Underground: Bunker Survival
Build, Manage, Keep Them Alive
USD 0.29 · In-App Purchases · Designed for iPad. Not verified for macOS.
The world has fallen. You are the last hope for those knocking at your gates.
Underground is a deep bunker-management sim where every decision echoes through your food, water, power — and your people's spirits.
Build compartments across three floors, take in survivors at the airlock, keep your resources in balance, and don't let the bunker go dark.
What's waiting for you:
• A living bunker — 40+ compartment types: generator room, farm, med bay, laboratory, armory, district map, the old metro and more.
Every room works differently and demands your attention.
• Resources with consequences — power, water, food, air, parts, fuel. Run out of water and newcomers will walk right past your gates.
Overheat the generator and an accident is only a matter of time.
• People, not numbers — every resident has skills, health, stress and relationships.
Quarrels, illness, theft, panic — incidents won't wait: you have limited time to solve a problem before it gets worse.
• Arrivals at the gate — survivors keep coming to the airlock. Let them in, turn them away, or send them off with rations?
Your bunker's reputation decides who shows up tomorrow.
• Your own path — fortress, radio contact, autonomy, science, evacuation or a return to the surface.
Goals will show you where to grow next.
• The metro and recon — explore the tunnels, gather loot, trade with friends and fight off threats in the corridors.
• Mini-games that matter — harvest crops, repair equipment, calm a panic: quick games earn resources and change how events end.
• Friends in the game — add friends, meet their survivors at your gates, exchange resources and earn bonuses for playing together.
• Play at your own pace — minimize the app and time in the bunker stops. Come back and pick up right where you left off.
Who this game is for:
If you love Fallout Shelter, This War of Mine, or management games with personality — this one is full of "what if I try it this way?" moments. Not a five-minute arcade, but a bunker that grows with you.
Download. Open the airlock. Decide who gets in first.
more Мой код дружбы B3A71A94
Мы Вас добавили!
Только скачал. Разбираюсь. Есть какая-то группа в ВК или TG где можно следить за новостями?Стилистика игры к слову весьма интересна!
Developer Response Смотритель, добро пожаловать под землю, и спасибо за пять звёзд с первых дней!Группы у штаба пока нет: все новости приходят прямо в убежище. Каждое обновление сопровождает сводка в колокольчике, там же радиограммы от штаба между версиями. А обновления выходят почти каждую неделю, так что скучать не придётся.Если по ходу дела появятся вопросы или идеи, кнопка связи в настройках ведёт прямо к нам, и мы отвечаем сразу.Держитесь, смотритель.
Только скачал. Разбираюсь. Есть какая-то группа в ВК или TG где можно следить за новостями?Стилистика игры к слову весьма интересна!
Смотритель, добро пожаловать под землю, и спасибо за пять звёзд с первых дней!Группы у штаба пока нет: все новости приходят прямо в убежище. Каждое обновление сопровождает сводка в колокольчике, там же радиограммы от штаба между версиями. А обновления выходят почти каждую неделю, так что скучать не придётся.Если по ходу дела появятся вопросы или идеи, кнопка связи в настройках ведёт прямо к нам, и мы отвечаем сразу.Держитесь, смотритель.
Добавляйте в друзья 🙏 AAF35D40
Добавляйте в друзья 🙏 AAF35D40
Лучшее, что я нашел в такой стилистике. Очень продуманные механики, хоть иногда и не понятно в чем у меня проблема. Добавляйтесь все 2856E14F.
Developer Response Спасибо! Мы старались! В версии 1.5 причины проблем будут видны прямо в отсеке. Хорошей игры! Мы постучались!
Лучшее, что я нашел в такой стилистике. Очень продуманные механики, хоть иногда и не понятно в чем у меня проблема. Добавляйтесь все 2856E14F.
Спасибо! Мы старались! В версии 1.5 причины проблем будут видны прямо в отсеке. Хорошей игры! Мы постучались!
DIRECTIVE 1.44 — BULLETIN FOR ALL POSTS
Snake. The board is bigger on Very fast. At high speeds the snake pauses for a moment at a wall, so your turn still lands. The control buttons are bigger.
Classroom. Search residents by first or last name — the student you need is a couple of letters away.
Goals. "Ration days" can now also be completed with rations in storage — within reach for large shelters.
Arrivals at the gate. Every ring now has a label, and generous shelters get a "Generosity" ring.
