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The Blackout Project

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The Blackout Project screenshot 1
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The Blackout Project

Lone Roc Games · Published by Lone Roc Games · Official site ↗

Last updated 28 Sept 2026

Manage your contry energy requirements, avoid blackouts, sustain industrial developpement, avoid civilization collapsing.

Free to PlayComing SoonDJCTQ l

Free

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Indie, Simulation, Strategy · 2027 · More free games

Navigate the complex challenges of sustaining industrial development without causing a civilization collapse in The Blackout Project. Strategize and manage resources to keep the power flowing in this unique simulation experience.

About this game

From 19th to early 22th century, manage your country energy requirements

  • Explore map and seek new energy source sites.

  • Build and manage energy source sites.

  • Organize foreign purchases and national market energy prices.

  • Build warehouses.

  • Start researches to improve energy production, exploration, consumption.

  • Promote laws and taxes to influence companies developpement.

  • Hire characters and assign them different missions.

  • Handle diplomatic and geostrategic incidents.

  • Anticipate climate variations.

  • Face changing populations aspirations.

  • Control industrial developpement and its consequences.

  • Avoid humanity to collapse.

System Requirements

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Minimum

Minimum:
  • OS: 10
  • Memory: 8 GB RAM

Supported Languages

English, French

Latest news

  • AnnouncementsOfficial

    June improvements

    Moving towards a small demo led to fixing many things, especially in the products flow: producing, requirements computing, purchasing and transporting products. But we are now more confident in values we get in the views : they make sense and each production blocked has clearly an explanation and player can fix the problem.New building : Farm CerealWe introduced the Farm cereal building which will supply Flour Fabric building - perhaps the later was not announced yet, but it's done now and both are part of the production graph.It was also the moment to introduce fractional requirements and to gather energy and product requirements in the same place.New building : Butchery.The counter part of Farm Cattle.Adding feedbacks on building.We had shadding on buildings without energyAnd the concept of "degraded production" : without food, a house is still a house, but for sure, not the best place to live - here, the popup production icon is red, meaning the degradation is critical - for the entire "production" - "Housing" is the produced product.Adding a "selected building" emphasisImprovements on House view.Improvements on 3D stock volume.Bigger and more visible dynamic 3D stocksImprovements on the Stock volume sectionImprovements of Range layer displayImprovements and fix on the "Stock Flow"It works properly now and provide a good vision of ownership, interests and effective transport flows.Improvements of the Energy Source Site ViewImprovements of the Site Build viewImprovements of the Product view.And display of the Storage TypeSimplification of Stock Volume for Warehouse.All items in a warehouse share now the same space. Other buildings continue to contain an Enter area and an Exit area.Improvements of Building logMore details on message and colors regarding final status of internal actions.Fix of the river pathsNot very important but it was to be fixed.Rivers will have different influences on gameplay, but it is not yet implemented.New tutorial system and a first tutor...
    Read full article on Community Announcements (Nephen)
  • AnnouncementsOfficial

    Various improvements

    New weather system, with a slow night and day cycle. Weather economic influence not yet implementedShading of out of order buildings :3D stock displaying - size will be increased, for better readibility.New view "All warehouses" :New view "All education sites" : New view "Stock item ownership", with product filter :New warehouse type : "Products".Redesign of company screen : Production and required products display redesignStock current and max fill, with bargraphLayout changesView "Energy source sites" : more data displayed :View "Stock details" : more data :New log screen which display site behaviour : try to buy, try to produce, etc... It displays both failure and success.Player can now activate and display several flows from different buildings :
    Read full article on Community Announcements (Nephen)
  • AnnouncementsOfficial

