Day 1 · · Rex leaves for Hansons Forest

Your survivors go out for an hour. Not all of them come back.
Deadly Hour is an idle survival game for your phone. Build a camp, gather a squad of up to ten survivors, and send them out in parties across six zones full of the dead, on trips that run while you live your life. Choose who goes, what they carry, how they travel, and whether they're still out when night falls.

Coming soon to Android and iOS.

01The hour
Day 1 · · Rex reached the treeline
Every job is a gamble you set up and walk away from.
Pick a party, plan a trip of 1 to 16 hours, and close the app. The clock keeps running. When you come back, everything that finished while you were gone plays out in order, and the camp radio tells you who made it.
- STEP 1
Choose who goes
Send one survivor or a party of up to 5 on foot, more in a vehicle. Strength chops faster, Perception finds more, Luck keeps the dead away.
- STEP 2
Plan the trip
Walk, run or ride. Line up the work in 5-minute steps, like scavenge 1 h, then chop 30 min, and tell them when to turn back. Travel is part of the trip, and the road isn't safe either.
- STEP 3
The hour plays out
Loot fills their bags. Unsafe work and the road bring enemies, twice as often at night. Fight it yourself, or let it play out blow by blow.
- STEP 4
They come back. Or not.
Survivors unload into camp storage. Recall brings the whole party home, but the walk back still takes time. The dead stay dead.
Every player lives on the same clock: 5 hours of day, then 3 of night, around the clock. At night every job is Unsafe and enemies come twice as often. This is the real clock, right now:
02Squad
Day 2 · · 4 of 10 bunks filled
Ten names. Count them every morning.
Your camp holds up to ten survivors. Each one is rolled with their own rarity, good and bad traits, and stats, and each one is worth protecting, because nobody comes back from the dead.
- STR
- 14
- AGI
- 10
- VIT
- 15
- INT
- 11
- PER
- 13
- CHA
- 10
- LUCK
- 10
- seven stats, ten levelsSpend 10 points every level. Vitality keeps them alive, Charisma gets better deals, Luck pulls them out of a killing blow.
- 43 traits, good and badA Rare survivor might have a keen eye and a limp. Rarer survivors roll stronger traits and room for more. Skill books make them stronger still.
- eight gear slotsTwo hands for any weapon or tool, then helmet, arms, upper body, lower body, shoes and a bag. Everyone arrives dressed. Gear wears down and breaks.
- Start with threePick 3 of 6 strangers to start your camp. Lose everyone and you pick 1 of 6 to try again.


03The world
Day 3 · · Outreach found Seaside Watchtower
Six zones. Each one further from home.
You start out knowing Hansons Forest and El Kanoe Camp. Send survivors on Outreach to find the rest: six zones from a half-hour walk to three hours up a frozen mountain, each one more dangerous and better stocked than the last. It's also where the dead walk.
- Hansons Forest30 min awayChopForageHuntScavengeMineWater
- Seaside Watchtower1 h awayFishChopForageHuntScavengeMineWaterFind with Outreach
- Lace Military Base1 h 30 awayScavengeHuntMineForageFind with Outreach
- Marquina Airport2 h awayScavengeHuntGasFind with Outreach
- Krells City2 h 30 awayScavengeHuntForageGasFind with Outreach
- Antop Snowy MountainCold3 h awayMineChopHuntScavengeForageFind with Outreach
- GatherChop wood, mine ore from iron to diamond, forage fruit, vegetables and herbs. Fish off the Seaside rocks. Fill bottles at the pond, gas cans in the city.
- Hunt15 animals. Rabbits run. Wild boar, feral dogs, wolves and bears fight back.
- ScavengeSearch the ruins for loot, or for the caches other players' dead left behind.
- Dress for the coldAntop Snowy Mountain costs HP every hour you're not warm enough, twice as much at night. The cold can kill.


04Fights
Day 4 · · Fast Zombie L2 attacks Milo
When something finds them, take the swing yourself.
Every trip can run into something. If you're in the app when it happens, you get ten seconds to step in and lead the fight. Leave it, and it plays out on its own.
- Know what you're facingZombies, fast zombies that strike first, bandits who grab a stack and run, raiders in groups, scouts who flee and bring more. Levels 1 to 5.
- Swing and dodgeStop the needle in blue to hit, amber to crit. Tap as the ring closes to dodge. Agility gives you more time. Armor softens what gets through.
- Throw, heal, runGrenades and molotovs hit every enemy at once. Mid-fight you can eat, swap weapons, or run for it.


05Permadeath
Day 3 · · Marta died in Hansons Forest
Dead is dead. What they carried is still out there.
When a survivor dies, they're gone for good. Everything they wore and carried drops in a death cache where they fell. For two hours it's yours alone. After that, any player out looking for survivor caches might stumble on it. After a day it's gone.
- The others carry onWhen one of a party falls, the rest take what they can carry and keep going. If they all die, everything lands in one cache.
- Send a rescue partySend a party out to the cache, and you pick what goes in their bags. A vehicle left out there can be driven home too. The trip out can meet enemies.
- Everyone gone?The camp survives. Pick 1 of 6 strangers and start over from what's in storage.


