Milton Keynes, UK
51.9923° N 0.7345° W

Early access
Prototype build

Raid intel

Duncombe Street

Bletchley · Milton Keynes · MK2

Duncombe Street · Osborne Street · Water Eaton Road · Oliver Road · Clifford Avenue · The old Sainsbury's · The Brunel Centre · The army camp

Raid time
18 min
Scavs
14
Crates
24
Exits
2

Watch

Early Demo Trailer

More videos

  • A dev tour

    A quiet walk round the map, street by street.

  • Posylka Prishla

    A music video filmed in the game.

The story so far

How it got this way

What happened?

The story is left lying around the street: leaflets on the doormats, cards in the windows, letters and notes in the houses, and the soldiers' logs at the checkpoints. Take them home and pin them up.

  1. Britain kept the war supplied

    Russia launched a full-scale invasion into Europe, and Britain became NATO's logistics hub. American and allied troops, vehicles, rifles, helmets and body armour came through its ports, airbases and depots by the shipload.

  2. Russia paid for trouble

    Britain was already divided, worn down by COVID, heatwaves, cyberattacks and one political crisis after another. Russia saw a chance to cut the link between Europe and the US, and quietly funded criminal gangs and dissident groups, each with its own agenda.

  3. The Home Counties

    The counties around London were made a protective barrier for the capital, and a Civilian Protection and Continuity Zone for people displaced by the fighting.

  4. The strikes

    Russian forces captured a key port in Rotterdam and launched ballistic missile strikes on the south of the UK, London included. As a result, the Home Counties plan fell apart.

  5. Bletchley

    The government relocated to Bletchley Park, and the streets around it were evacuated. Then the government moved on. Criminals and opportunists moved in.

The game

What's in it

  • Old streets

    The first map is a corner of Bletchley built from Duncombe Street, Osborne Street, Water Eaton Road, Oliver Road, Clifford Avenue and the old Sainsbury's, beside the West Coast Main Line.

  • Loot and extract

    Eighteen-minute raids. Search the houses people left in a hurry, the crates and the scavs you drop. Extract before the timer ends, or lose what you were carrying.

  • Scavs

    Gang members, chancers and the odd few who never left, each in whatever they could find to wear. They're armed, they take cover, flank in pairs, throw grenades, draw a pistol or a knife up close, and come to investigate when they hear you.

  • Noise

    Sprinting, gunfire and moving through long grass all make noise. Walking, crouching and leaning round corners keep you quieter.

  • Gear and weight

    US Army plate carriers next to Russian helmets: NATO kit came through Britain by the shipload, and the gangs brought AKs. Two rifles, a pistol and a knife, eight gear slots and four pockets, and the more you carry, the slower you move.

  • Left behind

    Nobody has cut a hedge since the evacuation. Knee-high grass, ivy, wrecked cars, houses with the furniture still in, a looted pub, and council leaflets still on the doormats.

  • Squads

    Raid alone or with up to three friends, through Steam with no port forwarding. Shared loot, friendly fire, and your squad can carry your kit out if you go down.

  • Four traders

    Chalky, Carl, Crapper and Sofie buy, sell and hand out work from behind their ID cards. Earn their trust for new tasks, better stock, special orders and a tab at the doctor's.

  • The gunsmith

    Put your AK or your Hi-Power on the bench: a red dot or a picture-in-picture 4x scope, a suppressor, a railed handguard and a weapon light, a stock or none, and watch its handling change before you buy a part.

From the build

Screenshots

The raid loop

How a raid works

Beginner's guide
  1. Gear up

    Choose a loadout in your hideout, buy what you need from the traders and set up your rifle at the gunsmith. Anything you take in can be lost.

  2. Deploy

    Alone or with up to three friends, you start at the west or east end of Water Eaton Road, picked at random, in that raid's own weather and hour.

  3. Loot

    Search crates, houses and dead scavs, and take the papers people left behind. Keep an eye on your carry weight.

  4. Extract

    The army left its checkpoints when it pulled out. Reach one, find the red smoke and stay in the zone for ten seconds. If you die, you lose everything you were carrying.

Work for the traders

Tasks

Every trader has work that can't be bought off a shelf: nine tasks each, in three stages, done out on the street. Find something, look in on somewhere, carry something across, settle a score. What they're really about is for you to find out.

Tasks
36
Traders
4
Stages each
3
  • CarlDuff RoundsClifford Avenue
  • CrapperRead All About ItOsborne Street
  • SofieCold ChainOld Sainsbury's
  • Stages 2 and 3LockedStages two and three stay locked until a trader trusts you.
Meet the traders
A terraced street in the game, rifle in hand, with LISTENING in the middle of the screen and a line of the broadcast as a subtitle.
Chalky · The FixerStage 1

Dead Air

Duncombe Street

Someone's been broadcasting on an old emergency frequency. Same message, every evening. I've got a feeling it's coming from one of the houses near the railway.

Find yourself a wind-up radio, tune it in and have a listen. I want to know who's still talking out there.

Objectives

  1. Find the wind-up radio in one of the houses on Duncombe Street. (done)
  2. Blacked out
  3. Blacked out
  4. Extract from the raid.

RewardBlacked out

Tactical map

Plan your route

An interactive map of Duncombe Street and the streets around it. Pan and zoom, turn layers on and off, and click any marker for details.

  • Player starts2
  • Exits2
  • Scav spawns14
  • Loot crates24
Open the map

Early access / Prototype build

Early days

The Home Counties is in early development, with an early access alpha on the way. New builds, maps and weapons are written up in the dev log as they're added.