Survive the Night. End the Plague.
When the harvest rotted in the fields and the dead rose from the soil, the kingdom’s walls crumbled beneath the tide. Villages fell silent, roads became graveyards, and hope was buried alongside the slain. The few who remain sharpen their blades, whisper their last prayers, and brace for a dawn that may never come.
When the dead rose from the soil, the harvest turned to rot and the crown’s banners fell. In this fractured land, you’ll scavenge for resources, strengthen your stronghold, and lead those who remain — making the choices that decide who survives the night.
Brutal melee and versatile weaponry. Every strike counts — precision and positioning can mean the difference between life and death.
Recruit survivors, expand your base, and develop essential facilities. Your community’s skills and choices shape what you can build — and how long you endure.
From autumn harvests to blizzards that choke the land, every season shapes the fight for survival. Shifting weather alters resources, warps enemy behaviour, and tests your community’s morale — and winter shows no mercy.
Once thought a myth, magic revealed itself only when the necromancers came—and with them, the dead. Wield rare staves found in cursed villages to channel volatile spells, replenishing mana by harvesting the aether orbs left by the fallen. But beware: every cast feeds the corruption within you, a creeping price only a recruited cleric can cleanse.
Short answer: Yes, selectively — and responsibly.
Red Harvest is built by a small indie team. We use licensed marketplace assets (meshes, textures, animations, VFX, and code systems) to accelerate development where it makes sense, especially for prototyping. We then kitbash, re-unwrap, re-texture, re-light, re-rig, or rewrite those assets to fit our art direction (stylized medieval with realistic lighting) and gameplay needs.
Using store-bought assets is not a bad thing in itself — it’s effectively like hiring a studio to create assets, except those studios have made their work available for purchase for exactly this purpose. This is our first commercial release and this approach lets us learn the full game-development pipeline while still building something cohesive in both visuals and gameplay.
Every third-party asset is used under its license, tracked in our internal register, and slated for iteration or replacement as development progresses. Some items may ship largely unchanged (e.g., generic props), while hero content, key creatures, signature weapons, and core systems receive heavy customization or are created in-house. A lot of effort goes into modifying what we purchase, including reverse-engineering where needed, to make it fit the world of Red Harvest. That said, not everything needs to change to meet our quality bar and serve the game.
Why this approach? It keeps the project feasible without compromising quality, lets us prove mechanics fast, focus our custom art where it matters most, and deliver a better game sooner — without “asset flip” vibes.
Credits: We maintain a credit log of external assets and tools and will publish acknowledgements where licenses require (and because it’s the right thing to do).
No. “Asset flip” implies minimal effort and no cohesive art or design. Our pipeline includes custom modeling & texturing, shader work, bespoke level design, narrative, sound, AI behavior, and system design. Third-party assets are a component, not the product.
Primary: PC (Steam). Controllers supported. We’ll evaluate additional platforms after core development milestones.
We’re planning a staged rollout. A limited playtest will precede Early Access. Your feedback will shape systems like community management, enemy behavior, and seasonal survival balance.
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