Incidents. Decision buttons are brighter and easy to spot.
Leaderboard. Support for the game is now marked with hearts.
Guidebook. "Mini-games: where to find them and what they give" is rewritten: which room, which button, and what each game brings.
Radio. When a new version comes out, HQ sends a radiogram to your bell.
Hold fast, Overseer.
1.44 1 hr ago
DIRECTIVE 1.43 — BULLETIN FOR ALL POSTS
Rooms. The room window now has ‹ › arrows in its header: jump to the next room of the same type — kitchen, generator room, residential — without closing the window. The tab stays the same: start rations in one kitchen, tap the arrow, start them in the next.
Drones. Modules are installed from their own window: you see the full price, radio components and rare components included, and exactly what's missing.
Classroom. A new "Off shift" filter shows only residents who aren't working anywhere; it combines with the skill filters. With a skill selected, residents who already have it at 100 are left out — there's nothing left to teach them.
Thanks to the Overseers who sent in these reports.
Hold fast, Overseer.
1.43 22 hr ago
DIRECTIVE 1.42 — BULLETIN FOR ALL POSTS
Snake. Pick a speed before you start: Steady, Fast or Very fast. The faster the snake, the more you collect — up to ×1.5. It speeds up with every pickup and waits a second before moving, so you can get your bearings.
Number hunt. You now get 20 seconds per number instead of 15.
Incidents. Decision buttons now match the rest of the game.
Friends. If a friend request can't be accepted because the friends list is full, the game tells you so and offers to decline it. Gifts show what's left for the day: how many sends and how much you can still pass on.
Store. The store button is now right on the map, under the Chronicle. You can support the game more than once: each time earns a star in the leaderboard. If you supported us before, your first star is already there. Thank you.
Language. Radio frequency names and store items now follow the language chosen in the game.
Hold fast, Overseer.
1.42 1 day ago
DIRECTIVE 1.41 — BULLETIN FOR ALL POSTS
Incidents. Decision buttons are bigger now. After you choose, the log shows the outcome: what was done and how your supplies changed.
Cold snaps. Frost now raises energy use only in rooms that need heating: residential rooms, the children's zone, the farm and the greenhouse. Morale drops from the cold only when energy runs short.
HQ Awards. "Grown Underground" now also counts children who grew up before the update. "All Together" could not be earned before: no more than 8 people ever wait at the gate. Now it's for letting in a full queue of 8 at once, when the shelter already has 20 residents and beds for everyone. The Guidebook has answers about HQ Awards and new tips.
iPhone Duo. The game adapts to the folding screen: room windows resize when you unfold, side buttons sit at the edge, mini-games stay centered. Mini-games on iPad look neater too.
Hold fast, Overseer.
1.41 2 days ago
DIRECTIVE 1.40 — BULLETIN FOR ALL POSTS
HQ Awards. Shelter goals now include HQ Awards — 25 of them, three hidden. For each one, HQ sends a radiogram and parts. The awards also appear in Game Center. Anything your shelter has already earned arrives right after the update in a single radiogram.
Call sign. You can now change your shelter's name in Settings. It's free, once a week.
Rooms. In seven rooms, part of the daily progress was lost by the end of the turn: the Surface Restoration Center, Central AI, Command Center, Children's Zone, Classroom, Psychology Room and Training Zone. Now it counts in full — the surface maps no longer stand still.
Logs. Event entries in room logs no longer go missing.
Hold fast, Overseer.
1.40 5 days ago
DIRECTIVE 1.39 — BULLETIN FOR ALL POSTS
Construction. The build screen shows how many of your 20 free builds are left for the game. If the Free button is unavailable, it tells you why: they’ve run out, or two are already under way.
Airlock. The airlock opens faster and stays smooth while open. Other screens that show residents got lighter too.
Hold fast, Overseer.
1.39 5 days ago
DIRECTIVE 1.38 — BULLETIN FOR ALL POSTS
Parts ledger. HQ now keeps a ledger of parts. Tap parts in the top bar. The card shows how many came in and went out today and yesterday. It also lists what the parts were spent on and where they came from: rooms, incidents, construction, upgrades, day skips, exchange. And it shows which rooms make or use parts on their own every day.
Daily summary. When a new day begins, one line arrives in the bell: how many parts came in and went out over the past day, and what took the most.
Hold fast, Overseer.
