Miscreated is a multiplayer online hardcore survival game set in a post-apocalyptic future. You will need to survive against mutants, players, and even mother nature herself.
Recent Reviews:
Mixed (293) - 64% of the 293 user reviews in the last 30 days are positive.
All Reviews:
Mixed (15,216) - 69% of the 15,216 user reviews for this game are positive.
Release Date:
Oct 30, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Miscreated Early Access is to provide you with the opportunity to play the game now, and also help provide important feedback to the development team to make the game the best that is possible. Miscreated is expected to have issues during the early access phase, so if your are not comfortable playing a game that is being actively developed, then we highly recommend you wait to purchase the game until a later date.”

Approximately how long will this game be in Early Access?

“It is expected to be in early access for approximately one to two years.”

How is the full version planned to differ from the Early Access version?

“For the full version we plan to add customization weapons, vehicles, crafting, and base building into the game, as well as many more items for the player to find - weapons, clothes.”

What is the current state of the Early Access version?

“The game client appears to be very stable at this point and the servers are working well also. There are many videos of people already playing the game around on social media sites.”

Will the game be priced differently during and after Early Access?

“The game price is not expected to decrease, but may increase as it gets closer to release.”

How are you planning on involving the Community in your development process?

“We are actively involved with our community. We post regular updates on Twitch, YouTube, Facebook, Reddit, ModDB, and CryDev.net, as well as on our active forums at MiscreatedGame.com. We have already incorporated several of our community's suggestions into the game.”
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Recent updates View all (129)

October 17

Miscreated Autumn/Halloween Update - Hotfix #53a 10/17/17

Here is a little update with the normal hotfix contents that you are used to, as well as some Halloween themed items to celebrate the spooky season.
  • Fixed bases being shifted down on servers with base building rule = 2 (build anywhere)
  • Fixes to reduce the chance of a player/vehicle/tent being killed or removed while adding or removing base parts
  • Fixes to reduce the chance of a valid base parts falling down into another part below it
  • Updated hints in UI
  • Fixed a couple of the stairs base building parts
  • Updated hold breath sounds
  • Fixed boids attenuation configurations
  • Fix for blocked stance changes instantly using up all stamina
  • Fixed a couple of client crashes
  • Moved some server messages back to the chat window (motd, url, join/leave/death)
  • New sv_chat server command added to send a server message to the chat window
  • Pumpkin item added
  • Craftable Jack-O-Lantern added for base building
  • Craftable pumpkin hat added
51 comments Read more

October 13

Update #53 - 10/13/17

Floating Base Fix
This update introduces the fix for floating bases
  • Some of the bases that initially fall are going to look ugly until the owner
    fixes them
  • Some bases with plot signs on top of invalid objects (broken cars, telephone poles, etc) will be deleted (we've sent out several warning to adjust bases as needed)
  • We have done a lot of testing, but expect some issues to still be found. If you find anything amiss, please notify us so we can track down and fix any related issues
  • When the server is loading the bases from the database they will all be verified now
  • If the server build rule is 0 (no bases allowed), any bases on the server will be deleted (you could set this if you wanted to remove all bases on your server for some reason as well, then change it back to another value)
  • If the server build rule is 1 (normal build rules), any base in an exclusion area (some really old ones have been grandfathered in for a long time) will be deleted from the database.
  • This means the exploit of toggling from rule 2 (build anywhere) to 1 (normal build rules) to have bases in cities will NOT work - they will be deleted once the rules is set back to 1
  • All traps, except for actual base building traps, have been removed and are now, temporarily, limited to just being able to be placed on the terrain
  • The traps' terrain limiting is temporary, but was needed for the floating base fix. The restriction will be removed in a future update so you can place them anywhere again

Harvesting Changes
  • Harvesting resources (wood/metal/rock) will now eventually exhaust the supply from the object you're harvesting from
  • Once it's exhausted you will need to move to another object to harvest more (you will be notified when it's exhausted)
  • The object's supply is determined by its size - larger trees allow you to harvest more wood, for example
  • An object's supply will regenerate over time

  • Uptime and restart times added to the status command
  • Potential fix for stuck database requests after server's internet connection gets dropped for some reason
  • sv_say console messages now appear in the new server messages UI area (instead of chat tab)

