Sheltered artwork$4.49 (−70%)82%Very Positive
Colony sim pick

Sheltered Keep your family breathing

Sheltered puts four family members in your hands in a concrete bunker after nuclear war. You keep water, food and filters going, send people out to scavenge, and live with the moral calls and trauma that follow. Bleak, tight and personal, it is a colony sim about family first.

Is Sheltered worth it?

Sheltered is worth it if…

  • you like small, personal colony sims where every survivor matters
  • you enjoy tight rationing of food, water, fuel and filters
  • you want risky scavenging trips where planning decides who eats
  • you like survivors who change with experience and trauma

Screenshots

Keep the concrete box alive

Your shelter is small, cold and always one breakdown from trouble. You patch filters, keep it clean and secure against hazards and infiltration, and stretch food, water, fuel and oxygen so four people make it one more day.

You send one parent to fix the filter while the other boils water, and leave the kids resting because stress is rising. Claustrophobia, radiation and mental exhaustion press on everyone, so comfort matters as much as calories. Craft benches, furniture and better gear turn a bare hole into a place that almost feels like home.

Every scavenging run is a gamble

Nothing grows underground, so you have to go outside. You pick who leaves, what they carry, and where they search, then walk them through a desolate wasteland of empty houses, strangers and feral beasts.

A good run means nails, medicine and canned food stacked for crafting and trading. A bad one means injury, radiation or an encounter with a roaming faction you cannot talk your way out of. Planning who stays home to guard, clean and listen to the radio is half the job.

People wear down, not just supplies

Each family member has attributes, strengths and weaknesses that shift with experience and trauma. Hunger and fear leave marks, and daily moral choices decide whether they hold together or fall apart.

Strangers complicate it. You meet outsiders with their own personalities, and you can recruit them, trade, turn them away or use violence as a last resort. Taking someone in means another mouth to feed and another set of needs, but also another pair of hands when the bunker needs it most.

Good to know before you move in?

Can you make the family your own?

Yes. You decide gender, names and appearance for your starting family, so the four people in the bunker start as yours before the first shortage hits.

Do pets come to the shelter?

Your pet counts as family too. You choose between dog, cat, fish, snake or horse, which changes the company waiting for you back home.

Do you get vehicles?

Yes. Vehicles make exploration quicker and safer, letting your scavengers reach farther places with less time exposed in the wasteland.

How do fights work?

Fights use turn-based combat, meant for when reasoning fails. Stats and weapons matter, and killing takes a toll, so talking, trading or walking away is often the smarter call.

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