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Until I'm Out

Until I'm Out: a zombie's hand reaching through a condo door marked with a fire-exit sign

Every door is a gamble.

Until I'm Out is an isometric zombie survival roguelike set inside a Bangkok condo tower. Search your neighbours' units, carry what you can, craft from what you find, and fight or slip past the residents on your way down.

Demo
Free
Floors
21F–23F
A run
20–25 min
Plays on
PC, keyboard & mouse

Trailer

Three floors in forty seconds

Gameplay

Get out of the tower alive

An isometric survival roguelike in one Bangkok condo tower. Every run is a short, tense climb through floors that remember what you did to them.

  1. A condo balcony at dusk above a Bangkok street, the dead crowding between burning cars and a stalled bus01
    Frying Pan

    Wake up

    Unit 2101, 21F. The PA goes off. The nearest tool is a frying pan.

  2. The survivor, backpack on, kneeling in a ransacked condo unit and going through a drawer02
    Backpack

    Search

    Search units, decide what to carry, and craft what you're missing.

  3. The survivor swinging a fire axe at a crowd of turned residents in a bloodied corridor03
    Fire Axe

    Fight or slip past

    Swing, sneak or barricade your way past what used to be your neighbours.

  4. The survivor climbing a concrete fire stairwell, one hand on the rail, toward a door marked 2204
    Fire Exit Key (23F)

    Get out

    Climb to 23F, cross it in the dark, and take the west stairs down.

Floor

Three floors. One way down.

The demo covers 21F to 23F of a 33-storey tower. Each floor waits exactly as you left it.

  1. 21F

    Building status

    Power out

    Something has been shuffling in the corridor since the alarms stopped. The stairs below are blocked: climb the EAST fire stairs and find a clear way down.

    Your floor. The backpack and the fire axe cabinet are somewhere here.

    Somewhere hereBackpackFire Axe
    The survivor swinging a fire axe at two walkers in the 21F corridor
  2. 22F

    Building status

    Overrun

    Something went very wrong up here. Doors hang off their hinges, and something is banging behind the others. A guard was seen on this floor.

    The nest. The guard carries a key, and that key opens the unit with the revolver.

    Somewhere hereKey: Unit 2207Revolver
    The 22F corridor under an emergency light, doors hanging open
  3. 23F

    Building status

    Blackout

    The emergency lights are dead up here. The WEST stairwell is the way down. Something big paces at that end of the corridor.

    No power at all. Bring a light, and something heavier than a pan.

    Somewhere hereFlashlightFire Exit Key (23F)
    A flashlight cutting through the pitch-black 23F corridor as a runner closes in
The survivor aiming a revolver along a flashlight's beam in a dark, bloodstained corridor, a walker behind him

23F · no power at all

Every shot is heard across the floor.

Survive

Search. Carry. Make do.

Small rooms, short sightlines and few exits. The building is part of the threat.

  • Unit 2101 at night, a burning street far below, and the building office's outbreak announcement
    Key: Unit 2207Crowbar

    Every door is a gamble

    Listen, look for clues, then decide: open, pry or move on. Wardrobes and bathrooms can hide more than supplies.

  • A wardrobe's contents open beside the survivor's pockets, with a weight limit
    BackpackBottle of Water

    Carry less, choose more

    Four pockets, a backpack if you find one, and a weight limit. Tools wear out; proper weapons can be repaired.

  • The Make Do crafting panel listing bandages, field dressings and barricade kits
    Cloth RagDuct TapeNails

    Make do

    Turn rags, planks, nails and tape into bandages, barricades and better weapons. It takes a few seconds, so pick a safe corner.

  • The survivor swinging a frying pan in a corridor, a ring showing how far the noise carries
    Revolver.38 Rounds

    Noise is a choice

    Sprinting, swinging and the revolver all carry. Walkers hear it, bash doors, and come for you.

  • The pitch-dark 23F corridor lit only by a flashlight, runners closing in
    FlashlightBatteryLighter

    Light in the dark

    A flashlight with a battery, a lighter with fuel. The top floor has no power at all.

