Graveacre FR Play

Idle survival · pixel art · browser and mobile

Graveacre Close the game. Your survivor keeps going.

A year after the Fall, the dead walk the Morne valley. You hold a refuge: choose what your survivor does (chop wood, scavenge, fish, forge, fight), and they keep at it, even while you’re away.

Free, no ads. A survivor name is all it takes: no email, no download.

Woodcutting · Pine wood Pine log ×27

How it plays

The game runs without you

Graveacre is an idle game: you decide, time does the work. Three steps, and the valley keeps turning.

  1. 1Pick an activity

    Gather, craft, fight: 19 skills, from woodcutting to electronics. Line up to 5 tasks in the queue.

  2. 3:12 a.m. · you’re asleep

    2Close the game

    Your survivor keeps going for 12 hours (22 with the generator). A notification tells you if they stop.

  3. 3Come back

    The summary of your absence is waiting: the loot, the levels gained, and the encounters that waited for your answer.

The world

The Morne valley

A rural valley, somewhere in France, running down to a gray sea. 22 places, from the Alexandrie estate to the lighthouse on the estuary, including 3 secret ones the map doesn’t show.

The Refuge

Your fortified farm: stone walls, a gate that holds, the smell of the stove. The only almost-safe bed in the valley.

Alexandrie estate

Identical houses behind a perimeter wall that didn’t hold, overgrown hedges, cars across the driveways since day two. The rats own the place now.

Retail park

The gutted superstore and its endless parking lot. Runners hunt there in packs; the Butcher still minds the meat counter.

Downtown Saint-Romain

Streets barricaded with cars and furniture, shop windows in pieces. At the end of the avenue, the hospital; on the corner, the Winchester.

Reservoir

Behind the dam, black, glassy water. The trout grow enormous there. Best not to ask why.

Industrial zone

Warehouses, a scrapyard, a chemical plant that still leaks. The colossi sleep standing up there, stomachs gurgling.

Grand-Cerf massif

Ash groves, high pastures and cleaner air. The animals fled the mountains three days before the Fall; they’re coming back.

Military airfield

Aircraft wrecks on the runway, and the Lyautey barracks, where the dead still line up for roll call.

Burnt forest

Burned by the army to stop the outbreak. It didn’t. Black trunks as hard as iron, and bears.

Red zone

The epicenter. The quarantine fence lies flat under the brambles; in the middle, the Prometheus laboratory. No bird sings here.

Estuary

Where the Morne meets the gray sea. The wind smells of salt and diesel; at the end of the breakwater, the lighthouse.

Weather

The same sky for everyone

Each region of the valley has its own climate, and its weather is the same for every player: snow up high in winter, morning fog on the coast, summer storms, heat waves on dry afternoons, ash lifted by the wind over the burnt lands. And night falls when it falls where you are.

Weather
Time of day
  • Far from the refuge, night and fog bring more of the dead, and some encounters only come in bad weather
  • Every kind of weather has a cost and an upside: rain makes trips longer, but the fish bite
  • Madame Irma reads the weather for the next six hours in her cards: prepared, you suffer less from its drawbacks

Encounters

The road is never empty

On the roads, in the places, right up to the refuge gate: 150 written encounters. Ambushes, strangers, unique characters who remember you. They wait for your answer while you’re away.

  • 43 characters, each with a portrait
  • Night, the seasons, the moon and the tides follow your clock
  • Every 2 to 4 nights, a horde comes down from the woods

Try it: this is a real encounter from the game.

Encounter

Mister Teeth

Under a dead streetlight, a thin man in an oversized suit jingles a canvas bag. Something clacks inside, like castanets. He smiles with all his teeth, not all of them his own. “Dentures? I buy. Better than the lady at the crossroads, who says she doesn’t buy them.”

Waiting for you on the road

  • Madame Rose
  • Madame Irma
  • The cab driver
  • The Englishman
  • Old Fernand
  • The drummer
  • The knight and his squire
  • The peddler
  • Rose’s boatman
  • The chemistry teacher
  • The ski instructor
  • The aviator
  • The roundabout gendarme
  • The treehouse kids
  • The Uncles
  • The ice cream man

Survivors

Pick your survivor

When you sign up, and for good: only a mambo, at the riverbank wash house, knows how to move a spirit from one body to another. Each one comes with two talents from their life before, small but real, and their own pixel-art prologue; the choice also changes the figure in every scene, and a few encounters recognize them.

