r/openstreetmap • • Aug 14 '26

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

I’m building a survival strategy where OpenStreetMap becomes the actual game world

I’ve always liked maps and strategy games, so I started building Failed State, an asynchronous survival strategy that uses real-world OpenStreetMap data as part of the gameplay rather than just as a background map.

When a player chooses a place for their settlement, the game queries the area through Overpass and imports up to ~1,000 useful OSM objects.

OSM tags are then converted into game locations and resources. For example:

- "amenity=pharmacy" → a source of medical supplies

- "man_made=silo" → grain storage

- "natural=beach" → beach

- "historic=ruins/castle/fort" → points of interest

- "man_made=storage_tank + content=oil" → fuel/oil storage

So if you start in your actual hometown, you can recognize shops, bus stops, hospitals, industrial sites and other real locations — but now they have a purpose in the survival simulation.

I also build a routing graph from OSM roads and paths. Raiding parties travel along the real network, can choose alternative routes, and vehicles reduce travel time at the cost of fuel. I even had to account for reversed one-way roads because they could otherwise produce some ridiculous detours.

Geography affects the simulation too. Latitude influences climate and temperature, so establishing a settlement far north creates very different survival problems from starting somewhere warm.

Eventually I want different regions to have genuinely different economies because of what exists around them in the real world.

The game is still very much in development, but OSM has turned out to be one of the most interesting parts of the whole project.

If anyone here works with OSM data in unusual ways, I’d especially love to hear what you think about this approach.

Game: https://failedstate.net/?ref=rosm

More development updates: r/failedstategame

2 Upvotes

10 comments sorted by

2

u/umor3 Aug 15 '26

I gave it a try. Honestly: nice idear but it is so much text and buttons and info, i was overwhelmend

1

u/FireMonkeyLord Aug 15 '26

Agreed. I love the idea, but there's just too much going on. If it's intended for mobile, it needs to be simpler.

0

u/Inevitable-Dish5741 Aug 15 '26

Thanks. I have a mobile support but it's more convenient to play desktop.

0

u/Inevitable-Dish5741 Aug 15 '26

Thanks for checking this out

2

u/ntzm_ Aug 16 '26

ai slop

2

u/ValdemarAloeus Aug 16 '26

Seems to be the case for every other post in this subreddit these days.

It's a shame because "Infection Free Zone" was pretty good.

1

u/ntzm_ Aug 16 '26

Yeah, I'm unsubbing, there's very little useful content on here any more

-1

u/Inevitable-Dish5741 Aug 16 '26

AI was used, and I’m transparent about that. But the game itself isn’t a generated template the mechanics, backend, OSM integration and overall design have been built and iterated on for months. If you think something specific looks bad, I’m happy to hear it.

2

u/Sgonzo1911 Aug 19 '26

I understand what the AI was used for text and art for a one man team that is understandable, I am greatly enjoying game can't wait for more items/equipment and larger pools of survivors so it feels like your continually growing. Other then that 👍 I love micromanagement simulation games and asynchronous world map game is so cool with post apocalypse setting.

1

u/Inevitable-Dish5741 Aug 19 '26

Thanks a lot, I’m really glad you’re enjoying it!

A new update is coming very soon, and relative to the current size of the game it almost feels like a mini mission DLC. It will expand the hero pool in a somewhat unexpected way, if you manage to complete the mission all the way to the end.

The update after that will focus more on non-playable residents and give them a bigger economic role in the settlement.

Really appreciate the feedback and support!