Play Poke Survivor: Wildlands free in your browser. Choose classic survival, ten-minute Expeditions or Original Rules, solo or in co-op with original creatures.
Poke Survivor
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Independent browser survival game with original creatures, solo and co-op modes. Not affiliated with Nintendo or The Pokémon Company.

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All postsZero Point — Coming to Steam Early Access in December 2026. 제로 포인트 — 2026년 12월 Steam 얼리 액세스 출시 예정.
Current direction: sci-fi survival crafting with third-person combat. Footage shows development prototypes. Steam: https://store.steampowered.com/app/44... A blade up close. A rifle when they back off.
This Arsenal devlog shows early melee attacks, weapon switching and third-person gunplay in Zero Point, the sci-fi survival crafting game I'm developing solo.
This is prototype footage. The wider survival, crafting and base-building systems are still in development.
Which would you rely on when an enemy closes the distance?
Wishlist Zero Point on Steam: https://store.steampowered.com/app/44...
Music: Urgent by SRG774 (CC0 1.0) https://opengameart.org/content/dark-...
#SciFiGame #ThirdPersonShooter #SurvivalGame

Making a Horde Survivor game to test and improve my game engine. Still working out some balancing issues but its pretty fun!
2 mediaGame Title: PESTBOUND
Playable Link: No public playable build yet — sharing the trailer for Trailer Tuesday. Project website: https://pestbound.com
Platform: PC / Windows
Description:
Hi everyone, I'm Patrick from Germany, and I'm developing PESTBOUND on my own. It's an open-world voxel survival shooter inspired by the time I've spent playing games like DayZ and Escape from Tarkov.
The world covers 4 km², with abandoned settlements, forests and roads to explore. You search for food, water and equipment, build a base, and deal with infected creatures and other survivors. There are vehicles, hunting and fishing, and the game is being built around playing alone or with friends on PvE or PvP servers.
For combat, I'm aiming for responsive movement, readable encounters and destructible surroundings that change how a fight plays out. The trailer shows scenes captured in the game. I'm currently working on getting the first playable build ready to share.
I'd love some honest feedback on what you see: does the movement look natural, and are the fights easy to follow from this camera angle? Which scene makes you want to see more, and which one doesn't work for you?
Free to Play Status:
[ ] Free to play
[ ] Demo/Key available
[x] Paid — in development; Trailer Tuesday submission
Involvement: I'm the solo developer of PESTBOUND. Creating my own survival game has been a dream of mine for years, and I'd really appreciate hearing what you think of it so far.
