Last Haven
Three survivors, a wild valley and a broken radio.
Last Haven is a colony survival game for the phone, in the spirit of RimWorld but much smaller. You decide what gets built and in what order, and the colonists pick their own jobs from six skills and a list of priorities. Hunger, energy, mood and health change through an eight-minute day, the valley sends rain, drought, fever and wanderers, and the game pauses when raiders are spotted so you can give orders calmly. Twelve research projects across three eras end in a radio transmitter: build it and hold out three days for the rescue. Portrait, offline, in English and Portuguese, and playable to the end for free.
What it does
Simple premise. Real value.
Colonists with their own jobs
Six skills from 1 to 10 and a priority list, so the builder builds, the farmer plants and the medic goes to whoever got hurt.
A valley that pushes back
Heavy rain, drought, fever, wanderers asking to join, scrap in the valley, and then the raiders.
Research toward the rescue
Twelve projects in three eras, from the campfire to a lab. The last one is the radio transmitter.
Made for short sessions
Portrait and mostly one-handed, with pause and 1x to 4x speed under the thumb and a save every minute.
The story behind it
The Problem
Colony sims like RimWorld are built for a mouse, a big screen and long evenings. I wanted the same loop of needs, jobs and raids to fit a phone held in one hand for a few minutes.
What I Built
A Flutter app with no game engine: a pure-Dart simulation on fixed ticks, with Dijkstra pathfinding, a xorshift random generator and JSON saves per slot, drawn by a single CustomPainter. The pieces start as SVGs generated by a script, and painted PNGs replace them by id as they are made.
What I Learned
Mixing painted and vector art on the same map shows. The terrain and a handful of objects are painted and the rest is still SVG, so the colony looks uneven until the remaining pieces are painted too.