  • Arriving on 22F at the fire stairs, the tower's facade and the street below
    Frying PanFirst Aid Kit

    No two runs alike

    Loot, loose finds and walkers roll anew every run. The floors you leave stay exactly as you left them.

Scavenge

What the neighbours left behind

Every container rolls its own loot. Hover or tab through the slots: each line is the game's own.

Weapons

  • Frying Pan
  • Claw Hammer
  • Kitchen Knife
  • Steel Pipe
  • Fire Axe
  • Crowbar
  • Baseball Bat
  • Spiked Bat
  • Guitar
  • Mop Spear
  • Reinforced Pipe
  • Revolver

Survival

  • Flashlight
  • Battery
  • Lighter
  • Bandage
  • Field Dressing
  • First Aid Kit
  • Painkillers
  • Bottle of Water
  • Cup Noodles
  • Canned Sardines
  • Energy Drink
  • .38 Rounds

Materials & keys

  • Cloth Rag
  • Wood Plank
  • Nails
  • Duct Tape
  • Rope
  • Barricade Kit
  • Backpack
  • Key: Unit 2207
  • Fire Exit Key (23F)
The survivor sitting against a barricaded door, taping a kitchen knife to a mop stick, his backpack beside him
A kitchen knife, a mop stick, half a roll of tape.

Make do

Real recipes from the demo. A few seconds of work each: pick a safe corner.

  • Cloth Ragx2Bandage
  • Wood Plankx2Nailsx6Barricade Kit
  • Baseball BatNailsx6Spiked Bat
  • Steel PipeNailsx6Duct Tapex2Reinforced Pipe

Residents

They used to live here

Three kinds of trouble in the demo. They see, they hear, and they don't give up easily.

  • The survivor swinging a fire axe at two walkers in the 21F corridor

    Every floor

    Walkers

    Your former neighbours. They stroll, listen, bash doors, lie still among the dead, burst out of wardrobes, and grab. Six presses of SPACE break a grip.

  • A runner lunging at the survivor's neck in the dark 23F corridor

    23F

    Runners

    Faster than you'd like. Their first move is a sprint straight into a grab; after that, they strike and keep coming.

  • The Tanker bearing down on the survivor at the west end of 23F

    23F, by the exit

    The Tanker

    It paces the corridor by the only way out, charges, and throws you across the hall. It also carries the fire-exit key.

How to play

Keyboard and mouse

WASD
Move
Shift
Sprint (loud)
LMBSpace
Swing or fire
E
Open, search, pick up (hold to pry)
F
Take all · barricade
R
Reload
Q
Swap weapon
L
Light on / off
H
Quick heal
Tab
Backpack
C
Crafting
Wheel
Zoom in / out
A zombie lunging at the survivor's neck on 22F, a SPACE key prompt to break free
Grabbed? Mash Space to break free.

Questions

Before you open the door

How much does the demo cost?

Nothing. The demo is free.

What does the demo include?

Three floors of the tower (21F to 23F), three kinds of zombie including the Tanker, about thirteen crafting recipes and one revolver. A careful run takes about 20 to 25 minutes.

Where can I play it?

Right here in your browser, on the Play page: a computer with a keyboard and mouse is all it needs. Desktop builds will follow.

What do I play with?

A computer with a keyboard and mouse. Phones and tablets aren't supported. The game is in English.

What happens when I die?

The run ends and a new one begins. Loot, loose finds and walkers are placed differently every time.

Does the game collect data?

Only if you join the leaderboard. Before the web demo starts, the play page asks: say yes and pick a tester name, and your runs are sent and your fastest one goes on the board. Say no and you play the same demo with nothing sent. You can change your answer any time under the game. The privacy page lists exactly what is sent.

More on data in the game: privacy.

The tower's balcony far above a burning Bangkok street full of wrecked cars

Sixty metres down

The city is burning. Get out alive.

Fire exit

Find a way out

The free demo is open, right in your browser. Then follow development for what comes after 23F.

Community links are on their way too.