
km 0
The White Mile
Open snowfields and the remains of the old crossing.
Cold

Early accessFree in your browser1.10 The Living Road is out
Survive the Deep Winter. Build a home on the road north. Then take the whole settlement with you, aboard a walking landship.
Free to playFree account with GoogleYour journey on every device
An experiment in survival
Leave one more set of footprints.
Road Roamers: Ashfall Survival is a free survival, crafting and base-building game you play in your browser. Walk a 128 km road north through the Deep Winter, keep your lantern lit through the Long Night, found settlements of people who decide for themselves, and build walking landships that carry a whole town.
It is procedural, seeded and streamed: every journey's road is its own, and the world keeps living while you walk it.
128
kilometres of road north
9
regions of the wide country
~1,000
lives simulated, each deciding for itself
10
landships, from courier to walking town
128 km, nine regions
One road through the Deep Winter. Every journey's road is seeded, so the regions fall in a different order each time; this is one way north.

km 0
Open snowfields and the remains of the old crossing.
Cold

km 14
Dark conifers packed to the verge; the road runs in their shadow.
Cold

km 28
Crimson brambles, skeletal birches and lost wayhouses.
Cold

km 43
Broken towers, roadside memorials and abandoned shelters.
Cold

km 57
Wind-scoured crags and hard climbs between high ridges. Ranges reach 60 to 150 m.
Cold

km 71
Tall dark rock shoulders and exposed stretches of road.
Cold

km 85
Frozen pools, reed beds and a causeway raised above the wet.
Cold

km 100
Grey ash drifts, dead snags and old burn scars. Mesas and plateaus.
Cold

km 114
Twisted old growth where the light goes strange at dusk.
Cold

km 128
At the far end of the road hang the three northern bells. Restore them, or simply keep walking.
Explore the worldEvery sixth night
The dark will last twice as long, and something great walks in it.
Every sixth night the dark stretches out. Prowlers circle at the edge of the lantern light, and one of the season's giants walks the country. Keep the fire fed. Keep the lamps lit.
The Rime WalkerDeep Winter
The Mire FatherThaw
The Ash PilgrimBrief Summer
The Antler KingFrost-fall

The night attacks
Night falls
About six and a half metres of it. Inside, the camp. Outside, the dark, and whatever is drawn to a light in it.
Night pressure
“Things are gathering where the light does not reach.” Stand unlit on a dark night and it builds. Watchers wait at the edge of sight, and vanish when light reaches them.
They circle
“Make a light, or reach a fire.” A red ring warns before a prowler lunges. Far off, something howls, and something answers.
Hold the camp
Set the watch: up to two watchers a night, and hounds that smell them coming. String trip-lines with bells. A bright camp holds horrors at the edge of its light, and draws bandits; a cold camp hides from bandits, and invites the dark.
Night pressure
Move your torch: the watchers flee its light.Tap the camp to feed the fire.
In-game capture: The light and the dark
Know what hunts you
They raid the stash and the beasts, and a bright camp draws them from further off. Bandits shout; horrors shriek, rattle and howl.
Road cutthroats, snow raiders, masked marauders, the Wolf-cloak Captain
Wolves raid the meat on the drying rack. Unlit beasts at the camp edge are what the horrors hunt first; keep the picket line inside the light.
Waste hounds and the wild things of each region
When your resolve runs low, the world watches back: tall shapes at the edge of sight, never there when you arrive.
Seen by you alone
Whispers in the dark, and footsteps behind you that are not there. No one in your company hears them.
When resolve falls below 35
They walk at night and hunt in eight ways, from the rusher that closes and strikes to the leech that clings and drains.
Wraiths, ash crawlers, grave hounds, bell-throats, soul leeches and worse
From the second season, once a season, a giant walks toward your nearest settlement. Signs come first.
The Rime Walker, the Mire Father, the Ash Pilgrim, the Antler King
Every sixth night the dark lasts twice as long, and one of the great foes walks in it. Kill it and take its trophies.
Bosses such as the Spine Lord and the Gatekeeper
The landship hangar
Drag to turn her
Loading the model
Colossal
Walking town
A walking settlement that founds itself anew.
Survive and build
Survive
Health, resolve, warmth and breath. Eat, drink and stay warm; dress cuts and bites before they bleed you out. Your lantern holds the dark back, and burns fuel.
Fight
Staff strikes, a hunting bow, quick steps and a brace that parries. 56 kinds of foe: bandits, horrors and bosses.

Camp
Pitch it away from the road each evening, strike it each morning. It grows from a lean-to and a fire ring to canvas tents and a palisade.

