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- Store status
- Coming soon
- Scheduled release
- 19 November 2026
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- Release date
- 19 November 2026
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The bell rang... and kept ringing. Those seconds that drag on too long, the kind you learn to hate. Just enough time to shut a door, push something against it, pray it would hold. Not because there was hope. But because nothing good happens at midnight, and they were coming to prove it once again.
The lights were the first to go. Then, order. Then, the people. What's left doesn't have a name yet, it only has teeth, hunger, and patience. In END US, you don't play to win. You play to not be the next to disappear. Every resource you carry cost something. Every structure you raise is a promise the world will try to break. And out there, in the dark, there are things that have learned to wait.
The day is yours. Use it well. Scavenge, build, improvise, turn every fragment you find into something that can keep you alive a few hours longer. Every wire, every rusted blade, every piece of wood has a place in what you're building. Because at midnight, without fail, they come. The possessed don't choose, they are the dark with legs, husks of people the world no longer needed. But the living who show up in the darkness are worse. They choose to be there. Hunger does that to people. The day is yours. The night is theirs.
The soil is dead, but not completely. Learn to farm, to harvest, to keep your body running in a world that would rather you didn't exist. Hunger, stamina, and health aren't just numbers: they're how much you have left before you stop. Every action has a cost. But every victory builds something too, spend points on damage, armor, critical, and health. Choose how to grow. Because here, to stop growing is just another way to die.
END US is being built by two people: Jiro, 3D modeler, and Nayara, art director. We're a small duo making a not-so-small game, or at least trying to.
This project is personal. Every ruin modeled, every color palette chosen, every mechanic debated late into the night has a piece of us in it. And we want it to have a piece of you too.
If you have an idea, a creature, an item, a mechanic, a feeling you think the game should have, tell us. We're truly listening.
Until the worst finds us,
Nayara Sousa & Jiro Cristino
Fix: Inventory Item Loss on Save LoadIf you haven't overwritten your save yet (manual or autosave), there might still be a chance to recover your inventory with this update. If the save has been overwritten, unfortunately it's lost for good. A bug was found where the save system was writing accumulated copies of the inventory. When loading, this caused the game to restore an old session state instead of the most recent one, meaning collected items would vanish, and in some cases used or dropped items would reappear, or stacks would come back with the wrong quantity. This affected both singleplayer and multiplayer, especially longer sessions with autosave active.Inventory loading has been rewritten to be far more robust. Old saves affected by this bug are now automatically recovered on load, and the game correctly restores the most recent inventory state instead of the oldest one.Recov...
Read full update on Steam ↗A big one today, focused on stability, multiplayer and laying the groundwork for what's coming next.Save System Overhaul: We've made changes aimed at reducing the "item loss after save/load" issue. This included two major changes: (1) The auto-save system now saves to the main save (what used to be the manual save). This was the best tradeoff we could implement given the current architecture. (2) The save/load system now uses two separate methods to identify the player's ID within the save file, adding an extra layer of reliability.Multiplayer, Session Browser: The host/browse online sessions system now correctly displays the room name, and properly requires the room's password if one was set during creation.Hotbar Revision: Adjustments made to prevent item desynchronization issues after save/load.Quest Bug Fix: Fixed a bug preventing some quests from being completed by dragging an it...
Read full update on Steam ↗Sometimes you have to make hard choices in the apocalypse. Today, Lumen didn't make the cut.Lumen Removed, Performance Overhaul: In pursuit of better performance, we've dropped Lumen from the rendering pipeline. Based on our tests on an RTX 3060 + i5 13600K, you can expect roughly 10 to 30% performance gains alongside a significant reduction in CPU load. The world may be slightly less cinematically lit, but it'll run a whole lot smoother, and frankly, when zombies are at your door, framerates matter more than light bounce. 🎮⚡More optimizations on the way. Thanks for playing!
Read full update on Steam ↗A small but meaningful update today: one fix that opens the game to a lot more people, and one that stops the world from swallowing your hard-earned loot whole. Language Support: A bug preventing some languages from being properly selected has been fixed. End Us is now fully playable in Simplified Chinese, English, French, German, Italian, Japanese, Korean, Brazilian Portuguese, Russian and Spanish. Welcome, everyone. 🌍Loot Bag Duration Fix (Temporary): Both enemy loot bags and the player's own death loot bag now last 1 hour before despawning. Previously they were disappearing far too quickly, which was… let's call it cruel. The ideal solution is for the player's loot bag to never despawn at all, that fix is coming in a future update. For now, one hour should be more than enough time to fight your way back to your stuff. Probably. 💀Thanks for playing and keep the feedback coming! 🙏
Read full update on Steam ↗New Base Defense — Flesh Maw 🌀🔪: Introducing the Flesh Maw — a rotating blade trap that doesn't discriminate, doesn't negotiate, and absolutely does not stop spinning. Place it, watch it work, try not to think too hard about the cleanup. The apocalypse just got a little more stylish.Base Building Fix: A bug where destroying base pieces made them extremely difficult to reconstruct has been fixed. Your walls deserve a second chance. Unlike your enemies.Horde Rebalance: Enemy count during hordes has been reviewed and adjusted. We're always tuning this — the goal is brutal but survivable. Emphasis on survivable. Mostly.Thanks for playing and keep the feedback coming!
