
The Refuge
Your fortified farm: stone walls, a gate that holds, the smell of the stove. The only almost-safe bed in the valley.
Idle survival · pixel art · browser and mobile
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.
How it plays
Graveacre is an idle game: you decide, time does the work. Three steps, and the valley keeps turning.
Gather, craft, fight: 19 skills, from woodcutting to electronics. Line up to 5 tasks in the queue.
Your survivor keeps going for 12 hours (22 with the generator). A notification tells you if they stop.
The summary of your absence is waiting: the loot, the levels gained, and the encounters that waited for your answer.
The world
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.

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

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.

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

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

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

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

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

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

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

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

Where the Morne meets the gray sea. The wind smells of salt and diesel; at the end of the breakwater, the lighthouse.
Weather
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.
Encounters
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.
Try it: this is a real encounter from the game.

Encounter
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.”
He examines them one by one by the light of a match, clacks them next to his ear, and pays cash on the nail. “If you find more, you know where to find me. At night.”
+45 45 scrip
He opens his shirt: a necklace of teeth, dozens of them, polished like pearls. “Every one of them bit someone. Now they protect me.” You don’t ask from whom.
He tips his hat and walks off, his bag clacking, a sound that follows you for a long time in the dark.
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 manSurvivors
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.
A parcel courier on the valley roads. He knows every shortcut, and every place where you can sleep undisturbed.
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.
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.
Forest ranger on the Grand-Cerf for thirty years. The animals left three days before the Fall; he watched them go.
Enemies
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.
Slow, stubborn, hungry. Its jaw hangs slack and its nails have grown; it has forgotten everything but hunger.
Recently turned. It still runs, jaw hanging loose, and it never gets winded.
Its throat torn open on a scream you feel in your teeth. Every scream brings the pack running.
The butcher counter manager. Still in the apron, still on duty, and still carving.
And everything else
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.
A Craftbound-style crafting mini-game: progress, quality, durability, concentration, 10 abilities and rotations you can save. 364 recipes, 517 items.
9 buildings with 5 levels each, and a garden that grows in real time: 6 crops to sow, water and harvest.
17 companions to find, each with a permanent bonus, Gérard in his jar included. Some are earned at the end of a little story.
Listings, partial buys, price history; mail and parcels; leaderboards, overall and per skill.
31 quests, 18 archives to recover, 53 achievements. What happened at the Prometheus laboratory?
Machete, bat, bow, pistol, rifle, explosives: your weapon shows in the scene, as do the blows of whatever faces you.
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.
The whole game, down to the server messages and the notifications. Pick the language when you sign up or in the settings.
Roadmap
The game grows with the people who play it. Here’s what’s in the works, from the nearest to the furthest.
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.
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.
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.
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.
Rain on the sheet metal, the roar of the forge, groans in the distance. Off by default: turn it up when you want it. The first sound is in: the refuge radio crackles when you change frequency, once you switch its speaker on.
The people you save on the roads will be able to stay: a forager, a cook, a lookout, working for room and board.
Above the Grand-Cerf, snow and one more tier. No one has ever come back down; someone will have to go up and look.
The aviator talks about it while fixing his plane: white tents, off the estuary. It will take a boat, and a good reason to go.
A sixth chapter: the voice from the lighthouse hasn’t told everything, and Bunker North never gave a return call sign.
A second map, on the other side of the ridges. The radio already picks up voices coming from out there.
The game’s art will get better: the animations will be redrawn by hand, little by little, and the rest reworked with artists if the game finds its players.
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.
Free, no ads, in your browser. Pick a survivor name, and step inside.