You were bitten hours ago. The clock in your blood is already running — and it isn't a virus. Fight through the waves of the dead, trade your nerve to a demon who was here before the city, and hold onto yourself for one more wave. Turn, and it's over.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“Day 31 is built around one risky idea: an infection timer that only your own aggression can hold back. On paper it works. In practice, a mechanic like that lives or dies on tuning, and tuning it against my own play only tells me how I play.

I need to watch other people run out of time. I need to know whether the countdown feels like pressure or like a punishment, whether the Merchant's prices feel fair, and where the difficulty spikes for someone who didn't build the thing. That feedback shapes the rest of development, and I'd rather have it now than after the game is finished and it's too late to act on it.

Approximately how long will this game be in Early Access?

“Around three to six months. Day 31 is made by one person, so I'd rather give an honest range than a confident date I might miss. If that changes, I'll say so on the store page and in the Discord rather than let it drift quietly.

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

“The full version is planned to add:

- The second floor of St. Harrow, which isn't built yet. It's the next thing I'm making.
- A real ending. Right now the run stops once you drain the flooded junction; the full version finishes what starts there.
- Steam Achievements: full achievement support.
- Steam Workshop support, so the community can build on the game directly.
- More enemies and weapons, including further additions to the Merchant's stock.
- The remaining audio pass: survivor voice lines and the full set of infection audio cues.
- Balance and pacing changes driven by Early Access feedback. This is the point of the whole exercise, so expect this list to grow based on what players actually report.

What is the current state of the Early Access version?

“Day 31 is playable and stable, but it is not finished. Here is exactly where it stands.

What's in right now:

- The complete core loop: wave-based combat, the infection countdown through all four stages, the nerve economy, and the Merchant between waves. This loop is finished, and it's where you'll spend your time.
- Two connected areas: the ground floor of St. Harrow hospital and the flooded basement beneath it, with power restoration and the elevator linking them.
- A full arsenal: pistols, rifles, shotguns, melee, and the Merchant's stock, with a two-gun carry limit.
- Multiple enemy types including the shambling dead, hazmat crews, mutations in the basement, and the nurse.
- Two modes: the standard infection run, and Horde Mode with the countdown switched off.
- Four difficulty presets.

What is NOT in yet:

- The run currently ends after you drain the flooded junction. There is no conclusion past that point — the content simply stops. If you're buying for a finished story, wait for 1.0.
- The hospital's second floor hasn't been built yet. It's the next thing I'm making.
- Some later-stage infection effects are visual rather than mechanical.
- Survivor voice lines aren't recorded, and parts of the audio mix are still placeholder.

Expect bugs. There's a bug report link in the main menu, and I read every one.

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

“Yes. Day 31 is cheaper during Early Access, and the price will increase when the full version releases. Buying in Early Access means you get the finished game at the lower price.

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

“Directly, and it's the reason the game is in Early Access at all.

There's a Discord linked from the main menu and an in-game bug report tool that goes straight to me. I'm looking for feedback on difficulty and pacing above everything else: where the countdown breaks, where the Merchant's prices feel wrong, which weapons nobody buys and why.

I'm one person, so I can't promise every request gets built. I can promise every one gets read, and that the changes I do make get explained rather than appearing silently in a patch note.
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This game is not yet available on Steam

Planned Release Date: Oct 30, 2026

This game plans to unlock in approximately 2 months

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About This Game

DAY 31

Thirty-one days ago, something buried under Harrow was released, and the dead started walking. You made it this far. But somewhere in the dark, something with wrong teeth found you, and now there's a mark in your blood that the darkness can read. A countdown. Not a virus. A curse.

When it finishes writing, you stop being you.

YOU'RE ALREADY BITTEN

Every run starts with the clock already ticking. What buys you time isn't medicine. It's nerve: the raw force of will that keeps a person human. Fight, and you generate it. Kill, and you claw back what the mark has taken. Hide, freeze, give up, and it drains.

Standing still is how you turn.

MAKE THE DEAL

Between the waves waits Vessel. He's never given his name; the survivors just call him the Merchant. He carries a ledger bound in something that isn't leather, and he sells suppressants that slow the mark, ammunition that shouldn't exist, and weapons that were never made on this earth. His price is your nerve, the only currency he respects. And every purchase buys you more time to earn more nerve to spend at his stall.