Craft
Knap a stone axe, bind a pitch torch, smoulder charcoal, grind flour. Crafting shows what you can make now, what is missing and where.
Build
Found a settlement from your camp, name it, and build: dozens of buildings, from a smithy and watermill to a bell tower and a coaching inn. One base per region.
Grow
Sow winter rye, red turnips and pale flax; water and fertilise. Tame and raise animals, each with its own produce, in pens, byres and stables.
A living world
Every villager weighs hunger, thirst, warmth, rest, safety, belonging and purpose, and chooses for themselves.
They work, eat, talk, teach and tinker. They argue, hold grudges, steal, and sometimes leave. Villages open their own projects, price their goods by supply and demand, and send caravans down the road. When someone is attacked, the people nearby come running.
Open Mission Control (Shift+N) to see what everyone in your settlements is doing, and why, and change it.
The story so far
Story film coming
Chapter I · The world
The snow keeps no promises.
The year begins in the Deep Winter and never quite leaves it. The sun rises late and sets early; the thaw is short, the summer shorter, and frost-fall is only the Deep Winter clearing its throat.
Read chapter I
Story film coming
Chapter II · What came down with the snow
Under the ashes: a cup, a button, and the outline of a second bed.
Some winters the snow comes down grey. There is ash in the drifts of the barrens, old burn scars under the dead snags, and on certain summer days ash falls from a clear sky.
Read chapter II
Story film coming
Chapter III · 128 kilometres
The milestone has two distances carved into it. One points north.
A single road runs north for 128 kilometres, through nine regions of the wide country. It is walked by pedlars and caravans, by villagers visiting kin, by hunters and by worse.
Read chapter III
Story film coming
Chapter IV · Beyond the verge
Where the light goes strange at dusk.
Off the road the land turns wild: the Black Pinewood packed to the verge, the crags of the highlands, the Black Escarpment, the Reed Fen, the Red Thicket, the Forgotten Parish and the Hollow Wood.
Read chapter IV
Story film coming
Chapter V · Every sixth night
The dark will last twice as long, and something great walks in it.
Every sixth night the dark stretches out. Prowlers circle at the edge of the lantern light, and one of the great foes walks the country.
Read chapter V
Story film coming
Chapter VI · People who decide for themselves
Every window faces the road. Even the abandoned houses seem to be waiting for someone.
Villages along the road run themselves: people who eat, argue, teach, trade, fall out and make up, and remember who came to help when the raiders did.
Read chapter VI
Story film coming
Chapter VII · Towns that walk
If the road will not come to you, take the town to the road.
Someone built the first walker from a cab, two springy legs and stubbornness. Now yards along the road raise ships of timber and iron that walk on four legs, six, or roll on eight wheels, burning charcoal from the forests they pass.
Read chapter VII
Story film coming
Chapter VIII · Next on the road
One more set of footprints. Then many.
The road was never meant to be walked alone. Co-op, then tribes, are next on the road: friends in the same world, shared camps and settlements, landships crewed together, and a world that keeps turning while the tribe sleeps.
Read chapter VIIIHow to play

You start on the White Mile with one basic fire kit: two lengths of timber bound with a strip of cloth. Scavenge the verge as you go.
When the dark comes, find a stone fire ring and use the kit (E, or Use on a phone). Fire is warmth, and light holds the prowlers at its edge.
Your first fire teaches your first tool: the stone axe, 3 timber and 2 stone. The note pins it, and counts what you still need on screen.
Loose stones and fallen timber lie along the verge. Open Crafting (C) to knap the axe, then a stone pick.
Your lantern (L) burns fuel, dim or bright. Pitch camp (B) away from the road before the next night, and the road opens up.
Made by
Road Roamers is developed by GetIllustrations, the illustration and icon library: the largest library of vector illustrations and icons for websites, apps, and presentations. 35,000+ illustrations and 19,000+ icons across 400+ packs, 100% human-made, used by 56,000+ users.
From the road
Out now
Walking and rolling bases that carry your people, your stores and your work across the country, from the two-legged Hearthrunner to the colossal Citadel Pilgrim.
Touch controls and a layout that fits: a floating stick, three action plates, pinch to zoom, and full-screen panels.
Hills everywhere and mountain ranges up to 150 m, a road that meanders like a worn winter track, valley fog, cloud shadows and contact shadows.
Early access · Free in your browser
In your browser, on desktop, phone and tablet. Nothing to install.
Co-op and tribes are next on the road. See what is coming.