Last Acre is a co-op/single player open-world survival shooter set in post-apocalyptic Michigan. Build and defend your homestead, survive relentless zombie waves, and brave dense forests, abandoned military bases, towns and overgrown roads to scavenge the supplies that keep you alive.

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Bald im Early Access verfügbar

Die Entwickler dieses Spiels planen, das Spiel zu veröffentlichen, während es sich noch in Arbeit befindet, und möchten es mit dem Feedback von Spielern weiterentwickeln.

Hinweis: Spiele im Early Access sind noch nicht fertiggestellt und können in Zukunft Änderungen erhalten. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, warten Sie eine Weile, um zu sehen, wie sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu Early Access?

„Early access allows me to listen to the players and put that feedback to work directly. Feedback from those enjoying the game is critical, without hearing what the players like and dont like we have nearly no way to improve.

Early supporters will be able to help shape critical systems and offer up ideas on what they want to see to make the most comprehensive survival simulation there is. If it makes sense I want to add it. If it feels right, I want to add it. The plan is to make this game as detailed as possible. This is a full time project that plans to build its user base slowly by offering a superior product.

One other plan I really want to support is adding in player run community servers. My plan here is to put the server side tools into players hands so that they can run them on their own hardware however they see fit and not lock it behind set services. I also plan to fully support modding these servers to that players can create whatever experience they want on the game that they own.“

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

„I anticipate early access will be 12 months. When buying early access you will get the single player and local co op game and always be able to play it.“

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

„The full version takes the survival a step further. In testing already is a raid mode. When a player is in a co op game session they can toggle their session open to be raided. This puts a player raider waiting in a queue into the map to come attack and loot before they have to extract or lose everything. This will always be an opt in experience for players

Expansion of playable main characters to a more diverse array of characters each with their own unique outfits. The base game comes with several but I want to support many different looks and playstyles and potentially offer full customization

I also want to support community servers to allow larger survival experiences to play out on the map. There are already plan docs and a cooked build for this as well using Spacetimedb 2.0 backend. The plan is to allow players to run servers on their own hardware that players can join through a community servers tab in the main menu of the game.

With the goal of community servers is to also offer full support for roleplay communities as well“

Was ist der derzeitige Stand der Early Access-Version?

„Fully functional single player game mode and local area network co op mode working with more than 3 playable characters

Epic online services running voice chat and lobbies. Join game through steam friends list. Steam achievements are there and expanding.

We already have support built in for AMD and Nvidia gpus for things like dlss, fsr, frame gen etc and will fully support all the most modern tech that comes for them including DLSS 5 when its ready to integrate.

The map on early access launch includes the ~10 km x 10km open world map that will continually expand as the game is developed without any paid content, all maps free for life.

Build system and crafting has more than 200 structure pieces already in and working. Modular/craftable guns, ammo, food, supplies all in and working.

20+ guns are in this first build already along with 3 playable characters.

40 farming crops and seeds with world farming, greenhouse farming and more

Hundreds of zombie variations with an expanding roster“

Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

„The price will always be the same no matter what, once we release fully the only thing that changes will be a large feature patch and upgrades for existing players. “

Wie werden Sie versuchen die Community in den Entwicklungsprozess miteinzubeziehen?

„Players that purchase early access will gain access to the development discord server for Last Acre to directly communicate in the process. Players can post ideas, provide bugs/feedback etc all there and hang out.“
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Infos zum Spiel

LAST ACRE

Defend your rural homestead against escalating zombie waves in a dark, grounded survival FPS set in Michigan, USA.

Scavenge abandoned homes, farms, towns, and wilderness. Find weapons and ammunition. Grow crops. Cook food. Restore power. Build somewhere worth defending.

The longer you stay alive, the harder the waves become. But in Last Acre, death does not reset the world you built.

SURVIVE THE WAVES. BUILD A WORLD THAT OUTLIVES YOU.

The core of Last Acre is a survival loop built around increasingly dangerous zombie waves.

You begin at Wave 1.

Survive the attack and you are given time to recover, explore, scavenge, build, cook, farm, repair your equipment, and prepare for what comes next.

Then another wave begins.

And another.

Each wave becomes progressively more dangerous the longer you survive.