He's very good at his job.

Beside him sits Mara. She's never spoken to anyone who lived to report it, but she watches you the whole time you're trading. Her feet stop swinging the moment you walk in.

SURVIVE THE WAVES

Relentless wave-based combat where the real enemy is the clock. Push your infection back from the brink with kill streaks, or watch it tip you over the edge into something else.

Two ways to die: bleed out, or turn. They are not the same.

THE ARSENAL

Pistols, rifles, shotguns, and a spiked bat you'll pull off a corpse in the basement. You carry two guns at a time — buying a third means leaving one behind, so choose what you can live without.

Restore the hospital's power, open the elevator, and push down into the flooded dark beneath St. Harrow, where the things that got out of the quarantine ward went to finish changing.

HORDE MODE

No infection. No countdown. Just you, the dead, and how long you can hold.

FEATURES

An infection-clock system that turns every run into a race against yourself

Spend "nerve," earned through aggression, as your only currency

Vessel the Merchant and Mara, the doll you'll never quite stop thinking about

Relentless wave combat with a horror atmosphere built on dread, not jump scares

Brutal, physical gunplay with dismemberment and gore

The wards of St. Harrow and the flooded basement beneath them

Horde Mode for when you want the fight without the clock

A mystery buried in the Merchant's ledger

HOW LONG BEFORE YOU TURN?

Harrow takes everyone eventually. Make it earn you.

The full version is planned to add:

  • The second floor of St. Harrow, which isn't built yet. It's the next thing I'm making.

  •  A real ending. Right now the run stops once you drain the flooded junction; the full version finishes what starts there.

  • Steam Achievements: full achievement support.

  • Steam Workshop support, so the community can build on the game directly.

  • More enemies and weapons, including further additions to the Merchant's stock.

  • The remaining audio pass: survivor voice lines and the full set of infection audio cues.

  • Balance and pacing changes driven by Early Access feedback. This is the point of the whole exercise, so expect this list to grow based on what players actually report.

Day 31 is playable and stable, but it is not finished. Here is exactly where it stands.

What's in right now:

- The complete core loop: wave-based combat, the infection countdown through all four stages, the nerve economy, and the Merchant between waves. This loop is finished, and it's where you'll spend your time.

- Two connected areas: the ground floor of St. Harrow hospital and the flooded basement beneath it, with power restoration and the elevator linking them.

- A full arsenal: pistols, rifles, shotguns, melee, and the Merchant's stock, with a two-gun carry limit.

- Multiple enemy types including the shambling dead, hazmat crews, mutations in the basement, and the nurse.

- Two modes: the standard infection run, and Horde Mode with the countdown switched off.

- Four difficulty presets.

What is NOT in yet:

- The run currently ends after you drain the flooded junction. There is no conclusion past that point — the content simply stops. If you're buying for a finished story, wait for 1.0.

- The hospital's second floor hasn't been built yet. It's the next thing I'm making.

- Some later-stage infection effects are visual rather than mechanical.

- Survivor voice lines aren't recorded, and parts of the audio mix are still placeholder.

Expect bugs. There's a bug report link in the main menu, and I read every one.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some 2D promotional and menu artwork was created with the assistance of generative AI tools and then manually edited. Portions of the game's code were written with AI assistance under human direction and review. All AI-assisted content was reviewed by the developer, and the game does not generate AI content at runtime.

Mature Content Description

The developers describe the content like this:

Day 31 is an occult-horror shooter featuring frequent, intense violence against zombies and mutated creatures. This includes realistic blood effects, gore, dismemberment, and decapitation. Environments depict a derelict hospital with corpses, bloodstains, and disturbing medical and body-horror imagery. The story centers on a spreading infection and the player character's own deterioration, including themes of death and body transformation. Some dialogue may contain strong language. There is no sexual content or nudity, and no depictions of sexual assault, drug abuse, or self-harm.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060 6GB / AMD Radeon RX 580
    • DirectX: Version 11
    • Storage: 15 GB available space
    • Additional Notes: SSD recommended
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 64-bit
    • Processor: Intel Core i7-9700K / AMD Ryzen 7 3700X
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce RTX 3060 / AMD Radeon RX 6600 XT
    • DirectX: Version 11
    • Storage: 15 GB available space
    • Additional Notes: SSD strongly recommended
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