06Camp
Day 4 · · Storage Room 2 finished
Build a camp from whatever's left.
Your camp grows from level 1 to 10, from 2 facility slots to 20. Your survivors build every facility themselves, then work it: one worker each, orders lined up, running while you're away.
- Smithing BenchUp to 4 materials on any weapon or tool
- KitchenCookware, water and dishes that buff
- Gear WorkbenchBows, clothes, bags and throwables
- Assembly StationAmmo, powders and parts
- FoundryOre into ingots, stone into brick
- Salvage StationRepair gear or take it apart
- Storage RoomUp to 600 more stash slots
- GarageFive vehicles, from bicycle to cargo truck
- Smith your own weaponsPut up to four materials on any weapon or tool you own. Nails make wounds bleed, sulfur burns, a mutant heart drinks HP back. Name what you made.
- Cook to heal and buffFruit, vegetables, herbs and meat go in the pot. Boil dirty water first. Dishes heal and buff: Warm for the mountain, Antidote for bad meat.
- Everything takes a slotThe same items share one slot in camp storage. Level up the camp or build Storage Rooms for more. Bags still fill up, so choose what's worth carrying home.


07Gear
Day 9 · · Found: Starfall Longbow
From a rusty pipe to a starfall longbow.
Every item has a rarity, Common to Mythic, and rarer means stronger. You can't make all of it. Some only drops out in the zones, and some only a camp that trusts you will sell.
- Common
- 134
- Uncommon
- 137
- Rare
- 102
- Epic
- 61
- Legendary
- 29
- Mythic
- 21
- 81 weapons and toolsKnives, axes, katanas, pistols, SMGs, rifles, sniper rifles, bows and crossbows. Guns need ammo and can't be smithed.
- 75 pieces of clothingFive slots, shoes included. Armor softens every hit but never stops one. Warmth keeps you alive on the mountain. Every piece adds a stat.
- 183 materialsOre, ingots, gems, parts and trophies. Smelt them in the Foundry, assemble ammo, smith them into your weapons.


08Survivor camps
Day 6 · · The Scrapper says: not enough
No money. Only what you carry.
Four camps made it, and each one remembers what you did. Nobody takes coins anymore. You trade what's in your survivors' bags, and nobody tells you what anything is worth.
- El Kanoe Camp2 h awayLikes zombie kills, donations, joining raids. Hates killing their fighters, skipping raids.
- Do Hat Camp1 h awayLikes barter, recruiting, donations. Hates chopping trees.
- Big Nay Camp1 h 30 awayLikes killing bandits, donations. Hates killing animals.
- Padilly High Top2 h 30 awayLikes donations, joining raids. Hates mining.


nine traders
The Medic, the Scrapper, the Gunsmith, the Jeweler and more, spread across the camps. Each pays more for what they want. Stock changes every 6 hours, and Charisma and standing get you a better cut.
Players at your camp
Every server has its own crowd. See who else is at the camp, pick from their bags and yours, and send a request. They have a minute to say yes. Switch servers any time; your camp comes with you.
The market
Post up to 3 listings at each camp for an hour. Players on your server who pass through can take the deal, and your payment waits for you at that camp.
Recruits and donations
Every camp has a recruit board and wants something: 3 wants every 6 hours. Give it, and they trust you more. Charisma decides if a recruit stays.
09Events
Day 8 · · Clear Hansons Forest · 112 killed
Some nights, everyone goes out at once.
Every day or so the radio calls an event, and every player sees the same one. Join with a party, or sit it out. Some camps won't forget which you chose.


Rescue
Someone is trapped in a zone. Send a party, win at least two fights, and they join your camp.
Camp raid
One camp calls for fighters against another. Sign up, march in, and every player's kills count toward the win.
Zombie clearing
Every player kills toward one shared target. Hit 30, 80 or 160 and the zone pays double, triple or four times the loot.
Raid ruins
A place opens for a few hours, like the Old Marquina Mall. Twice the enemies, its own loot, and a vault for whoever is still standing.
10Radio
Day 7 · · Supply drop inbound
Someone's still broadcasting.
The camp radio keeps a log of everything that happened while you were gone: who came back and what they brought, every fight on the way, who didn't make it, what sold, what finished in camp. Sometimes it brings supply drops you can claim.
- While you were awayOpen the app to a short list of everything that happened since you left.
- Supply dropsCrates of gear, food and sometimes a new survivor. Messages stay for 7 days, so claim them before they go.


11Screens
A look around camp.

The night is long. Your camp is waiting.
Deadly Hour is coming soon to Android and iOS.