You might spend that time fortifying the farmhouse you found down the road. Maybe you install a generator, wire up lights, build solar panels and battery storage, plant crops outside, fill the kitchen with food, and cover a wall with the weapons you have collected.

Then, on Wave 18, you die.

Your friends can still save you.

In co-op, another player can revive you and keep the run going.

If nobody reaches you in time, you respawn back at your starting home, your wave progression returns to Wave 1, and the equipment you were carrying is lost.

But your world is still there.

The farmhouse is still fortified.

Your crops are still planted.

The generator is still sitting where you installed it.

The solar panels, batteries, storage containers, furniture, crafting stations, lights, defenses, and weapons you collected are still exactly where you left them.

Death resets your run. It does not reset your world.

If you built your new home several miles away from your original spawn, there is just one problem.

You have to make it back.

Maybe you know the roads now.

Maybe you remember where you left supplies along the way.

Maybe you know which buildings are worth searching and which areas are better avoided.

But you are back at the beginning, poorly equipped, with an increasingly valuable world waiting somewhere out there for you.

Your knowledge survives. Your world survives. You have to earn your way back to it.

The only way to completely return a world to its original state is to deliberately reset it from the main menu.

EVERY CHARACTER HAS THEIR OWN WORLD

Characters in Last Acre are more than cosmetic skins.

Each character has their own persistent world and progression, which you can continue playing for as long as you want or manually reset whenever you want a completely fresh start.

At launch, the playable roster begins with:

Seo Park
Natasha
Mason
Walker
Tactical Operator

More characters are planned over time.

This means you can build completely different lives with different characters.

Seo's world might contain a heavily fortified farmhouse surrounded by crops and solar panels.

Mason's world might revolve around an old industrial building filled with generators, equipment, and scavenged machinery.

Another character might still be surviving out of the original starting property.

Every world becomes a record of how you chose to survive.

LEARN THE LAND

The world of Last Acre is carefully built by hand, but what you find inside it is unpredictable.

Weapons, ammunition, food, tools, equipment, and usable objects are distributed among authored spawn locations when the world populates.

Learning that an abandoned farmhouse might contain a rifle, that a garage can spawn a generator, or that a particular campsite may contain valuable survival equipment becomes knowledge you can carry into future runs.

But knowledge is never a guarantee.

That rifle may not be there next time.

The medicine you desperately need may be somewhere else.

And every additional building you search means spending more ammunition, food, daylight, and time away from safety.

Do you search one more house, or turn back while you still can?

The farther you venture from home, the more dangerous the world becomes.

DARKNESS ACTUALLY MATTERS

Night in Last Acre is genuinely dark.

A working flashlight and a supply of batteries can mean the difference between finding your way home and becoming stranded miles away from safety.

Fires, generators, portable lights, batteries, fuel, solar power, and other sources of electricity are not simply decoration. They are tools that fundamentally change how you survive after sunset.

A powered farmhouse feels very different from one sitting completely dark in the middle of the woods.

And when the lights go out, you are going to notice.

DEFEND WHAT YOU BUILD

Your home is your anchor in the world.

Build it. Expand it. Reinforce it. Stockpile supplies and prepare for what is coming.

Zombie attacks become increasingly dangerous as the waves climb, eventually testing every weakness in your defenses and every decision you made while preparing for them.

The further you go from your starting location, the harder the game pushes back at you. It actively trys to keep you at home, its up to you to endure and try to make it out as far as you can go.

BUILD YOUR HOMESTEAD

Last Acre is designed around extensive and flexible base building.

Construct the home and defenses that make sense for the way you play.

Build walls and fortifications. Place furniture. Install lights. Set up storage. Restore electricity. Run generators. Install solar power and battery storage. Create workshops, kitchens, farms, and equipment areas. If it makes sense to add, we will add it in.

The long-term goal is for players to eventually be able to build and place many of the same kinds of objects they encounter throughout the game world.

You are not simply building a temporary base for one run.

You are changing a persistent world that remains between deaths.

HUNDREDS OF CRAFTABLE ITEMS

Crafting is a major part of Last Acre, with hundreds of usable and placeable items already planned or implemented and a long-term goal of expanding that number into the thousands.

Craft tools, survival equipment, furniture, building components, utilities, supplies, and other objects that allow you to gradually turn a vulnerable property into a functioning home.

Scavenging gives you the pieces.

