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The safehouse kept you alive. Now it is becoming your grave.
Years after the collapse, two survivors must leave a failing shelter, cross the Dead District, and restore an old radio tower—not to call for rescue, but to find a direction.
Every expedition is a trade.
Spend daylight to move. Resolve the encounter. Carry the consequences home. Then decide whether the Safehouse can survive another night.
Choose a route, not a level.
Roads, fields, ruins, forests, checkpoints, and utility sites form a connected map. Travel spends daylight, reveals new pressure, and can leave the safer route behind you.
Restore the tower. Find a direction.
The Radio Tower is not a rescue beacon. Recover the hardware and signal information needed to bring the relay online before the failing Safehouse becomes a tomb.
Staying inside is no longer survival.
Two survivors. Low supplies. A failing shelter. The first decision is already waiting behind the reinforced door.
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