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.
RECLAIM runs on a day/night siege clock. There is no safe round — only how ready you were when the sun went down.
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.
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.
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.
Start with a knife. Buy pistols, shotguns and ammo off painted wall panels around the holdout as the points roll in.
Feed a gun to the Crucible and it comes back Reforged — glowing, harder-hitting, bigger mag. Stack perks on top for a monster.
A mystery box that spits out a random weapon — and, rarely, the one everybody prays for.
Arc lightning that leaps from the dead to the dead, chaining through a whole pack in a single crack of blue fire.
Ironhide, Quickfoot, Deadeye, Overdrive, Quickhands — vending-machine buffs that turn a survivor into a wall.
Double Points, Instant-Kill, Max Ammo, Nuke — team-wide drops that turn a losing night around in a heartbeat.
The dead of the Ozarks come in kinds — and the deeper the night, the nastier the thing clawing at your boards.
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.
This is survival, not just shooting. Manage your body and your base or the Ozarks finish the job the dead started.
Eat, drink and ration. Run empty and you bleed out slow while the wolves circle.
Ozark nights bite. Stay near a lit fire or freeze in the dark between waves.
A toxic hit festers and drains your max health — craft an antidote before it takes you.
Turn scrap and cloth into cures, ammo and gear at the bench. Board up, fortify, hold.
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.
Faster revives and stronger heals. The reason your squad sees dawn.
Builds for half the materials. Walls, traps and repairs, on the cheap.
More health, more ammo, a slower step. The anchor at the front door.
Extra rations and a knack for finding more. Keeps the whole crew stocked.
Wishlist RECLAIM and round up the survivors. The first night is closer than you think.