What you build with them is up to you.

COOKING IS MORE THAN PRESSING A BUTTON

Different cooking surfaces have their own interfaces, requirements, and fuel sources.

Cooking over a campfire should not feel the same as preparing food on a functioning kitchen stove.

Restore power to appliances, gather fuel, prepare ingredients, and make use of whatever equipment you can get working.

Food is a resource, but the way you prepare it is part of survival too.

FARM MORE THAN 40 CROPS

Grow more than 40 different crops using a detailed farming system.

Some plants can survive outdoors in Michigan's climate. Others require the protection of a greenhouse.

Seeds can be discovered while scavenging, while other crops can be harvested directly from fields and locations throughout the world.

Plants have their own requirements, and disease can threaten a crop if it is not properly maintained.

A successful farm can eventually become one of the most valuable things you have built.

And if you die?

It is still there when you come back.

EXPLORE A MASSIVE HANDCRAFTED WORLD

Last Acre takes place across a large, handcrafted open world inspired by rural Michigan.

Forests swallow forgotten roads.

Small towns sit abandoned.

Farms, homes, businesses, industrial sites, national guard outposts, wilderness, and hidden locations reward exploration.

Traveling farther from your starting home also means increasing danger.

Learning shortcuts, landmarks, valuable scavenging locations, water sources, safe areas, and dangerous territory becomes part of mastering the world.

When death can send you all the way back home, knowing the land matters.

Getting there is only half the journey. You still have to make it back.

PLAY SOLO OR WITH FRIENDS

Last Acre is being designed so that owning the game means being able to play it independently.

Play alone or survive alongside friends.

In co-op, other survivors become extremely valuable when things go wrong. A friend reaching you in time and reviving you could mean the difference between continuing a high-wave run and waking up back at home on Wave 1.

Single-player and local-network cooperative play are fundamental parts of the game's design.

Online services can come and go.

Games should not have to disappear with them.

The goal is to ensure that the core Last Acre experience remains playable without depending entirely on a permanent centralized online service.

UNCOVER WHAT HAPPENED

There is a story behind the world of Last Acre, but it is not delivered through a constant stream of exposition.

Explore.

Listen.

Read what people left behind.

Discover abandoned homes and learn about the families who once lived there.

Find places you were never expected to find.

Piece together what happened as the world fell apart.

Some answers will be easy to find.

Others may change how you understand the world entirely.

HOW LAST ACRE USES AI

AI is one of the tools used during the development of Last Acre, but it is not a replacement for artists or handcrafted game development.

I believe there are areas where AI can be extremely useful and others where the work of skilled human artists remains irreplaceable.

Assets such as weapons, buildings, environment assets, characters, clothing, animations, and other major visual content are sourced from or created by human artists. I purchase and license work from artists and asset creators for these parts of the game.

AI-assisted tools are primarily used behind the scenes for things such as:

  • Assisting with programming and development of complex gameplay systems

  • Finding bugs and helping diagnose technical problems

  • Generating certain UI thumbnails from existing in-game meshes

  • Helping create fictional radio programming and stations

  • Assisting with fictional characters, families, and environmental storytelling connected to locations throughout the world

The goal is to use modern development tools where they make sense while continuing to support the artists whose work gives Last Acre its visual identity.

Build a home in a world that wants it gone.

Survive as long as you can. Lose the run. Keep the world. Find your way home.

Offenlegung von KI-generierten Inhalten

Der Spieleentwickler beschreibt den Einsatz von KI-generierten Inhalten in diesem Spiel wie folgt:

Generative AI is used to story board, code, analyze code, analyze performance, create thumbnails and many basic tasks like that to speed up workflows. We pay human artists for things like zombies, guns, props, static meshes etc.

Beschreibung nicht jugendfreier Inhalte

Der Entwickler beschreibt die Inhalte wie folgt:

This is a game where you survive in a world where zombies are the alpha predator and you routinely have to kill them using all sorts of weapons.

Systemanforderungen

    Mindestanforderungen:
    • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
    • Betriebssystem: Windows 11
    • Arbeitsspeicher: 16 GB RAM
    • Grafik: 9070xt
    • DirectX: Version 12
    • Speicherplatz: 50 GB verfügbarer Speicherplatz
    Empfohlen:
    • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
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