1.38 21 Oct
DIRECTIVE 1.37 — BULLETIN FOR ALL POSTS
Shifts. When you assign people to any room, including the airlock post, each candidate shows the skills that room needs. The best fits are at the top of the list, and the top pick is marked with a gold star. No more hunting for the right person by name.
Children’s zone. The hint now tells apart a shelter with no children yet from one where every child is already enrolled.
Sound. Sound comes back more smoothly after a call or after you switch away from the game.
Hold fast, Overseer.
1.37 20 Oct
DIRECTIVE 1.36 — BULLETIN FOR ALL POSTS
HQ parcel. Every day HQ sends a parcel: parts or a specialist at your gate. The longer your streak, the more generous it gets. You can see the whole chain ahead.
Weather up top. From day four, dust storms, cold snaps and clear days come and go, each lasting several days. In a storm fewer people reach the gate, and drones and scouts take longer. In a cold snap energy use goes up. On clear days more people arrive and residents cheer up. An icon next to the clock shows the weather and how long it will last.
HQ task of the week. Once a week HQ sets a task: admit people, build rooms, resolve incidents, heal residents. The reward is parts and a specialist at your gate. The task sits at the top of Goals.
Alliance. Ladle, Beacon-2 and Laundry come on the radio asking for help: a medic, an engineer, a guard, water, food, medicine. Lend a resident for two days and they come back with a reward. Share supplies and the allies send cargo in return. The alliance remembers both help and refusals. Answer them in the radio room.
Generator room. New mini-game, Wiring repair: rotate the wire pieces until the current reaches every lamp. The generator wears less, and the grid gets energy.
Airlock. The Admit all button lets the gate queue in at once, as many as the airlock can pass today.
Hold fast, Overseer.
1.36 17 Oct
DIRECTIVE 1.35 — BULLETIN FOR ALL POSTS
Chronicle. It now has its own button on the map, above the guide book. It holds the story papers and every radiogram from HQ, so you can reread them at any time.
Alerts. Every event shows its day and time. You can remove lines one at a time.
Residents. You can filter the list by room. You can expel a resident from the shelter right from their card. When enrolling in the Training zone, you can see each candidate’s skills.
Rooms. You can move a room to an empty cell for 10 parts. Power priorities have their own Power tab in the generator room and the geothermal node. Every mode shows exactly what it changes. Training programs show which skill they build and how long they take.
Greenhouse. The plants now produce air, helping your filters.
Airlock. The airlock card shows how likely intruders are each day and what lowers that chance.
Construction. The construction panel has a close button and disappears on its own once the room is ready.
Friends. The section is more reliable. Your nickname and your visibility in “Looking for friends” save properly, and you can see when a request is being sent.
iPad. Room cards now fit the larger screen.
Guide. Clearer explanation of how food and rations work. Hints in the old metro are tidier.
Hold fast, Overseer.
1.35 14 Oct
DIRECTIVE 1.34 — BULLETIN FOR ALL POSTS
Children's zone. Enrolled teenagers stay under "Children in the zone" and keep growing up until their term ends. Supervision places go to adults only: children don't take them, and a supervisor under heavy stress stays on supervision. Taking a child out of the zone ends their growing up. Teenagers currently listed under "Supervision" will return to their place on their own after the update, with no need to enroll them again.
Resident relationships. "Unknown" lines no longer appear on a resident's card. Ties to people who left the shelter or never made it through the airlock are cleared automatically, in older saves too.
Old network sorties. Sortie messages now match the team: one scout or a pair is named correctly.
Old metro. Enemies from the metro come out on the metro's floor, not deep inside the bunker. A metro guard returns to their post after a course in the Classroom or the Training zone.
Clearer English. Rooms are called rooms throughout the shelter, room titles and filters read more naturally, staff counts read cleanly, and mode descriptions no longer run sentences together.
Hold fast, Overseer.
1.34 6 Oct
DIRECTIVE 1.33 — BULLETIN FOR ALL POSTS
Silence in switched-off compartments. A paused compartment no longer reports on work that isn't happening. This covers the Training zone when Suspended, the Generator room, Air filter and Water node when switched off, the Laboratory on Waiting, and the Sealed sector when Isolated. A closed Airlock no longer asks you to close the entrance.
No more vicious circle in the Generator room. Overheating now happens only to a running generator. A switched-off one no longer reports overheating several times a day while it cools down.
