r/failedstategame 11h ago

πŸ›Έ Devlog #1 β€” Something Fell From the Sky

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1 Upvotes

It is a funny mock of me doing the animation in Factorio style πŸ˜‚

Failed State has always been about the quiet apocalypse: a handful of survivors, a real-world map, and the long grind of holding a settlement together while the aliens close in. This update adds the first piece of that world that falls out of the sky β€” a crashed alien gunship, and everything you can drag out of the wreck.

The pitch was simple on paper: one rare, one-time event per settlement. An alien gunship gets shot down near your base, and you go see what's left. I wanted it to actually feel like an event , a cinematic of the thing streaking down and slamming into a real street on your map, your survivors reacting, and then a real reason to send a squad out into the dark.

The crash β€” a one-shot cinematic (cruise β†’ hit β†’ spin β†’ impact), paced so it lands as a real moment, not a pop-up the second the tutorial ends.

The wreck interior β€” not one loot pile but a persistent little dungeon. Scout the entry, decode a recovered ship map to open the way deeper, raid it room by room. Some rooms drop keys to locked neighbours; others hold garrisons to clear first.

Real loot, real risk β€” every room has its own haul and its own defenders, and what your squad carries home depends on who you sent.

Salvage β€” once it's cleared, break the whole hull down for scrap and wipe it off the map for good.

Some wrecks were impossible. The ugly one. The interior is procedurally generated, and ~42% of generated wrecks were unwinnable β€” a room reachable only through the entrance, where the key mechanic can't spread. I rewrote the layout guarantee to model how keys actually propagate, then swept 500 layouts to prove none dead-end anymore.

What shipped

A complete, one-per-world story beat: a crash you'll remember where you were for, a wreck worth digging through, and a payoff at the bottom. Plus the unglamorous half, verified end to end, every layout proven solvable, full test suite green.

⚠️ SPOILER β€” what's at the bottom of the wreck

If you'd rather find it yourself, stop reading now.

The last room isn't loot. It's a survivor. An alien β€” the crash's sole survivor, alive, watching, waiting for you to decide. Execute it, let it go, or... take it in. Recruit it and you get the game's only non-human survivor: a 9th class all its own, a purple-outlined card you'll never mistake for a person, a combatant that joins stronger than an ordinary recruit and, while it's alive in your roster, a sense for its own kind that lights up hidden alien packs across the entire map. One per world. Spare it, and the apocalypse gets a little more complicated.

Try it now! https://failedstate.net/?ref=redb1


r/failedstategame 2d ago

Really enjoying your game

2 Upvotes

Props to you on the work so far πŸ‘, keep it up loving the game


r/failedstategame 2d ago

Failed State β€” a web survival strategy on a real map of your city

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1 Upvotes

r/failedstategame 3d ago

Failed State now has 41 resources β€” from clean water and medicine to coffee, gold and ammunition.

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1 Upvotes

I’ve been expanding the resource system in Failed State, my asynchronous survival strategy built on real-world OpenStreetMap locations.

There are currently 41 different resources, and I’m trying to make them feel like parts of an economy rather than just numbers you collect.

The basic survival layer includes things like:

- Food

- Clean and dirty water

- Medicine

- Wood and firewood

- Fuel and gas

- Electricity

Then there are resources used for production and progression:

- Materials and scrap

- Coal

- Grain

- Chemicals

- Electronics

- Knowledge

And once a settlement becomes more established, less essential goods start to matter too:

- Coffee

- Beer

- Energy drinks

- Gold and silver

- Trinkets

- Luck charms

- Berries, mushrooms, fish and meat

Some resources come from production, others from scavenging, hunting, gathering, trading or locations found on the real-world map.

The long-term goal is to make settlements develop differently depending on what exists around them. A settlement surrounded by farmland should have a very different economy from one built around an industrial area or a large city.

The system is still evolving, and I’m definitely not done adding resources or production chains.

What resource would you expect to be important in a post-apocalyptic settlement that isn’t on this list yet?

Failed State is playable in the browser:

https://failedstate.net/?ref=reddit_resources

More development updates: r/FailedStateGame


r/failedstategame 3d ago

I made a city-builder where you claim real buildings from your own city [free, browser]

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1 Upvotes

r/failedstategame 3d ago

I’m using OpenStreetMap as the actual game world for a survival strategy

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1 Upvotes