  • Updated shader cache to reduce stalls while playing
  • Added action spam prevention (3 times / second)
  • Don't allow a stack to be split unless there is free space in the player's inventory
  • Damage from tornadoes should be working again
  • When dropping an item it will be added to an existing stack on the ground
  • Recoil will no longer autocenter (WIP)
  • Stance changes now use up a little bit of stamina
  • Player character hit reactions added (still WIP)
  • Fixed exploit where a melee weapon would not use up durability on some attacks
  • Dry fire events are now network synchronized
  • For remote players don't offset laser positions as much so the laser dot position appears closer to the weapon
  • Zoom start uses a little bit of stamina
  • Standing up uses a little bit of stamina
  • Changed how oxygen value was being synchronized, so it shouldn't get out of sync between client and server now
  • Fixed exploit of increased speed while spamming stance change

Base Building
  • Added wooden stair parts
  • Added column parts (some with lights)
  • Disabled ability to adjust opacity while placing a part (stock CryEngine shader issue)
  • Added sandbag embrasure parts
  • When starting to place a part, tactical stance is exited if needed (to prevent accidentally firing weapon)
  • Fixed sandbag physics proxies
  • More fixes for invisible base parts
  • Two new base building guides added (stairs 1 and 2)
  • Damage to base parts is now saved in the database and restored after a server restart

  • Increased the spawn chance of base building guides
  • Fixed description of the crafted hatchet
  • Large rucksack added
  • Improved fire arrow particle effect
  • Football shoulder pads added (provides some protection)
  • Right shoulder pad added (provides some protection)
  • While worn, some eye wear now slightly alters your vision
  • Protection level of football helmets reduced to 1
  • Added burlap sack - can be worn to cover a player's head
  • Honeycomb added (can be collected from beehives)

  • Bug fix for entering vehicles
  • Fixed exit algorithm on vehicles with high seats
  • Image added to taxi signs
  • Adjusted buggy textures
  • Increased health on armored truck wheels

  • Optimized hotel prefab
  • Optimized skyscraper prefab
  • Optimized utility pole prefab
  • Optimized lumberyard prefabs
  • Added new water types (clean, poison, puddle, radiation, salty)
  • New villa added
  • Beehives added

  • Action menu theme updated to match rest of UI
  • Added hint for cancelling throw/bow action
  • Improvement for the scope reticules on lowest resolution 1024x768 (get rid of aliasing)
  • Increased width of action menu (so more text can be displayed)
  • Server message UI added to top of screen (messages will be cleaned up more over time)
  • Reduced chance of player's model disappearing in inventory window while wearing certain items

  • Shortened AI chase distance to reduce likelihood of them despawning while chasing a player
  • Brutes mutants now have the ability to roar to attract nearby mutants to attack the brute's target
  • Fixes for invisible mutant issue
  • Mutants should throw rocks when a player is visible and off of the navigation mesh

  • First implementation of flinch hit reactions
  • AT15, 870 tactical shotgun, and rem870 tactical pose polish
  • Alterations to animations to help with blending and to stop the situations when the wrists rotate when changing stances
  • Brute roar animation added for when Brute calls to other mutants for help
  • Extra variation added for Brute being alerted
  • Second pass over AI animations
  • Bipedal AI animations altered to prevent head being able to poke through walls so frequently
  • Crafted rifle ironsight altered to better center the red dot sight
  • Weapon poses altered so that hats don't pass through the scope when looking down sight
157 comments Read more
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About This Game

This is an early ALPHA release of MISCREATED. The current feature set is limited, but will be increased as development continues. You will experience issues during gameplay - incomplete features, bugs, game crashes, performance issues, and even complete character wipes.

Nobody knows what started the Final War — it was over too fast, fought with the last of the belligerent nations’ nuclear stockpiles, and the ones who pulled the triggers didn’t survive. It was the Final War because after that there was really nobody left who wanted to fight; we were all too busy surviving. Half a century of wars using nukes, bioweapons, nanoweapons, and even kinetic-kill weapons, gave us the Empty World: population 100 million and falling fast.

Who’s to blame? Depends on who you are, but you could just as easily blame the weapons industry; by the end, virtually every arms dealer in the world was owned by Amalgamated Corporation; while everyone was fighting they’d been buying up what Karl Marx used to call “the means of production,” and in the end missiles on both sides proudly wore the AC label.

Hell, in the end AC made just about everything, AC Sportsdrinks, AC Icecream, AC Battlegear, even AC Happytabs. I miss those. AC even gave us our wonderful mutant problem; the “vaccine” they developed when radiation sickness became as common as seasonal pneumonia from all those dirty battlefields — all the weapons-grade isotopes getting into the water table, or the fish, or the air — reacted with some of the leftover bioweapons and made lots of people go as squirrely as tab-pumped cannibals. You can ignore a neighbor developing neo-elephantitis or novuleprosy, but when he tries to eat you, you’ve got to take an interest.

