Survive · Build · Rise Again

Hold the camp
one more night

A co-op survival FPS in the dead hills of the forest. By day you scavenge and fortify. By night the horde comes — and every night is worse than the last.

8
Survivors, one server
Nights to survive
4
Class roles
1
Way out — there isn't
The Core Loop

Daylight is borrowed. The night always collects.

RECLAIM runs on a day/night siege clock. There is no safe round — only how ready you were when the sun went down.

☼ Day · Scavenge

Prepare

The town is yours while the light holds. Loot the wrecks, chop planks, refill the food cache, spend your points, and reinforce the church before dusk.

  • Scavenge loot & craft at the bench
  • Board the doors & windows
  • Buy guns, perks & upgrades
☠ Night · Siege

Survive

Dusk falls and they hear you. Waves pour in and escalate until dawn — and every fifth wave runs red. Hold the line, or get overrun in the dark.

  • Escalating horde until sunrise
  • Blood rounds & boss nights
  • Down & revive your squad

The Arsenal

Earn it, buy it, reforge it.

Points from every kill are a currency. Spend them on the walls of a dead town — and pray the box gives you what you need.

Wall Buys

Guns on the wall

Start with a knife. Buy pistols, shotguns and ammo off painted wall panels around the holdout as the points roll in.

The Crucible

Reforge your weapon

Feed a gun to the Crucible and it comes back Reforged — glowing, harder-hitting, bigger mag. Stack perks on top for a monster.

The Salvage Box

Roll the dice

A mystery box that spits out a random weapon — and, rarely, the one everybody prays for.

Wonder Weapon

The Reclaimer

Arc lightning that leaps from the dead to the dead, chaining through a whole pack in a single crack of blue fire.

Perks

Ironhide & friends

Ironhide, Quickfoot, Deadeye, Overdrive, Quickhands — vending-machine buffs that turn a survivor into a wall.

Power-ups

Grab the drop

Double Points, Instant-Kill, Max Ammo, Nuke — team-wide drops that turn a losing night around in a heartbeat.


The Horde

They don't just get faster. They get worse.

The dead of the Ozarks come in kinds — and the deeper the night, the nastier the thing clawing at your boards.

Walker Crawler Toxic Brute Screamer Spitter Boss Brute

Brutes cave your barricades in a hit. Screamers call the swarm. Spitters poison you from cover. Every 4th night opens with a boss, and every 5th wave runs a blood round — the sky turns red and the count doubles.


Stay Alive

The zombies are only half of what kills you.

This is survival, not just shooting. Manage your body and your base or the Ozarks finish the job the dead started.

Hunger & Thirst

Keep it fed

Eat, drink and ration. Run empty and you bleed out slow while the wolves circle.

Warmth

Fear the cold

Ozark nights bite. Stay near a lit fire or freeze in the dark between waves.

Infection

Cut the rot out

A toxic hit festers and drains your max health — craft an antidote before it takes you.

Crafting

Build to last

Turn scrap and cloth into cures, ammo and gear at the bench. Board up, fortify, hold.


Co-op · Up to 8

Nobody survives the Ozarks alone.

Pick your survivor, choose a class, and hold the church together. Trade supplies, revive the downed, and cover the openings you can't watch yourself.

Medic

Faster revives and stronger heals. The reason your squad sees dawn.

Engineer

Builds for half the materials. Walls, traps and repairs, on the cheap.

Heavy

More health, more ammo, a slower step. The anchor at the front door.

Scavenger

Extra rations and a knack for finding more. Keeps the whole crew stocked.

The dead reclaimed the world

Take it back

Wishlist RECLAIM and round up the survivors. The first night is closer than you think.