
Rescue Survivors
Survivors are out there, hiding. Follow a distress signal, clear whatever found them first, and offer them a place. Eleven named people, each with their own skills, history and reasons to say yes.

Airlock is a single-player survival base-builder. Every choice shapes your bunker, your survivors, and the story they leave behind.

Survivors are out there, hiding. Follow a distress signal, clear whatever found them first, and offer them a place. Eleven named people, each with their own skills, history and reasons to say yes.

An open city reclaimed by nature. A working compass, distance markers and a map that fills itself in as you chart it. Everything out there is a risk you chose to take.

Lay out your base room by room from a cutaway view. Fourteen modules across life support, storage, security, navigation and provisioning, placed, moved, upgraded or torn out.

Generators run on fuel you scavenge. Every room you add pulls more from the grid. Push it too far and the lights start to flicker, and when the power goes, so do the doors, the pumps and the grow lights.

Pump, store and ration. A water room lifts your reserves; let them run dry and your people feel it long before you do.

Plant crops and they grow on a real clock through seven stages. Grow lights run a twelve hour cycle and draw power like everything else. Water them yourself, or assign someone who will.

Cook what you grow and what you scavenge. A fed settler works. A hungry one does not stay hopeful for long.

Health, hunger, thirst, stamina and morale, tracked for every person in the shelter. Build an infirmary, assign a medic, and keep them well enough to keep going.

When the sun goes down the Altered come. Hold the line with what you have, ration what is left, and make the hard calls.

Horde zones sit out in the streets, each dozens strong. Take the contract, go in, and clear it. They stay cleared, and the map remembers.

Mara and Marvel are with you from the first minute. Give the dog an order and he will search, fetch, heel, hold or attack.
Every decision you make shapes the future of your shelter and the people in it.
Design from above.
Live below.
One seamless experience.

300 years after the Sonic War, the surface is silent. The Altered hunt by night. The Settlers hide by day. You wake up alone in a concrete room with a word scratched on the wall: KORE. You don't remember why.

Survivors broadcast for help across Ashgate. Race them to the surface before nightfall. Bring them home. Watch them become Settlers. Every rescue grows the family.

When the lights flicker, you'll know. Power the generator. Lock the doors. Trust your Settlers. The night doesn't last forever, but morning comes at a cost.
The Airlock is being built in the open. Follow the signal. Track our progress.
Concept proven. The idea that worked.
CompleteCore systems online. Lore, audio, art locked.
CompletePlayable demo, start to finish. 20+ missions.
Funding and publisher conversations. In progress now.
Status: In ProgressFull production. The studio scales.
PlannedEarly access. The community is in.
PlannedFull release. The vision realised.
Planned
Airlock is a small team with big ambitions. Every system, every asset, every line of code brings us closer to delivering a world worth surviving in.
Honest, frequent, unfiltered. Every win and every setback documented as it happens.
Fifty-plus Altered crashing the airlock. Muzzle flash, painted HUD V2, weapon degradation and ammo pressure all colliding in one chaotic horde fight. The combat loop has bite.
City Block Breaker. Foliage Cascade. PCG Foliage Baker. Marketplace-ready end to end. Ashgate finally has its overgrowth.
HUD V2 painted UI live in engine. Power System V1 with multi-generator networks. Voice and subtitle pipeline running with zero first-play hitch. The airlock has a heartbeat now.

Twenty missions, start to finish. Wishlist it on Steam, follow the build on Discord, and watch the shelter go up one room at a time.