The shooting range only where there is one. Ammo consumption at the range happens only once a Shooting range is installed in the Training zone. Other drill events also come only when they fit: injuries when there are trainees, an accident on the course when a scouting programme is running.
Old metro labyrinth. The multiplier for collecting every part is the reward for fully studying a branch for the first time. Repeat runs through a studied branch pay one part per find. The counter in the labyrinth shows what the current run will pay.
Storage. Rare components no longer go below zero when the farm puts a rare substrate to use.
Hold fast, Overseer.
1.33 2 Oct
DIRECTIVE 1.32 — BULLETIN FOR ALL POSTS
Reserves first, shutdowns last. During an energy shortage, the grid now draws on what you've stored first: the reserve and Battery room charge above the emergency level. Compartments go dark only when the reserve covers less than a day of shortage, and come back once it covers a day and a half. The Battery room's Auto shutdown follows the same rule. The Energy info shows how long until shutdowns begin.
Power priorities for every compartment. The list now includes every built energy consumer: the Psychology compartment, the Children's zone and two dozen more.
Storage remembers your decisions. Fortify the storage, audits, guards posted after thefts and other choices now stay in the Storage stats. The bonus fades by 1 point a day and caps at +30. Storage Risks now show Fire safety and how much fuel adds to fire risk. Disposing of stock now simply frees up space and no longer adds order or sanitation.
Investigations in small bunkers. A case now comes together with just one or two residents. With a single suspect, it's Case closed. With no one to suspect, HQ will say so.
Upgrade labels. Benefits are shown in green and costs in orange, and every number carries the right sign. Noise insulation lowers stress by 2 a day, Warm zone takes 1 energy a day, and the Threat analysis module lowers expedition risk.
All residents. Each card now shows a resident's worst reading (fatigue, stress or hunger), coloured by severity, so you can see at a glance who needs rest.
Departures and the Med bay. A resident who leaves during a crisis is now cleared from every post: the Classroom, the Med bay, the Airlock and their partnership. Only someone who was on their feet can come back as the Wounded scout, so no one ends up in the Med bay queue twice.
A month of trials. Before release, HQ ran several bunkers, from a fresh start to one packed to the brim, through a month of game life.
Hold fast, Overseer.
1.32 29 Sept
DIRECTIVE 1.31 — BULLETIN FOR ALL POSTS
Rearrange your rooms. You can now reshape the bunker to suit you. Every finished room has a new Rearrange section: pick another room and the two swap places for 20 parts. Residents, upgrades and stock move along with the room.
Radio room and Scouting HQ work together. Every intercepted message now has a Log decryption button. Decode it yourself, pick what it says, and a correct decryption goes into the Scouting HQ intel for free. There you can see where the fragment sits, what it holds and whether it is waiting for a scout, and those cells on the assembled map carry an antenna mark.
Fuel in plain sight. The top bar now shows your fuel stock and daily burn right next to energy. Tap it for a guide page: who burns it, where it comes from and how much the storage holds.
Back along the trail. The old metro labyrinth has a new Back button: the scout retraces the trail on their own to the previous fork or the entrance.
Class results. When a course ends, the log names every student and how much their skill grew.
No accidental trades. Every deal at the exchange office now asks for confirmation on its own card. And you can sell surplus even with a full storage: the goods leave and free up room for the parts.
While you're busy. With the labyrinth or another screen open, the bunker keeps living, but new incidents and intrusions no longer pile up on you all at once when you return.
Hold fast, Overseer.
1.31 25 Sept
DIRECTIVE 1.30 — BULLETIN FOR ALL POSTS
Mode changes now ask first. Every mode switch in the rooms and at the airlock brings up a confirmation card showing the room and the new mode, with a reminder that the next change comes only on the following game day. A stray tap while scrolling no longer spends your one change per day.
Arrivals: the weak spot is named. The arrivals block on the map now points to the factor holding newcomers back the most, with its score. When residents' stress runs high, the stability note says so outright.
Stability, explained. The guide now breaks down what shelter stability is made of and why it moves in steps, and the list of what makes a shelter attractive is complete.
New game. Before a new game starts, HQ warns that parts and supplies, including those bought in the store, stay with the old save.
Hold fast, Overseer.
1.30 24 Sept
DIRECTIVE 1.29 — BULLETIN FOR ALL POSTS
The scout walks on his own. No more tapping every cell in the metro labyrinths. Tap the end of a corridor and the scout walks it to the next fork: leaving a trail, picking up parts along the way, just as if you had led him by hand. The forks are still yours: where to turn is the Overseer's call.
