Holdout

Changelog  ·  Every update, newest first

What changed in the camp

Each time a new version goes up, it's written down here: what you can now do, what behaves differently, and what was fixed. Saves from earlier versions keep loading.

Next updateBuilt and being tested
Coming soon

The Camp centre, a real map, trips, winter, and people out there

These are finished and going through the full test run before they go up.

  • Camp centre (Tab). One place to run the camp: an advisor with one-click fixes, drag faces onto jobs, paint schedules, set build priorities, and use five presets. The camp runs itself by default.
  • The map (M). A survey map with relief, rivers, roads and buildings, searchable, with right-click plans. It shows only what your people know, and how old that news is.
  • Trips you lead. A party bar with orders for each person; scavenge, spy, trade, rescue or move the whole camp; horses; backpacks; a pack window when you carry too much.
  • Winter and survival. Seasons, snow and cold, firewood, rations, dirty water and sickness, stress and breakdowns, hunting, and feral dogs. New to build: Shrine, Snare Line, Animal Pen, Hunting Bow, Fur Coat.
  • People out there. Armed strangers you meet face to face: talk, trade, standoffs that can end in a draw, real gunfights from cover, raids, prisoners, and allies who can turn on you.

Also in the works

  • Towns and cities with enterable buildings; ordinary men, women and children among the dead (a few armed); chases that are hard to shake.
  • Night attacks at random times and sizes, herds crossing the land, and no news from camp while you're out of reach.
  • Turning and tilting the camera, a proper loading screen, and a short illustrated "how to lead".
  • Camp politics, grief and funerals, silent takedowns and grapples, and your own dead rising.
28 Sep 2026Open to everyone
Current

Holdout is open, with a new home page

No login any more: anyone can play in a desktop browser. The website is new, and this version adds the biggest set of features yet.

New

  • The charter. Agree the camp's rules around the fire when you claim it. Later, people petition to change laws; you accept, call a vote or veto (and a veto costs trust).
  • Jobs board and shifts. Drag people onto jobs, give them second jobs, and split day and night shifts.
  • Amputation. A bite on a hand or foot can be cut off in time. Life after it is harder but goes on.
  • More than one camp. Each camp keeps its own stock and has its own deputy, and supply runs carry goods between them.
  • Chemistry and the person screen. Who likes whom, who clashes; everyone's story, skills, gear and items in one place.
  • Missions. Plan a route on the map and send a team: scout, scavenge, clear, rescue, trade or recruit. They come back with a debrief.
  • Goals, scouts and herd intel. Set what the camp works towards; send scouts to watch an area. Big herds are known only from someone who saw or heard them, and you can turn them aside with decoys, fire or fences.
  • A living world. Other people live their own lives out there; visitors come to the gate on foot.

Better

  • News reaches you only in person or over a radio link: the walkie must be carried, and there must be one at camp too.
  • The watch answers wall attacks and shouts for help when a wall is really in trouble. Sleepers get up only if the dead break in.
  • Every first name in a game is unique, from a much larger name pool.
  • Clearer view in rain and fog; slimmer scrollbars.

Fixed

  • People could be bitten through a closed wooden gate.
  • Tent beds that nobody could reach; beds held for hours by people who never came.
  • Tired guards walking back and forth between bed and post all night.
  • Repairs using up every last piece of wood.
26 Sep 2026First online version

You work alongside them, and a deputy runs things while you're away

  • The leader works by hand (E): chop, build, carry and repair with your people.
  • A deputy with limited powers runs the camp while you're away. Decisions they aren't allowed to make wait for you, and you get a brief when you come back.
  • Walkie-talkies for keeping in touch, and the Party panel (U) for who travels with you. Followers search as you go.
  • A night watch every night, with patrols along the walls.
  • Decisions as picture cards with the faces of the people involved, and a visible outcome. The laws and rules screens were redone.
  • Keys work on any keyboard layout (they're read by position, so W is always W); pause menu fixes; perk offers wait in the tray, and level-ups show a notice.
  • The world has more nature, stories and bigger ruined camps, and people no longer get stuck.
  • Clearer weather, fog and colours.
25 Sep 2026The first builds

Holdout begins

  • Lead a group of strangers to an abandoned camp, and raise walls before the second night.
  • Squad orders and stances, needs, weather and smell, save and load, scenarios and difficulty.
  • Relationships, quests, factions and laws; landmarks, a mystery behind the outbreak, expeditions and vehicles.
  • Drowsy dead in daylight, hordes that lose interest, a large world with roads and farms, and more than one camp to claim.