Until We Die artwork$16.9962%Mixed

Until We Die Thirty days underground

Run a stubborn band of survivors in a grim subway base, build its defenses and hold out against the mutants pressing in each night.

Is Until We Die worth it?

Until We Die is worth it if…

  • you like base defense where you personally run the floor instead of watching from above
  • you enjoy grim pixel-art worlds with a retro, old-school feel
  • you want a tense survival challenge that punishes a passive approach
  • you like colony sims where survivors only move when you tell them to

Screenshots

Run the station, run everywhere

This is not strategy from behind a desk. You are Ivan, and Ivan is on the ground: sprinting along the platform, hauling supplies out of crates, kicking idle survivors into motion and throwing punches when mutants get too close. There is no clever AI doing the work for you. The humans under your command will not take initiative, so you assign every task yourself: who builds, who farms, who stands on which wall. It turns base management into a busy, physical job, and it gives the game its rhythm. One moment you are ordering a wall repaired, the next you are down the tracks personally dealing with something that crawled out of a meteorite crater.

Thirty days against the horde

The goal is simple and merciless: survive about 30 in-game days. Attacks start as small packs of creatures and build toward a sweeping horde of mutants at the end. Between assaults you prepare: raise fortifications, research technology to make them stronger, and send expeditions into the tunnels. Attacking a mutant lair secures new land for farms and tents, which you will need, because food comes from mushrooms and anything else that looks edible. There was a fat rat running down the tracks, and the game implies you should consider it. Lose Ivan, or let the power generator, the heart of the base, be destroyed, and it all ends early.

A colony of people, not units

If you like colony sims where every survivor matters, this scratches that itch in a cramped, sideways way. Your station is home to individuals you assign to specific jobs and specific walls, and you can change what a follower does and where they stand as the situation shifts. You can also take them with you into the darkest tunnels on expeditions, which is exactly as reassuring as it sounds. The base itself has upgrade paths that meaningfully change how you play, and research shapes your odds of survival rather than just bumping numbers. Stories come from what goes wrong: a wall that held, a farm that did not, a night the horde arrived early.

What should you know before playing?

How long does a full run take?

A campaign lasts about 30 in-game days, from the first small packs of creatures to the final mutant horde. The game can end sooner if Ivan dies or the power generator is destroyed, so a run can be much shorter than you planned. Expect to lose a few times before a full survival.

Is there a lot of content?

The game is built around a single map with a difficulty selector and two playable characters, and it is a hardcore experience rather than a long one. Once you find a working strategy, replay value comes from doing it better at higher difficulty, not from new maps. If you want variety across many levels, this is a short, intense game rather than a sprawling one.

Can you play it solo?

Yes, it is a singleplayer game. You control Ivan directly and give orders to the rest of the station's survivors, so everything runs through one pair of hands. It is built entirely around that one-commander structure.

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