A first-person survival game in a sealed valley. Scavenge, craft and build, find people worth trusting, and decide every dusk where you will sleep. The infected hear your shots and see your fire. When you die, the valley goes on, and someone else picks up where you fell.

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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?

“Greyfall is an ambitious survival game built around exploration, survival, meaningful characters, and a world that continues to exist beyond the player's immediate actions. We want to develop the game alongside the community, using player feedback to help shape its systems, balance, and overall experience.

Early Access gives us the opportunity to improve existing mechanics, identify issues across different hardware configurations, and refine the game based on how people actually play it. We believe that community feedback is especially valuable for a game where atmosphere, immersion, survival mechanics, and player freedom are central to the experience.

Our goal is to be transparent about development, listen to constructive feedback, and build Greyfall into the strongest game it can be.”

Approximately how long will this game be in Early Access?

“We currently expect Greyfall to remain in Early Access for approximately 1–2 years. The actual duration will depend on development progress, the scope of planned improvements, and feedback from the community. We would rather take the time needed to deliver a more polished and complete experience than rush development to meet an arbitrary deadline.”

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

“We plan to expand Greyfall throughout Early Access by improving existing survival systems, adding more content and points of interest, developing the world and its characters, and refining the overall gameplay experience.

We also plan to continue improving performance, stability, AI behaviour, combat, crafting, building, exploration, and the game's audio and visual presentation. Depending on development priorities and community feedback, we may introduce additional mechanics, locations, encounters, and narrative content.

Our aim is to make the world feel more alive, reactive, and rewarding to explore. The exact scope and order of these additions may change as development progresses.”

What is the current state of the Early Access version?

“The current version of Greyfall is an actively developed survival game featuring an explorable world, survival mechanics, combat, scavenging, crafting and building systems, wildlife, and interactions with other survivors.

The game also includes story-driven missions that introduce players to its world, characters, and core mechanics. Existing systems and content are still being refined, and players may encounter bugs, performance issues, unfinished features, or areas that need further balancing.

We are continuing to work on stability, optimisation, gameplay depth, and overall polish. Greyfall is playable, but it is not yet the complete experience we ultimately want to deliver.”

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

“We plan to keep the price appropriate for the amount of content and the overall experience available at each stage of development. As Greyfall grows and receives substantial additions and improvements, we may gradually increase its price. Any pricing decisions will depend on the progress of development and the value offered by the game at that time.”

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

“Community feedback will be an important part of Greyfall's development. We plan to listen to player suggestions, review bug reports, and use feedback to identify problems with gameplay, balance, performance, and quality of life.

We encourage players to share their experiences, report issues, and suggest improvements through the community channels available to them. We will use this feedback alongside our own testing and development priorities to help guide future updates.

Not every suggestion can be implemented, but we want players to feel that their feedback is heard and considered. Our goal is to build Greyfall transparently and improve it through an ongoing dialogue with the community.”
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About This Game

An ordinary person in a valley that keeps going without them

You wake with a T-shirt, jeans and worn sneakers. No bag, no weapon, no food, no water. Every road out of Remnant Valley ends at a blocked tunnel, and the evening is coming.

Greyfall is a quiet, grounded survival game. Most of your time goes on decisions: where to go, what to carry, whom to trust, and the question every dusk asks: where will you sleep tonight?

Six by six kilometres of forest, farmland, river and mountain, with a dozen named places to search: the village of Westholt, the town of Millbrook, the sheds of Ashford Works, the motel at Ferry Crossing, the army huts at Camp Halden, a fire lookout on its knoll.

The valley remembers. A searched drawer stays searched, a door you left open stays open, and a body stays where it fell.

  • Thirst, hunger, cold and wet. Rain soaks you, nights chill you, and a game day lasts 48 minutes.

  • Wounds where they land. Cuts, bites, fractures and gunshots on the body part they hit; bleeding to stop, bandages and splints to make, painkillers to ration.

  • Fatigue. Push on too long and you will fall asleep where you stand, wherever that is.

Every kind of place holds its own kind of loot: tools in the works and the farm sheds, medicine in bathroom cabinets, army kit at Camp Halden. Grid space and weight are finite, and the way back is as long as the way there.

  • Tear clothes into rags, craft bandages, splints and a fireplace.

  • Weapons wear down and break; mend them with tape and rags.

  • Flashlights eat batteries. Bottles empty, and a pump fills them again.

They stand and sway where they turned, drift about, turn toward what they hear and go for anyone they catch. Five kinds walk the valley: the shambler, the runner, the stalker that waits at the edge of your light, the decrepit, and the hollow, which only comes out at night.

They see by daylight and hear everything: a gunshot carries 160 metres. Fights are short, close and dangerous. A good blow staggers one, a better one knocks it down, and a crowd will take turns.

At night your sight fails, and a fire can be seen from far off. Light one and something will come to look.

You are not the last one. Fifty-odd survivors live in camps by the lake and the creek, on the roads and in the hills, each with a routine of their own: they sleep, eat, keep watch and run when it goes wrong.

Talk to them. Earn their trust, and ask one to come with you. A companion follows you through the valley or stays at home: keeps watch while you sleep and wakes you when they come, feeds the fire from your crate, eats from your stores, and leaves if the stores run out.

Open your handbook and lay out a plan: a storage crate, a fireplace, a barricade, a lean-to. Manuals found in the valley teach more. Carry the materials over as many trips as it takes and watch it go up. What you build stays. A barricade stops bodies.

You play one survivor at a time. When they die, the valley carries on with what they left behind. Go on as one of your companions, keeping the household's map and handbook, or start someone new in the same world and find your own body where you fell.

  • Story. You arrive at Lakeside Camp with a letter from Mara, a woman they are still waiting for. A chapter told in the world, through your own eyes: no cutscenes, and the infected can break any conversation off.

  • Sandbox. No objectives. The valley, its people and you.

(something extra)

AI Generated Content Disclosure

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

This game uses generative AI to help developing the game, generating code and optimization.

Mature Content Description

The developers describe the content like this:

The game offers a story mode, in which you can see aspects of death, alcoholism, drug addiction.

System Requirements

Windows
macOS
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel i5-8400 / AMD Ryzen 5 2600
    • Memory: 8 GB RAM
    • Graphics: GTX 1060 6 GB / RX 580 8 GB, Vulkan 1.2
    • Storage: 10 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Processor: Intel i7-10700 / AMD Ryzen 7 3700X
    • Memory: 16 GB RAM
    • Graphics: RTX 2070 / RX 5700 XT (8 GB VRAM), Vulkan 1.2
    • Storage: 10 GB available space
    Minimum:
    • Requires an Apple processor
    • OS: macOS 13 Ventura
    • Processor: Apple M1
    • Memory: 8 GB RAM
    • Graphics: Apple M1 GPU (Vulkan through MoltenVK)
    • Storage: 10 GB available space
    Recommended:
    • Requires an Apple processor
    • OS: macOS 14 Sonoma
    • Processor: Apple M2 or later
    • Memory: 16 GB RAM
    • Graphics: Apple M2 or later
    • Storage: 10 GB available space