
Screenshots

Latticefall
Artur Kasimov · Published by Artur Kasimov
Content notice: Latticefall is a dark post-apocalyptic survival game. Most of its mature content is delivered through text (in quests and codex entries); the visuals are stylized, with no graphic on-screen depictions. The game contains violence: combat against infected creatures and hostile humans, use of weapons, and references to blood, wounds, death, and corpses. Occasionally there are heavier text descriptions — medical procedures (amputation without anesthesia), executions for crimes, and experiments performed on an infected human (with their consent). It also features psychological horror elements: nightmares, the voices of the dead, and an oppressive atmosphere. Colony life involves alcohol and tobacco, as well as the medical use of painkillers/narcotic substances (anesthesia, sedation). The game includes mild profanity and dark gallows humor about death and survival. The game contains NO sexual content, nudity, sexual violence, recreational drug use, or depictions of suicide or self-harm.
Last updated 29 Sept 2026
Latticefall is a slow-burn colony sim. The disaster doesn't strike — it creeps: an infection seeps quietly across the land. Build your settlement, hold the line, and reclaim ground one step at a time — paused and deliberate, never twitchy. Every advance has a price; you see it before you commit.
Adventure, Simulation, Strategy · 2027 · More free games
About this game
Latticefall is a quiet game about a small colony and a slow apocalypse.
The danger here doesn't arrive all at once — it creeps. An infection seeps across the land, quiet and relentless, and your job isn't to crush it head-on but to endure: raise a settlement, draw a line, and take ground back one step at a time. Every push forward costs something — and you see the price and the risk before you make the move. No fast hands needed: pause, weigh it, decide. This is a game about deliberate choices, about the rhythm of advance and retreat, about calmly holding what you've built.
Your colony grows through the ages — from the first campfire to late-game technologies. You research, develop your base, hand tasks to your lieutenants, and decide for yourself how far to reach and what to give up when the infection presses against your walls.
What Latticefall believes:
It exists for how you feel, not for the beauty of a concept.
It must run smoothly even on weak, old hardware — smoothness is respect for you.
It speaks to you in your own language.
If something's missing, you can build it in yourself, with no programming.
And underneath is an engine that can open different worlds: today it's an infection, tomorrow you could turn it into encroaching snow.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 (64-bit)
- Processor: Dual-core 2.0 GHz (x86-64), Intel Core i3 / AMD equivalent
- Memory: 4096 MB RAM
- Graphics: OpenGL 3.3 compatible, 1 GB VRAM (Intel HD Graphics 4000 or better)
- Storage: 300 MB available space
- Sound Card: DirectX compatible
- Additional Notes: Game uses the OpenGL (Compatibility) renderer; DirectX is not required.
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10 / 11 (64-bit)
- Processor: Quad-core 2.5 GHz, Intel Core i5 / AMD Ryzen 3
- Memory: 8192 MB RAM
- Graphics: Dedicated GPU with 2 GB VRAM, OpenGL 3.3+
- Storage: 500 MB available space
- Sound Card: DirectX compatible
Supported Languages
Latest news
AnnouncementsOfficial
Development continues: I've hit a wall
I haven't abandoned development. I'm working on the game every day, trying to nail the right atmosphere. I absolutely love our lore, but right now I've hit a wall. Here's an example of an early mission meant to immerse you in the world: the protagonist survives by defending against the encroaching fog at night, and scavenging for supplies in that same fog during the day. One day, a girl with autism appears on the doorstep. This has its upsides: she loves order, organizes things perfectly, and over time they even become friends. But there are downsides: the fog and the monsters trigger daily panic attacks for her. Eventually, she can't take it anymore and decides to walk out into the fog. The player has to do something about it. And you know, even just describing this scene here, I realize I haven't been able to convey the right mood—and I am absolutely not satisfied with that. In practice, I'm struggling with three main issues: The atmosphere falls apart without sound. Audio should be a great spice, but it can't carry the entire visual experience and emotion on its own. The dilemmas don't evoke empathy. I designed it so there are no "right" decisions—only the ones you can live with. But right now, that emotional nerve just isn't there. There is no "quick dopamine." The pacing sags, and I haven't yet managed to make the gameplay interesting enough between narrative events. I've filled notebooks with ideas, rewritten quests and code, and tried several different styles. I'm not going to release a raw demo or post fake successes. I will only show you the game when I break through this wall and know I'm not ashamed of the result. Development is ongoing. It's a difficult but incredibly interesting journey, and I will occasionally write to let you know what's happening behind the scenes. Please stay tuned for news. I am immensely grateful to every single one of you—everyone who believed in me and followed the game. Your support truly gives me the strength to keep going and...Read full article on Community Announcements (Ded)AnnouncementsOfficial
Devlog 0.26.0–0.30.0 — Ground of Your Own
Hi. I have been quiet for a while because I was working on several big things at once. A cell on the map is no longer just a number — you can step inside it and see a place where people live. The infection inside became ground you can see and take back with your own hands. That is the main thing that changed over the last five versions. 🏙️ A district became a place A cell used to be a line in a list, and now you can look down into any cell you own and watch its life from above. You see the central building, the structures around it, the streets and the residents going about their day. The layout is not random: a ring of road runs around every building, the rings are linked into one network, and the same cell always comes out the same way — that is its face. There are exactly as many people on the scene as this cell really has: every assigned worker, plus the free residents it can actually feed and house. The colour of a figure shows the role, and the bubble above the head shows what the person is doing right now. The district has a night too: when it gets dark people go home to sleep, and if there is no housing here they walk past the edge and come back in the morning. The world does not freeze while you watch — the district runs in step with it at whatever speed you chose. {STEAM_CLAN_IMAGE}/46177774/b807afda10401f3ad0128b24494e3aea84a5cd81.gif 🌫️ Infection and the fence Infection stopped being a number and settled on the ground as fog. Every cell carries its own field of it, split into small patches, so you can see which ground is poisoned, how the infection spreads and how it retreats. A cell starts covered end to end, and everything after that is your work. A dissolver device clears a circle of ground around itself, and the higher its tier and the better its power, the wider that circle grows. The main tool, though, is the fence: you place it segment by segment, clicking any edge inside the district and running the wall exactly where you want it. Close the conto...Read full article on Community Announcements (Ded)AnnouncementsOfficial
