King Island

Early Access · Coming soon

Building it with you here

Last Store on Earth is a big game, dense with systems, and one person is making it. Early Access exists to build it alongside the people playing it, not to sell it early.

A management sim lives on small details and on the balance between its parts. That does not get tuned alone: it gets tuned with people playing and saying what works and what does not.

Put plainly

An Early Access game is not finished. There will be bugs, half-polished corners and systems that change shape as they go.

Buy it for what it is today, not for what it promises to become. If what is there right now is not worth it to you, wait for the finished version. We would rather lose a sale than win one on an expectation we cannot meet.

What you can already play

The whole first half: restoring the shop and running it. It is a playable experience from start to finish, not a tech demo.

Restore the shop by hand

Clear rubble and rubbish, mop the floor, clean the windows, sand and paint the walls, cover old graffiti and repair what time broke.

Get the power back

Fill the generator, start it up, flip the breakers and get the fluorescents lighting the aisles again.

Run the business

Order stock over the radio, take delivery in crates, fill the shelves, set your prices and serve customers at the till.

Make it yours

Place and arrange furniture in build mode, and expand the shop bit by bit.

What comes later

The big addition in the full version is the second half of the game. These are plans and intentions, not guarantees: the exact shape may change as development goes on.

The underground bunker

The second half of the game: a network of levels to find, explore, restore and slowly turn into a lived-in settlement.

Survivors and jobs

People moving in downstairs, with systems to build, craft and assign them work.

Hydroponics

Growing food underground. The two halves feed each other: the potatoes you grow below get sold upstairs.

More of the cast

Going deeper on the characters, who are written as people with a history, tastes and relationships — not generic NPCs.

Multiplayer

The game is single-player today. At some point in development we will attempt multiplayer. Said as what it is: an intention, not a date.

How long it will take

The estimate is between 18 months and two years, and it is deliberately generous. Development may well go faster; if it does, all the better. But we would rather leave room and finish early than name a date and keep pushing it back.

We will always prefer giving you good news — it is ready sooner — over bad. Early Access ends when the game is finished, not when the calendar says so.

How you take part

Two things worth knowing

Use of generative AI

One person makes this game, and every creative decision goes through the developer's hands: the world, the story, the characters and their dialogue, the design and every mechanic are the developer's work.

At specific points in production, generative AI tools were used as support: on parts of the artwork and textures, some 3D models, sound effects, the characters' voice audio — performing lines written by the developer — and as an aid for text revision and translations. Every AI-assisted asset is reviewed, edited and integrated by hand; nothing goes into the game without passing through the developer's judgment. AI is not used to imitate identifiable real people or existing copyrighted works.

Mature content

It is a bleak post-apocalyptic world, dark and serious in tone, aimed at an adult audience, and it deals with survival in a society that has collapsed.

It contains references to weapons, violence, death and drug and alcohol use. Right now there is no combat and no weapon use, though it is planned for future updates. There is no explicit sexual content. This description will be updated as the game grows.