The bell leads straight to the matter. Messages about events awaiting a decision now carry an "Open room" button: one tap and the compartment card is in front of you. And once an event is resolved or has run its course, its message leaves the bell on its own, so it never mixes with fresh ones.
The shelter speaks with new names. Residents now draw from twice as many names and surnames: twenty male, twenty female and thirty family names. Daughters take the feminine form of the surname, and those born earlier receive it on first launch.
Goals get to the point. The goals list opens on the "In progress" tab. Completed ones haven't gone anywhere: they have a tab of their own.
Parts arrive at once. A crate from the store and HQ gifts land in the warehouse in full the moment you buy them, with no queues or "inbound." If anything was waiting in HQ cargo from the previous version, it is credited on first launch.
Rating in one step. The "Rate the game" button in settings opens the game's App Store page right on the review form.
Hold fast, Overseer.
1.29 22 Sept
DIRECTIVE 1.28 — BULLETIN FOR ALL POSTS
You can skip a day. Tap the clock in the header to open "Skip a day." The shelter lives through a whole day in a couple of seconds, just as if the game were open: compartments work, construction and upgrades progress, residents eat and drink, newcomers reach the gate. The window shows in advance what will finish and whether food and water will last, and sums everything up afterward.
The price depends on what's running. An empty day costs 30 parts. Every construction, installation, course or job that finishes within the day adds exactly what the Rush button would charge. The breakdown is right there in the window, capped at 150 parts.
The call is yours. A skipped day is a quiet one: no new compartment events, no enemies from the metro or the airlock. But what has already happened stays: unresolved events go wrong over the day, enemies do damage, a crisis or hunger takes its toll. The window lists all of it before you tap, and then it's your decision. The skip runs to the end and never stops.
Buttons always at hand. The bell, the Guidebook and settings no longer disappear from the map if the game was closed with a compartment window open.
Numbers read right. Parts, warehouse slots and built rooms now take proper English plurals: "21 parts," not "21 part."
The store tells it straight. The parts crate description now mentions HQ cargo: whatever doesn't fit in the warehouse arrives on its own as space frees up.
Hold fast, Overseer.
1.28 17 Sept
DIRECTIVE 1.27 — BULLETIN FOR ALL POSTS
HQ cargo. Parts from the store and HQ gifts no longer land in the warehouse all at once. Whatever doesn't fit waits in the cargo and arrives on its own as space frees up: parts take at most half the warehouse, and the rest stays for food and medicine. The Supplies tab shows how much is still inbound, and the store tells you right away how much landed and how much is on the way.
The archives come into focus. Sheets from the old command bunker now open the way they were found: damaged. At the recovery threshold half the words are legible and the rest is static; with every percent of data recovery more comes through, until the sheet is whole. Handwritten notes are always legible — ink needs no recovering. The Chronicle shows each sheet's percentage.
The Log hears the whole shelter, for real this time. Fourteen more compartments report events the minute they happen: closed water cycle, automated med station, battery room, Central AI, old command bunker, Scouting HQ, psychology compartment, repair dock, secret passage, technical corridor, Surface Restoration Center, Synthetic Food Center, training zone, waste recycling.
Filters hold as many as they clean. A filter's resident limit now grows with its output: every level adds as much to the limit as it adds to power, and output upgrades raise the limit too. Five level-three filters cover ninety residents.
The classroom shows skills. Every student in the roster now shows a skill level: the course subject while a course runs, and top skills when it's time to decide whom to replace.
Hold fast, Overseer.
1.27 15 Sept
DIRECTIVE 1.26 — BULLETIN FOR ALL POSTS
The shelter has a story now. "Twelve Days" is twelve papers about what happened on the surface and why the city went underground. An HQ radiogram arrives on day one (current Overseers receive it once, with this update), seven command sheets sit in the archives of the old command bunker and open as data recovery progresses, and three pages of someone else's diary wait in the sealed sector. The twelfth sheet can't be found, only earned. Everything gathers in the new Chronicle section of the Guidebook: found papers read as they are — telegraph tape, typewriter, a handwritten notebook — and missing ones say where to look.
The third diary page demands a decision. Tell the residents the truth or lock it in the archive: one choice per shelter, and the residents answer it. Society, morale, stress and the military faction's mood shift, and for a day and a half the Log records how people take it.