    March news

    We are preparing some testing internal sessions and so we are working on several improvements to enhance "first contact game experience".New icons for produced products in floating panels."Take a screenshot" button.Separate the menu buttons in logical groups.Change the order of the button to propose a "discover the game" experience from left to right - even if the Help button stays on right side.New Status bar in 2 sections above the menu action bar.and a charming bug with the river - that will be fixed ).Add of many help files, and some "full example" for more complex features.Add of internal help links.Context help access from the view to navigate to sub section of help.Sync of the table of content with the navigation result.Rework on the "grant access to warehouse" mode, displaying icon on the concerned warehouse, and above the sites that have access to the warehouse.Rework of the Warehouse view.Displaying products that can be authorized in the warehouse.Displaying icon in case of "endpoint warehouse" - warehouses that receive products from foreign countries.Displaying the ID, Type and City of the warehouse.Adding coordinates in status bar.Adding a status bar.Adding global volume information and slider to fix enter/exit area.Addiing priorities for workers and transport operations.Help button to access sub help section like the "grant access mode".Displaying "building type" under the id of owners.Adding a new button to enable/disable "for sale" which add the feature "For Same/Not for sale" in the control of warehouse flows.New Team dialog to have a better vision of the teams and Train new teams - instead of directly trigger the training from the main menu.Change "CanNotEnter" / "CanNotExit" icon for a less aggressive version.Flashing Icons to indicate "full stock" and "out of power" statusDisplay the produced product and required products.Displaying coordinates and status bar to summarize status.Site builds show now required products depending of final building an...
    Read full article on Community Announcements (Nephen)
  • AnnouncementsOfficial

    Various improvements

    First we change scale in order to get a better feeling about building sizes - from 1 to 4.Here after, houses from size 1 to 4 : with the hew House view : We work also to improve design, color space, terrain, and various icons. We had several products and services, visible in a new screen "Products and services" view :We have add several informations on stocks : and introduced the Area volumes and product volumes.We introduced also a help content, with many entries to explain the game mecanisms.We regroup layers settings in a single dialog : The site build has been implemented, to build warehouses.Note as the site build requires both products and workers.We introduced types for warehouses : chemical, mineral, food, manufacturing. And of course previous screens were adjusted, like the Education site view :The Education view : The Energy source sites view : We introduced also the vizualization of range for local transportation fitted with the flows : Some screens were reorganized, using tabs , for a more confortable layuout :Stock ownerships are now displayed and can be managed : and still workers requirements : The exploration map will receive soon some improvements, to manage the new building : quarry Here is the quarry : Status icons were also redesigned for a better perception : Endpoint warehouses are now managed : they correspond to warehouses that receive deliveries from foreign countries. The global stock reflect now the different real stocks on the state and is of course subject for "full stock" status.
    Read full article on Community Announcements (Nephen)
  • AnnouncementsOfficial

    Local Automatic Transportation

    As expected, a transportation model is being implemented in The Blackout Project.The first step focuses on the local automatic transportation system.Here, local means that transportation operates within a limited range, mainly determined by the type of site involved—warehouses or standard companies—with a maximum distance of 2 to 3 hexes.Automatic means that, at least for short distances, players will not need to manually plan routes, purchase vehicles, or manage fleets.Deliveries are driven by purchase orders: consumers place orders with producers, and producers then attempt to deliver the requested goods. For inhabitants, the logic is reversed—they travel to collect goods themselves, for example by going to bakeries to buy food.Once items are purchased, they immediately become the property of the buyer and are no longer available to other companies. A clear and explicit view of item ownership is provided at all times.Each site will be limited by several factors in its exchange capacity :Internal storage volume, which is divided between incoming and outgoing areas. Players can decide how to allocate capacity between these two zones.Item volume, which depends on the type of item being stored or transported.Local transport capacity, which represents a site’s limited ability to move goods. This corresponds to a maximum exchange volume per day and depends on the size of the company. This capacity is divided among transferable items—rows marked as movement prohibited do not consume any transport capacity.For each item, players can explicitly authorize incoming and/or outgoing transfers, regardless of individual ownership.It is, of course, possible to destroy existing stock to make room—but in upcoming updates, this will not be such a trivial decision.To provide better insight into what is happening under the hood, the game will feature a dynamic schematic view of exchanges, allowing players to clearly understand how goods are flowing between sites.The exchange view uses...
    Read full article on Community Announcements (Nephen)

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