Day 31

Day 31

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Screenshots

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Description

You were bitten hours ago. The clock in your blood is already running — and it isn't a virus. Fight through the waves of the dead, trade your nerve to a demon who was here before the city, and hold onto yourself for one more wave. Turn, and it's over.

Platforms

Windows

Developer

SizilStank

Publisher

SizilStank

About

DAY 31

Thirty-one days ago, something buried under Harrow was released, and the dead started walking. You made it this far. But somewhere in the dark, something with wrong teeth found you, and now there's a mark in your blood that the darkness can read. A countdown. Not a virus. A curse.

When it finishes writing, you stop being you.

YOU'RE ALREADY BITTEN

Every run starts with the clock already ticking. What buys you time isn't medicine. It's nerve: the raw force of will that keeps a person human. Fight, and you generate it. Kill, and you claw back what the mark has taken. Hide, freeze, give up, and it drains.

Standing still is how you turn.

MAKE THE DEAL

Between the waves waits Vessel. He's never given his name; the survivors just call him the Merchant. He carries a ledger bound in something that isn't leather, and he sells suppressants that slow the mark, ammunition that shouldn't exist, and weapons that were never made on this earth. His price is your nerve, the only currency he respects. And every purchase buys you more time to earn more nerve to spend at his stall.

He's very good at his job.

Beside him sits Mara. She's never spoken to anyone who lived to report it, but she watches you the whole time you're trading. Her feet stop swinging the moment you walk in.

SURVIVE THE WAVES

Relentless wave-based combat where the real enemy is the clock. Push your infection back from the brink with kill streaks, or watch it tip you over the edge into something else.

Two ways to die: bleed out, or turn. They are not the same.

THE ARSENAL

Pistols, rifles, shotguns, and a spiked bat you'll pull off a corpse in the basement. You carry two guns at a time — buying a third means leaving one behind, so choose what you can live without.

Restore the hospital's power, open the elevator, and push down into the flooded dark beneath St. Harrow, where the things that got out of the quarantine ward went to finish changing.

HORDE MODE

No infection. No countdown. Just you, the dead, and how long you can hold.

FEATURES

An infection-clock system that turns every run into a race against yourself

Spend "nerve," earned through aggression, as your only currency

Vessel the Merchant and Mara, the doll you'll never quite stop thinking about

Relentless wave combat with a horror atmosphere built on dread, not jump scares

Brutal, physical gunplay with dismemberment and gore

The wards of St. Harrow and the flooded basement beneath them

Horde Mode for when you want the fight without the clock

A mystery buried in the Merchant's ledger

HOW LONG BEFORE YOU TURN?

Harrow takes everyone eventually. Make it earn you.

The full version is planned to add:

  • The second floor of St. Harrow, which isn't built yet. It's the next thing I'm making.
  • A real ending. Right now the run stops once you drain the flooded junction; the full version finishes what starts there.
  • Steam Achievements: full achievement support.
  • Steam Workshop support, so the community can build on the game directly.
  • More enemies and weapons, including further additions to the Merchant's stock.
  • The remaining audio pass: survivor voice lines and the full set of infection audio cues.
  • Balance and pacing changes driven by Early Access feedback. This is the point of the whole exercise, so expect this list to grow based on what players actually report.

Day 31 is playable and stable, but it is not finished. Here is exactly where it stands.

What's in right now:

- The complete core loop: wave-based combat, the infection countdown through all four stages, the nerve economy, and the Merchant between waves. This loop is finished, and it's where you'll spend your time.

- Two connected areas: the ground floor of St. Harrow hospital and the flooded basement beneath it, with power restoration and the elevator linking them.

- A full arsenal: pistols, rifles, shotguns, melee, and the Merchant's stock, with a two-gun carry limit.

- Multiple enemy types including the shambling dead, hazmat crews, mutations in the basement, and the nurse.

- Two modes: the standard infection run, and Horde Mode with the countdown switched off.

- Four difficulty presets.

What is NOT in yet:

- The run currently ends after you drain the flooded junction. There is no conclusion past that point — the content simply stops. If you're buying for a finished story, wait for 1.0.

- The hospital's second floor hasn't been built yet. It's the next thing I'm making.

- Some later-stage infection effects are visual rather than mechanical.

- Survivor voice lines aren't recorded, and parts of the audio mix are still placeholder.

Expect bugs. There's a bug report link in the main menu, and I read every one.