LOST BUILDS · Unreleased Game Archive

Issue 002: No Carrier ·

BUILD FILE 01

A.C.R.E.

Five survivors, one dead school bus and a terminal that will not stay off. The terminal is you.

What is on the disk

  • One file. Everything lives in a single index.html: terrain, buildings, settlers, vehicles, music and sound effects are all generated in code. There are no image or audio files.
  • A new map every time. Six biomes, from the Rust Flats to the Glow Marsh and the Dead Orchards, with a random highway, camp position and ruins. The map can be rerolled before the colony settles.
  • An economy that eats. Scrap, food, water, power, parts and morale. Everyone eats and drinks every day.
  • Digging. Rubble mounds hide a gas station, a pharmacy, a diner, a motel, a supermarket or a sealed bunker. Each one restores into a building of its own; the bunker becomes a Vault Lab.
  • Sound. A procedural soundtrack and eighteen sound effects, with separate volumes for each.
  • Saves. A save slot, an autosave every five days and a save file that can be downloaded and loaded back.

The long game

The goals run in order, from a Water Still and a Mutato Farm to twelve settlers, a Workshop, the Mast Schematics from an old bunker, and finally a Radio Mast that has to broadcast to the Coast for thirty days. Hold out that long and the Coast answers with an armored convoy and fireworks.

Version history

The record lists version 0.2.0. According to its notes, A.C.R.E. began as a prototype called GEKK (v0.1); version 0.2 brought the new name, audio, save files, procedural maps and the convoy finale.