Devlog 0.25.0 — Getting to Know Your People
Hi. Latticefall has always carried one idea underneath it: when everything is collapsing, there isn't enough attention to go around. Until now that was just a mood in the background. Now it's the ground under one of the biggest changes I've made.In 0.25.0 I reworked how people in the colony come to have names. I also fixed a few long-standing annoyances and made some things easier to see. 👤 A Name Is AttentionNamed residents used to arrive in a batch at the start of a run. Now the roster begins empty. The colony is just people — a faceless population.A person gets a name only when someone notices them. And they get noticed for doing something: fixing what everyone else had given up on, sharing their last ration, calming the frightened. If your colony has a deputy serving as Governor, he's the one who reports that person — in his own words.There aren't many of them. Roughly one per ten colonists, and never more than eight at once. Until the colony grows past ten people, nobody is named at all — with only a handful around, there's nobody to single out. And the more people you've already noticed, the rarer a new name becomes. 📋 Ordinary People, and What They BringAn extraordinary person is rare. Most of the ones you notice have no special gift and no vice. Just a person who now has a name. Losing one of them feels like an event again, not a line in a casualty list.The effects residents give the colony are visible now. But not all of them in one place. The icon in the top bar lists only the effects that reach the whole colony: overall mood, say, or build speed.What one particular person contributes shows up where they work. Their tile's card spells out how much a craftsman sped the work up, how much a guardian stiffened the defense, how much someone's vice let the infection run. The roster carries the same line under each resident. These effects deliberately stay out of the balance check: the economy is tuned without them, so that people stay a story and not a hidden mu...Read full article on Community Announcements (Ded)AnnouncementsOfficial
Devlog 0.24.0 — Mission Chain
Hey. Until now, a run in Latticefall was an endless sandbox — survive until you don't. What always bothered me was that it had no meaningful end and, more importantly, no meaningful beginning. That changes now.In 0.24.0 a run becomes a chain of missions. It has concrete goals, and a win unlocks the next map. This isn't one simulation carrying on — every time, you start a colony from nothing. But your people carry over between missions. 🎯 A mission, not an endless sandboxThere's a "Campaign" entry in the menu now. You start with the first mission, "Landfall". It has its own map and its own goal: wipe out the nests. Win it, and the second mission opens up — "Roots", a new map with objectives of its own. The chain is two missions long right now. It's a frame, and it will grow.Every mission is a separate survival run. You don't carry over buildings, tech or resources — you build the colony again from nothing. But a run finally has a meaningful end: win or lose, you get a summary screen. It recaps which objectives you completed, how many days you lasted, what your population was, how many nests you cleared. 👥 People carry over, not powerSo what does move between missions? Not the colony's strength — its people. Specifically: the living named citizens and deputies. The ones with a name, a personality and a level. They keep what they've earned.Picture it: in one mission you noticed a colonist who dragged the colony through a month of famine. In the next landing she can be with you again — the same person, the same past. But she won't be there if she died. The dead stay dead. Spouses don't lose each other. That's what turns a run into a personal story, one that survives your failures. 🔄 A loss isn't a dead endLosing used to mean digging through the menu to find that same map by hand if you wanted another shot at it. Now the summary screen has a "Replay map" button. Press it and you're right back on the exact same map, with the same terrain, the same nests, the same start.It...Read full article on Community Announcements (Ded)AnnouncementsOfficial
Devlog 0.23.0 — Real Walls
Hey. The fence around the colony used to be just a colored line on the map. To figure out what it was made of, you had to look at numbers or icons. It worked, but it never gave you the feeling of standing behind a real wall.So I redrew it. The perimeter is a wall now. It has thickness, texture and a shadow. You read the material with your eyes. 🪵 You can see the materialEvery fence level has its own look now. The wooden palisade is rough logs and stakes. The metal barrier is riveted, welded plate. The energy shield is a glowing force field.The wooden wall is visibly thinner than the metal one and the energy one. The level of protection is obvious at a glance — no numbers to read. It's simply clearer. 🧱 One solid outlineThe wall used to be drawn as a set of separate tiles. Now, where two neighboring sections of the same level meet, no seam is drawn at all. Only the outer contour of the whole wall gets outlined. The colony ends up behind continuous protection along the entire perimeter.Corners close up cleanly on the turns. Where the outline changes direction, there's no gap anymore. And a small gap stays between the wall and a building, so you can see the whole structure. ⚡ Holding, or notA breached section is drawn dim and burned out. You can see right away where the defense still holds and where it's already gone. No need to check every segment in the UI.Picture a night watch: something is moving in the dark beyond the perimeter. You look at the wall, and its glow tells you whether every section is still intact. That feeling of instant clarity is exactly what I wanted to give you. 📝 What's nextThis is a small release, but an important one for me. Walls are part of the world now, not part of the interface. Work on Latticefall continues.If you'd like to follow where the game goes, add it to your wishlist on Steam. That's the best support I could ask for. Thanks for reading.Read full article on Community Announcements (Ded)