Read full update on Steam ↗Melee Weapon Range: Attack reach slightly increased. Melee combat should feel noticeably more satisfying and responsive.Stamina Recovery: Increased by 50%. Yes, 50%!🏃(only on fresh new games)Stamina Consumption while Running: Reduced by another 50%. Your character is getting in shape. 🏃🏃AI Deactivation Range: Increased to fix a bug where enemies appeared to respawn unusually fast near the player. Bow Access Overhaul: The first bow is now much easier to reach early on, with a crafting overhaul that removes the previous bottleneck. Rabbits now drop Hide, giving players much easier early access to the materials needed for the bow. You're welcome, little guy. 🐇Trader Overhaul: Trader's item stock overhauled.Enemy Damage Nerf - Early Game Creatures: Forest Bug, Centipede, Sewer Rat and Spider have all had their damage reduced. Video Settings — Effects: This option is now locked to High...
Read full update on Steam ↗A quality of life focused update today, with some changes you'll feel immediately!Loot Time: Interaction time to open loot chests has been cut in half — 3 seconds was just too painful. You're welcome. 📦Thematic Enemy Drops: Thematic enemies now have a 100% chance to drop items related to their theme. For example, the Nurse Enemy will always drop bandex. Exploration just got more rewarding!Consumable Rebalance: Consumables across the board now restore roughly 10–25% more per use. For reference, Canned Meat now restores 19 Food, up from 14. Survival should feel noticeably less grindy.Keep the balance suggestions coming — we're listening!
Read full update on Steam ↗Definitive(?) fix for the save bug, improvements across performance and early-game balance!Critical Fix — Enemy save state: Enemies caught mid-death during a save will no longer persist incorrectly after loading. The fix now applies retroactively — previously affected saves are corrected as well. No need to start a new game. 🎉Optimization — Enemy spawn/despawn: Major performance improvement on enemy spawning and despawning throughout the world. Expect a noticeably smoother experience.Hydration: Hydration consumption rate reduced by 20% — we're continuously working to make survival feel less punishing.Clock: For new saves, the game now starts at 11:00 AM, giving players more time to prepare before the first night hits.Thanks for the patience and keep the feedback coming! 🙏
Read full update on Steam ↗We identified and addressed a critical bug that was breaking immersion in a pretty noticeable way, and also tackled something that was making the early game genuinely unplayable.Critical Fix — Enemy logic on save: When the game was saved while an enemy was in the middle of dying, their destruction logic wasn't being properly cleared. This caused broken enemy behavior to persist after loading the save. A temporary fix has been applied, but a definitive solution is being prepared and will be released in the coming days. ⚠️ Important: The temporary fix only takes effect on new games. Unfortunately, existing saves cannot be corrected retroactively. We recommend starting a new game to notice the improvement right away.Early-game horde rebalancing: The horde difficulty during the first nights was, to put it plainly, impossible. Nobody was surviving — not the developer, not experienced playe...
Read full update on Steam ↗Another update is live! This one focuses on rework of the build mode, an important fix for crafted structure loot, and a few under-the-hood glitch fixes.Build Mode reworked — The build menu is now opened with a single click instead of requiring you to hold the right mouse button while hovering over selections. The mechanic has been adjusted to feel more in line with the standard found in other survival games, making construction faster and more intuitiveCrafting Stations & Player-built LootChests now drop a Loot Bag containing all stored items when destroyed — no more losing everything you had insideMinor glitch fixes across various areas of the gameThanks for the patience and keep the reports coming! 🙏
Read full update on Steam ↗We've been listening to your feedback and pushed a small but impactful update focused on quality of life improvements. Here's what changed:ESC key now opens and closes the menuTrap damage has been increasedLootChest item respawn timer has been adjustedFood and Hydration consumption has been rebalanced — it was too punishing beforeA dirty water drinking point has been added inside the starting spawn areaDirty water drinking points are now available at lakes, rivers, and the oceanSick state effect duration has been rebalanced — it was too punishing beforeA tip has been added reminding players to press L to toggle the flashlightCrafting Location UI elements have been enhanced for better readabilityThanks for playing and for all the reports. Keep the feedback coming! 🙏
Read full update on Steam ↗FixesCritical save bug fixed: attributes were stacking on death or after loading a save. A fix for saves already affected by this bug will be made available soon.⚠️ Known Issue in This BuildAttributes are stacking negatively when loading a save with equipment equipped. Temporary workaround: dying and respawning fixes it, but the bug will return on every load if you have gear equipped. This will be addressed in the next update.BalanceRebalanced early-game hordes — the first levels were too punishing.Changes & AdditionsAxe, Hammer, and Toolbox can now also be crafted at the Workbench.Removed hunger/thirst feedback.Added upcoming assets for Biome 2.Coming SoonESC key to open the menu.Thanks for playing and for all the feedback — keep it coming!
Read full update on Steam ↗Steam currently lists 19 Nov 2026 as the release date.
Fix: Inventory Item Loss on Save LoadIf you haven't overwritten your save yet (manual or autosave), there might still be a chance to recover your inventory with this update. If the save has been overwritten, unfortuna…
A big one today, focused on stability, multiplayer and laying the groundwork for what's coming next.Save System Overhaul: We've made changes aimed at reducing the "item loss after save/load" issue. This included two m…
Sometimes you have to make hard choices in the apocalypse. Today, Lumen didn't make the cut.Lumen Removed, Performance Overhaul: In pursuit of better performance, we've dropped Lumen from the rendering pipeline. Based…
A small but meaningful update today: one fix that opens the game to a lot more people, and one that stops the world from swallowing your hard-earned loot whole. Language Support: A bug preventing some languages from b…
New Base Defense — Flesh Maw 🌀🔪: Introducing the Flesh Maw — a rotating blade trap that doesn't discriminate, doesn't negotiate, and absolutely does not stop spinning. Place it, watch it work, try not to think too h…