So that’s it, we’re done, civilization is taking a breather. In 2089, anyone left alive and unmutated is just focused on staying that way. There are stories of enclaves here and there, where they’re lucky enough to have plenty of food stockpiled and mutants are thin on the ground or there’s lots of ammunition to throw at them. My advice is find one. Or make one. The Earth abides, all this too shall pass away, and if Darwin blesses you then you or your kids will inherit what’s left. For now, it’s one day at a time.

Current Features in the Early Access Release

Only a portion of the current map is available to play on. We will expand it as fast as we can.

Base Building:
  • Completely freeform basebuilding system - the Miscreated basebuilding system is different from all of the other existing survival games available and it gives you total control to make as complex and pretty of a base as you want. This is not the typical, snap-together Lego style system other games have.
  • Over 100 different parts are currently available for your base, with more coming soon.
  • Several different categories (with many subcategories and types) of parts available - wood, sand, tires, powered. Metal to be added in a future patch.
  • Anyone can interact with your base - repair parts, turn lights on/off, open/close unlocked doors, turn generators on/off. Non-clan members cannot alter the structure of your base - add/remove parts, attach/detach parts to power.
  • Find crafting guides to learn more advanced basebuilding recipes. You can also find someone that knows a part's recipe you don't and politely ask them to make the part for you.
  • Join a clan to have fellow clan members help you build your base.
  • Basebuilding restrictions - bases cannot be placed in towns or some other key areas to prevent griefing in those areas. Other players also cannot build bases very close to your base.
  • Pack up and move undamaged parts - if damaged, you can repair them first, or you can dismantle damaged parts to get one of the crafting materials back.
  • Damaged states for parts - at each 25% damage the color of a damaged part will darken more.

  • Clans are persistent (remembered between server restarts and logging in/out) and per server.
  • Clans can be created, disbanded, and you can invite other players to your clan by targeting them and using the mouse wheel option.
  • Invited players can decline an invite or accept it.
  • Clan owner can promote other clan members to be a clan captain, so they can invite new, or remove existing, clan members.
  • For this release, all clan members can alter the structure of any clan owned bases. In a future release there will be more specific permission controls added.

In-game VoIP with distance attenuation

Five vehicles are currently fully functional in the game. Scavenge for parts to get them running!

A basic crafting system is implemented allowing you to make more powerful melee weapons and items such as advanced bandages. The crafting system is being expanded as the game progresses.

Realistic Bullet Physics:
Bullet trajectory will change based on gravity, air resistance, and wind.

Random Encounters
Encounters can be spawned dynamically and located anywhere on the map.

Dynamic Item Spawns
Weapons and items will usually be found in logical places, but can also be found anywhere in the world. Be sure to check everywhere for items – lockers, stoves, cupboards, and many more. Some appliances can be opened to look inside.

Persistent Characters
Your character’s stats and items will be saved when you exit the game. When you log back in, you will have your health, items and location all restored.

Comprehensive Inventory System
Store items on your character and collect weapons, ammo and other useful items. You can also find additional items to increase the amount of storage space your character has – like backpacks, shirts, and pants.

Food and Water Systems
Keep your hunger and water levels up in order for your character to function at maximum efficiency. Low levels of food and hunger have a negative impact on your character’s performance.

When you die all of the items you were carrying stay with your character’s corpse. Other player’s can take them, or you can retrieve them yourself if they are still there when you get back to the corpse.

Free-for-all PVP
Kill anyone at anytime and steal their loot. There are no safe zones. However, it will be very beneficial in the long run to make a few friends.

Dynamic Weather System
Rain, fog, wind, and other weather patterns are all dynamically generated and will create unique game play opportunities. The intensity of weather patterns will also be supported – from light fog to dense fog, for example.

Full Day/Night Cycles
Charge in during the day or wait until night time for a sneaky approach. The game features a real 24 hour clock based on the location of the server you are playing on.

First and Third Person Camera Views
Switch views based on personal preference

System Requirements

    • OS: Windows 7 64-Bit, Windows 8.1 64-Bit
    • Processor: Quad Core CPU
    • Memory: 8 GB RAM
    • Graphics: DirectX 11 graphics card with at least 1GB Video RAM, 1280x720 minimum resolution.
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • Sound Card: DirectX Compatible
    • OS: Windows 7 64-Bit, Windows 8.1 64-Bit
    • Processor: Processor - Quad Core CPU (Intel Core i7-4770K or comparable)
    • Memory: 12 GB RAM
    • Graphics: GTX 670 or greater with at least 2GB VRAM, 1280x720 minimum resolution.
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 30 GB available space
    • Sound Card: DirectX Compatible
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