a team and track its route on the map.
Choose what to do on arrival. Risk, scouting and strength shape the result.
Trade, fight, cooperate and build your alliance influence.
YOUR HOME IN THE WASTELAND
Every building has a fixed place, function, staff and visual life. Construction, training, research and specialists are visible directly over each building.
SYSTEMS THAT WORK TOGETHER
Build on fixed plots, assign residents to shifts, and watch lights, smoke and people moving through your settlement.
Scrap, food, fuel and the power grid form one economy. Overload has a real impact on settlement output.
Residents are more than a number. They staff buildings, operate production and specialists provide focused bonuses.
Build a laboratory, recover plans on expeditions and unlock survival, industrial and military technologies.
Train scouts, guards and rangers. The infirmary saves wounded troops and defences protect supplies from raids.
One commander account can manage several named settlements, each with its own economy and world position.

BEYOND THE WALLS
Your radio catches time-limited signals. Choose units, follow their movement and decide how they proceed once they reach the destination.
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.
Create an alliance, manage members and roles, coordinate operations and capture fuel stations, silos, substations, scrapyards and radars. Sites provide shared bonuses but must be supplied and defended.

WORLD EVENTS
YOUR OBJECTIVE
Your commander account connects all your settlements. Each has its own name, coordinates, people and economy. Story chapters guide the first rebuilding steps; after that, you choose the direction: settlement specialisation, neighbour relations, trade, war or alliance play.
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.
Build self-sufficient settlements, advance through story chapters, shape the sector economy and claim strategic territory with your alliance. The long-term endgame will continue to evolve during testing.
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.
Yes. The game is responsive and runs in a modern browser without installation. Landscape mode or a larger display offers the best control.
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.
THE GATE IS OPEN
Registration takes a moment. A short interactive tutorial will guide you through building a farm, collecting scrap, training units and launching your first expedition.
Test version 0.1 — development may require changes or a world reset.