The radio room picks up an alliance. Once the frequencies are found, Ladle comes on the air — a neighboring shelter with water but no food. Contact comes every few days, then one day goes quiet, and whether Ladle returns is anyone's guess. The alliance status shows on the radio room card.
HQ writes by the day. On days two, five, ten, twenty and thirty, HQ radiograms arrive in the bell — one per day, so veterans receive them gradually rather than all at once.
The isolation room detains on its own. The isolation room card has a new "Auto-detention" switch: once an hour the Overseer on shift locks up a resident with a second disciplinary mark, if a cell is free. Release is manual, and every detention goes in the Log.
Partnerships play fair. One partner per person, an established couple doesn't fall apart over a newcomer, and children and family never pair up.
From the Overseers' letters. Scouting HQ got the level and maintenance card it was missing. The morgue reports only what is actually happening: overflow when it is full, not when it is empty. A second waste recycling compartment now shares the inflow with the first instead of counting all of it again.
Hold fast, Overseer.
1.26 14 Sept
DIRECTIVE 1.25 — BULLETIN FOR ALL POSTS
Guards rest like everyone else. Post readiness now comes from the guards themselves: duty wears each of them down personally, and sleep in the living quarters restores them like anyone. The post card shows a "Guard readiness" line, and the Command Center alert now says what to do: let people sleep, rotate the shift, or assign guards to an empty post.
The old shaft honors its contract. An open geothermal circuit delivers the promised +12 output, pressure rises by exactly eight, and sealing the shaft puts everything back. Opening it through the "Old passage" discovery now also maps an evacuation route.
The Log hears the whole shelter. The Command Center, greenhouse, children's zone, quarantine, robot bay and morgue now report events that need a decision. The greenhouse notes its first harvest. A stopped compartment sends no alarms — a rule that now holds in all twenty-two rooms with a "Stopped" mode.
Level cards show both numbers. When upgrading a compartment you see what the current level gives and what the next one will — no more mental arithmetic.
Upgrade effects fully named. Thirty labels gained proper Russian and English names: surface restoration maps, ritual order in the morgue, backup power, early warning, Central AI modules. Reductions now read with a minus: "rumors −10", not "rumors +10".
Hold fast, Overseer.
1.25 12 Sept
DIRECTIVE 1.24 — BULLETIN FOR ALL POSTS
The Engineering lab steps out of the shadows. Every finished project now reports to the Log with exactly what it gave the shelter: automation, Generator room fire safety, Technologies, parts to Storage. The Workshop and Generator room cards have a new "Lab contribution" line, and your engineers' innovation shortens upgrade installation across the whole shelter — up to twenty percent at a full hundred.
Standing arms. A weapon issued to a guard for duty stays with them for as long as they hold the post and have ammo. Timed returns are now for expeditions and alerts only.
Work queues keep honest time. Chem bay batches, Workshop tasks, and lab projects count their time from the moment they start, not from the moment they join the queue — and the progress bar runs from zero to done in exactly the time the job takes.
A fuller Log. An installed upgrade names its compartment. The Chem bay, Geothermal node, and Biolab report events that need a decision. A stopped Geothermal node stays silent — as idle equipment should.
The Recreation room counts more precisely. The "Remaining" estimate accounts for every reason for the visit: stress, fatigue, and morale.
Staffing hints. The Airlock, Kitchen, and Greenhouse explain who is needed there and what a second worker adds. Level-five Filters gain +5 to their limit.
Quick start. The first launch no longer waits on the cloud: your shelter's copy comes down from iCloud if it answers within a few seconds; otherwise the game begins right away.
Hold fast, Overseer.
1.24 10 Sept
DIRECTIVE 1.23 — BULLETIN FOR ALL POSTS
The closed water cycle feeds the shelter's reserve. The water it recovers goes into the tank, and its contribution now reads as one figure on the compartment card and in the Command Center alike.
Fertilizer from waste recycling is put to work. It raises the yield of working farms — up to twenty percent at full supply, split evenly between them. The Composter is now an upgrade whose worth you can see.
The Workshop assembles equipment. In Crafting equipment mode it takes on a filter module once you are down to four filters, and a tool set once you are down to three. An engineer must be on shift: four parts per filter, five per set. The shelter has a source of filters of its own, besides recycling and the exchange.
