Red Harvest
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. The few who remain sharpen their blades, whisper their last prayers, and brace for a dawn that may never come.
The world
A kingdom in ruin
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.
Survival combat
Brutal melee and versatile weaponry. Every strike counts. Precision and positioning can mean the difference between life and death.
Community & fortification
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.
Dynamic seasons
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.
Corrupted magic
Magic revealed itself only when the necromancers came, and with them, the dead. Wield rare staves to channel volatile spells, but beware: every cast feeds the corruption within you, a creeping price only a recruited cleric can cleanse.
First looks
From the forge
Red Harvest is deep in development. Here's where it stands today. More concepts and screenshots will join this page as the world grows.
Duskward
Now in development, a survivor-like set in this same world.
Same world, another story
Meanwhile, at the campfires
Our current project, Duskward, is set in the world of Red Harvest, a dark fantasy survivor-like about ordinary people holding the firelight against overwhelming odds.
Straight answers
Frequently asked questions
Do you use store-bought assets?
Short answer: Yes, selectively and responsibly.
Red Harvest is built by a solo indie developer. 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 (stylised 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 licence, 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 customisation 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 licences require (and because it's the right thing to do).
Is Red Harvest an "asset flip"?
No. "Asset flip" implies minimal effort and no cohesive art or design. Our pipeline includes custom modelling & texturing, shader work, bespoke level design, narrative, sound, AI behaviour, and system design. Third-party assets are a component, not the product.
What platforms are you targeting?
Primary: PC (Steam). Controllers supported. We'll evaluate additional platforms after core development milestones.
Early Access or full release?
We're planning a staged rollout. A limited playtest will precede Early Access. Your feedback will shape systems like community management, enemy behaviour, and seasonal survival balance.
How can I follow development?
Join the mailing list below for devlogs, playtest invites, and announcements. You can unsubscribe anytime.
Join the Hunt
Updates, dev-logs, and early-access opportunities. Unsubscribe anytime.