You are the maintenance robots of a post-nuclear bunker. Keep the power on, the air clean, and the vents sealed for humans you will never see. Every day you can chose or vote on who gets sent to the surface. Six-player co-op horror comedy.

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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?

“Bunker And Friends is a six-player game about people talking to each other. Almost everything in it — the daily vote, the split between the away team and the home crew, which threats are frightening and which are just funny — depends entirely on how a real group of friends behaves when things go wrong.

That is not something we can balance on our own. We can build the systems, but we can't predict what six people will actually do with them. Early Access lets us watch real crews play, find out which threats produce the best stories, and cut the ones that don't.

We would rather build the rest of this game with the people who play it than guess.”

Approximately how long will this game be in Early Access?

“We plan to be in Early Access for around a year. That estimate depends on what we learn from players, and we would rather stay in Early Access longer than leave it before the game is genuinely finished.”

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

“We plan to expand the game in five directions:

More threats. We have a much larger roster designed than is currently in the game, each built around a different reaction — hiding, standing still, staying quiet, cutting the power, leaving the loot behind. We plan to add these steadily and keep the ones that work.

More of the surface. Additional locations to be sent to, each with its own hazards and its own reasons to go back.

Progression between runs. We plan to add ways the bunker changes over time based on what the crew brings back, and what they fail to prevent.

More to do at home. Additional stations, events, systems and failures for the crew who stayed behind, plus bunker customisation and alternate layouts — so the home half stays as busy as the surface half.

More ways to build your robot. Additional cosmetics and attachable parts, so crews keep finding new combinations.

We plan to shape all of this around what players tell us, so priorities may change.”

What is the current state of the Early Access version?

“The core game is playable. Up to six players can join online, and a full day runs start to finish: morning directives, the vote on who goes to the surface, the away team's expedition, the home crew working their stations at the same time, and lockdown at night. Everything runs on proximity voice chat.

Currently in the game:

The bunker. Power has to be kept on — the main breaker, the generator, and a hamster-wheel dynamo for when things get desperate. Air quality has to be kept breathable. Vents have to be watched and sealed, and the vent cameras let you look down a duct and see what's coming before it arrives. There are blast doors, a fabricator that reprints destroyed robots, and a terminal carrying mail, work orders and reviews from people you will never meet. A bestiary records every threat the crew has survived, and a shop lets you spend what you bring back on upgrades — some for yourself, some for the whole crew.

The surface. One location, but its layout is generated fresh every run with its own threats, so no two expeditions are the same.

Ten threats, each needing a different response. Some you fight, some you hide from, some you avoid entirely.

An event system that can interrupt any day, so a run you thought you understood stops going to plan.

The BUILD UNIT character creator. You assemble your own robot and swap out arms and legs for different models that behave differently, so no two crews play the same way. It also includes the face painter, which lets you draw your robot's face by hand.

Not in yet: additional threats and events, additional surface locations, deeper progression that carries across runs, more tasks for the home crew, bunker customisation and alternate bunkers, and endings.

The game is stable and playable in full sessions. It is not finished, and it will change.”

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

“We plan to launch at a lower price during Early Access and raise it modestly when the game leaves Early Access and is feature-complete. Anyone who buys during Early Access gets every update at no additional cost.”

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

“Bunker And Friends is a game about six people talking to each other, so the community isn't a feedback channel for us — it's the only way to see the game working properly.

We plan to run our Discord as the main line between us and players: a place to find a crew, report bugs, and tell us what actually happened in your session. The stories people retell afterwards are the most useful thing we can get, and they will directly shape which threats we build more of and which we cut.

We plan to post about what we're working on, ask directly when we're deciding between options, and play with the community regularly.”
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About This Game

THE HUMANS ARE BEHIND THE DOOR

You and up to five friends are the maintenance robots of a post-nuclear bunker. Keep the power on, the air breathable, and the machines running — for the humans who live behind a sealed door you are not authorized to open.

THE BUNKER IS ALWAYS FAILING

The power runs out. Pipes burst and cables spark, and the longer the game runs the faster it all comes apart. Someone has to be on their toes. 

SOMEONE HAS TO GO OUTSIDE

Supplies don't refill themselves. The heavy vault door cycles open, a crew heads out to a scavenged, procedurally built site, and they have to make it back with the loot before the things out there escalate from one stalking horror to several.

TWO ROOMS, ONE RADIO

While the away team is gone, the bunker doesn't stop breaking. Both halves of the crew work at the same time, out of sight of each other — connected only by voice and whatever you can shout down the corridor.

THINGS WANT IN

A pack hunts the halls. Something municipal fills the corridor and cannot be killed, only avoided. Something comes for whoever's been alone too long. Every threat wants a different answer, and getting it wrong is bad.

IT COMES FROM THE VENTS

The bunker breathes through its vents — and so does everything that wants inside it. Creatures come out of the ductwork sometimes in packs; worse things wait deeper in. Watch the grilles, listen for the scratching, and deal with whatever climbs out before it reaches the crew. You can't wall the bunker off from the outside — the vents are the outside's way in, and they never fully close.

MANDATORY FUN

Head office cares about morale. Sometimes that means a lockdown drill sealing you in wherever you happen to stand. Sometimes it means the Employee Enrichment Wheel rolls into the common room, and everyone takes one spin — for a jackpot, a pay cut, or a termination that is not a metaphor.

SCREAM AND BE HEARD

Proximity voice carries as far as it carries. A whisper in the next room, a scream two corridors away that arrives without explanation — the mic is the game.

YOUR BUNKER, KEPT

Scrap, upgrades, and your field guide carry over between sessions — pick your bunker back up where you left it. Set the difficulty to a calm shift or a punishing one. The crew changes night to night; the bunker remembers.

FEATURES

  • Up to six-player online co-op

  • Proximity voice chat, as a core mechanic

  • A bunker that is always failing — power, air, pipes, wiring

  • Expeditions to procedurally generated sites

  • Monsters that each demand a different response

  • The Employee Enrichment Wheel and other workplace "perks"

  • Three difficulty tiers

  • A persistent bunker that saves between sessions

  • Full controller and Steam Deck support

AI Generated Content Disclosure

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

Some art and audio in Bunker And Friends was produced with generative AI tools during development. This includes store and marketing artwork — the key art, store capsules, and logo elements — and some sound effects and music. All of it was generated ahead of time and ships as fixed assets. The game does not generate any content using AI while you play, and it does not connect to any external AI service during gameplay.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-4460 / AMD FX-6300
    • Memory: 8 GB RAM
    • Graphics: DirectX 11 GPU, 2 GB VRAM (GTX 1050 / RX 560)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Additional Notes: Microphone required for proximity voice chat
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 64-bit
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Memory: 16 GB RAM
    • Graphics: GTX 1060 / RX 580, 4 GB VRAM
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Additional Notes: Microphone required for proximity voice chat
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