  • Sam

    A parcel courier on the valley roads. He knows every shortcut, and every place where you can sleep undisturbed.

    • Shortcuts−10%Trip time
    • Back roads−10%Ambushes
  • Lina

    A night nurse at Saint-Lazare Hospital, in Saint-Romain, when the Fall began. She got out alone, through the laundry room, and never talks about it.

    • Night shifts+20%Healing from food and medicine
    • Asepsis+10%Infection resistance
  • Marcus

    A mechanic at the garage on the county road. He saw the military convoy go by, that last morning. He can fix anything, except that.

    • Grease monkey+10%Crafting speedEngineering, Electronics
    • The scrapyard+10%YieldSalvaging
  • Old Wolf

    Forest ranger on the Grand-Cerf for thirty years. The animals left three days before the Fall; he watched them go.

    • He knows the woods+10%Gathering speedin forests
    • The tracker+10%YieldHunting

Enemies

What lurks

Walkers, runners, screamers, and worse: 36 kinds of enemies, including 9 bosses, across 7 combat zones and 3 expeditions. Every fight shows on screen: your weapon, your gear, the blows traded.

  • Walker

    Slow, stubborn, hungry. Its jaw hangs slack and its nails have grown; it has forgotten everything but hunger.

  • Runner

    Recently turned. It still runs, jaw hanging loose, and it never gets winded.

  • Screamer

    Its throat torn open on a scream you feel in your teeth. Every scream brings the pack running.

  • The ButcherBoss

    The butcher counter manager. Still in the apron, still on duty, and still carving.

And everything else

Enough to hold out for a long time

  • A survivor to build

    6 attributes to spend your points in, gear with random properties, 33 mods to craft and fit, and the bosses’ relics: one-of-a-kind pieces with four properties, from 6 lineages of the story. The bestiary reveals each creature’s weaknesses as the kills pile up.

  • Crafting you actually play

    A Craftbound-style crafting mini-game: progress, quality, durability, concentration, 10 abilities and rotations you can save. 364 recipes, 517 items.

  • A refuge to fortify

    9 buildings with 5 levels each, and a garden that grows in real time: 6 crops to sow, water and harvest.

  • Companions

    17 companions to find, each with a permanent bonus, Gérard in his jar included. Some are earned at the end of a little story.

  • A market between players

    Listings, partial buys, price history; mail and parcels; leaderboards, overall and per skill.

  • A story to piece together

    31 quests, 18 archives to recover, 53 achievements. What happened at the Prometheus laboratory?

  • Fights you can see

    Machete, bat, bow, pistol, rifle, explosives: your weapon shows in the scene, as do the blows of whatever faces you.

  • In your pocket

    On a phone or a computer, with nothing to download. The game installs like an app and tells you when your survivor stops or the garden is ready.

  • In English and French

    The whole game, down to the server messages and the notifications. Pick the language when you sign up or in the settings.

Roadmap

What’s coming

The game grows with the people who play it. Here’s what’s in the works, from the nearest to the furthest.

Right now

  • Your feedback first

    The first ten minutes, the pace, how it feels on a phone: whatever bothers the first players comes before everything else. Tell us through “Send feedback” in the game, or on the game’s Discord.

  • Every survivor’s story

    Each one now has a pixel-art prologue: the night of the Fall, then how they came to Springs Farm. And your survivor is yours for good: only a mambo, at the riverbank wash house, knows how to move a spirit from one body to another. Encounters meant for them alone will follow.

  • The valley map

    It now looks like a real map: kilometers along the edges, the north, the scale, and the survivor’s notes, by hand and in a single ink: the farm circled, the red zone crossed out, the dead’s round dotted, a cross next to every secret place found. More get added as the story goes on; safe roads will follow.

  • Vehicles

    The first one is here: the gendarmerie motorcycle, lying in the roundabout ditch, to get running again at the refuge, and now seen riding down the road. Like the white horse, it makes trips shorter; but gas is scarce, it needs servicing, and the infected can hear an engine from far away. Other vehicles will follow, better and harder to earn.

Intentions, not promises: the order may change with your feedback. Updated October 6, 2026.

An idea for what comes next? Suggest it on the game’s Discord, or through “Send feedback” in the game.

The game is free and has no ads: to help it live and grow (the servers, the tools, what comes next), you can support it on Ko-fi. A donation gives nothing in the game.

The refuge is waiting.

Free, no ads, in your browser. Pick a survivor name, and step inside.