Every room card carries "Who to put on shift". Under the seat counter, always in the same place: which skill counts here, whether the best worker is taken or all of them add up, and whether there is a bar to clear. It says so plainly where the skill decides nothing — in the Storage everything rests on the assigned role.
Power priorities are available in the Geothermal node. Energy can be distributed from there, not only from the Generator room.
The laboratories report to the log. The engineering lab and the laboratory post their incidents where Storage and the Generator room already do: what happened, and in which compartment.
The alarm is always visible. The red bell shows even while an upgrade is being fitted.
The handbook gained an answer on where tools come from, and its build costs and times have been checked against the shelter — several compartments go up faster and cheaper.
Stats of upgraded late compartments now match what their cards promise.
Hold fast, Overseer.
1.23 8 Sept
DIRECTIVE 1.22 — BULLETIN FOR ALL POSTS
The power grid no longer runs through the generator room. Overseers who traded their generators for geothermal nodes ran into something strange: a compartment cut off during an old shortage would never come back on, the energy reserve sat frozen, and the figure on the main screen disagreed with the Command Center. The accounting lived inside the generator room and vanished along with it. The grid is now counted whatever you power it with.
Power priorities are available from the geothermal node. They always applied to the whole shelter, but the panel stood in the generator room. Demolish it and the setting was gone — while the game kept pointing you back to it. You can reach it from either compartment now.
The Command Center has stopped counting residents twice. It reported a food shortfall where nobody was going hungry: the kitchen's draw already covers the whole shelter, and a second helping per head was being added on top. In a large colony that came to dozens of phantom rations a day. Both screens agree now.
A teacher stays a teacher. A classroom with an instructor assigned and no students enrolled lost them on every launch — an old rule mistook the teacher for a pupil.
Hold fast, Overseer.
1.22 7 Sept
DIRECTIVE 1.21 — BULLETIN FOR ALL POSTS
The storage no longer burns your supplies in secret. Fires were taking fuel, batteries and parts without a word — no line in the log, no alarm. Overseers watched the numbers drain and had no way to learn where any of it went. Every day's losses now go into the log as their own entry: what burned, and how much.
And it was burning four times more often than it should have. The risk was counted for each storage compartment separately, even though every storage draws on the same stock. Anyone who built extra hangars was quietly setting their own fuel alight. Fixed: a fire is now a single incident for the whole shelter — rare, but worth noticing. A fire cabinet, good compartment condition and an engineer on shift all cut the risk sharply.
The commissioning card has stopped being cryptic. It used to name a price and then grey out the button with no explanation: you could see neither your own stock nor the compartments you were missing. Now every such card carries a checklist — what you have against what you need, and exactly which compartment is absent. It works everywhere commissioning is required, from the geothermal node to the children's zone.
The handbook answers the vanishing-supplies question. What a fire takes, why the risk grows with the fuel you hoard, and how to bring it down.
Hold fast, Overseer.
1.21 6 Sept
DIRECTIVE 1.20 — BULLETIN FOR ALL POSTS
The shelter now moves with its overseer. Settings gained a "Load the iCloud copy" row: minimize the game on one device, pick it up on another right where you left off. Under the button you can see what the cloud holds — the day, the residents, the time of record. An empty game can never wipe out a real bunker.
Air filters have learned to work together. Each filter counted the entire population as its own, as if the neighbouring units did not exist: in large shelters wear ran several times faster than it should, and the accident risk went through the roof. The load is now shared between all running filters.
The recreation room speaks plainly. A session cannot start without a host, but the room kept quiet about it — an overseer saw free seats and could not tell why they stayed empty. The capacity line now shows the number of hosts, with a warning when there are too few.
Hold fast, Overseer.
1.20 30 Aug
DIRECTIVE 1.44 — BULLETIN FOR ALL POSTS
Snake. The board is bigger on Very fast. At high speeds the snake pauses for a moment at a wall, so your turn still lands. The control buttons are bigger.
Classroom. Search residents by first or last name — the student you need is a couple of letters away.
Goals. "Ration days" can now also be completed with rations in storage — within reach for large shelters.
Arrivals at the gate. Every ring now has a label, and generous shelters get a "Generosity" ring.
Incidents. Decision buttons are brighter and easy to spot.
Leaderboard. Support for the game is now marked with hearts.
Guidebook. "Mini-games: where to find them and what they give" is rewritten: which room, which button, and what each game brings.
Radio. When a new version comes out, HQ sends a radiogram to your bell.
Hold fast, Overseer.
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