Over Stay Extinct
The wall was built to keep something in.
You came to the island as relief crew on a three-week contract. The supply boat never made it back out. Behind an eighty-metre containment wall, a research island four kilometres across has gone quiet. The dinosaurs that hunt are infected.
Survive it alone, or with three friends.
Sealed orders
On the boat in, the skipper hands you an envelope: your real orders, to be opened ashore. The relief contract was cover. Nobody is on the quay to meet you, but someone opened the gate.
- The preserve still reports. A recorded voice reads out its automated status. Herbivore monitors: normal. Carnivore monitors: no signal.
- A voice on the radio. At dusk, someone on the collection frequency calls for the relief party. The voice is calm and courteous, and it was expecting you.
- A red light over C-01. The research tower kept its power when the island went dark. Its beacon still blinks every night.
- The records stayed behind. Logs, tapes and photographs, left where they were made, tell you what happened here. A door says KNOCK TWICE. Your journal keeps the questions, such as why the gates were locked before the first alarm.
Infected hunters. Living herds.
Only the meat-eating dinosaurs caught it. They hunt you, and they hunt the herds.
- Raptor packs call to each other and come at you from two sides.
- The T-rex holds its territory, and the sound of an engine draws it.
- A Spinosaurus lies under the reservoir marsh until something walks too close to the water.
- The herds are healthy, not harmless. Domehead bulls charge anything in their range, straight through your walls. Crested criers trumpet an alarm that brings every infected hunter within earshot.
- Giants still graze. Sauropods migrate through the north valley. Mammoths, giant elk and ground sloths live behind the live wire of the Ice Age paddock.
- The staff never left. Infected people hold the labs, the housing and the tunnels. Some of them sprint. Some dig their way up out of the ground.
You and three friends
- Online co-op for up to four players, or play solo. The host keeps the world. Friends join a session in progress and come back as the same character.
- Proximity voice. Your voice carries from where you stand. Craft a walkie-talkie to reach the crew across the island, through the static.
- Share the weight. Carry heavy loads between two. Drag a downed friend into cover. Ping a creature so the crew knows exactly what is coming. Passengers shoot from the van's windows.
Build it. Wire it. Hold it.
- Settle wherever you choose. Foundations, walls, doors, roofs, beds, storage, workbenches, furnaces and generators. What you build can be broken.
- Electric fences. Live wire shocks, and dinosaurs route around it. It also hums, and the hum draws the curious. A T-rex tears straight through.
- Defences with a cost. Trip alarms, spike pits, lure stations, motion floodlights and turrets. Everything that runs makes noise.
Survive the island
- Scavenge, hunt, fish, cook and boil water. Mine stone, iron and coal. Smelt, craft and repair.
- Hunger, thirst, bleeding and infection. A bite festers. Antibiotics take time.
- Day and night. The dark belongs to them. A storm night blinds and deafens the infected: your window to move.
- Outbreaks. Crier alarms chain across the island at night. Raptor packs move along the roads. Let the power works run dry and the preserve fences fail.
- Death isn't the end. Wake at your bed and go back for what you dropped.
Study what hunts you
- Field camera. Photograph every species. Your best prints fill the field guide, and you can export them to your PC.
- Sedate and sample. Put a raptor to sleep with a tranquilliser dart, take a sample and analyse it at a lab bench: dossiers, serum, and scent lures that draw a single species.
- Field guide. Twenty entries. Each stage you fill in gives you something you can use: a weak point, a range, how to break a charge.
Go where you like
- More than thirty places. A research campus, a colliery, an airstrip with a cargo plane that never left, a fuel farm, a disposal works, a fire lookout, the welded north gate, and four underground sections below them. No objective markers: you pin what you choose on the map.
- Seven people are still holding out. Each has problems of their own. Escort a survivor to safety, haul a crate across the island, keep a pump running while the infected close in, or leave them to it. Helping is your choice.
- The vans and the flatbed still run, given fuel and repairs.
Grow your way
Six classless skill trees, with keystones that change how you play. Shove an infected back. Take one down from behind without a sound. Wire live fences. Hotwire a van. Revive a friend without a medkit. See a raptor's tell before it pounces.The look
Low-poly models and painted textures in the PSX tradition, lit by modern fog and light. Sparse sound, and a score that stays quiet until something finds you.
Stay Extinct is in development. Everything on this page is in the game today.