
Resilient Wiki
by CNRDEV · Coming soon
No guides yet
Begin with a handful of survivors after a 17th-century zombie apocalypse and build a growing colony. Shape its organic layout, establish production chains, define ideologies, and pass laws. Thrive by day, defend by night, and test your colony's resilience against the undead.
- Release
- To be announced
- Platform
- Windows
- Genres
- Simulation, Strategy
Resilient is not out yet. A guide needs one first-hand element, such as steps you tested, screenshots you took or a table built from the developer's own posts, as the editing guidelines explain. Until launch, this wiki shows the game's details from Steam, refreshed daily.
At a glance
From Steam, checked
- Languages
- 12 languages
Language list
- English
- French
- Italian
- German
- Spanish - Spain
- Simplified Chinese
- Portuguese - Brazil
- Japanese
- Korean
- Russian
- Turkish
- Polish
PC requirements
Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit
- Processor: Intel i5-8400 / Ryzen 5 2600
- Memory: 8 GB RAM
- Graphics: GTX 1650 4 GB / RX 570 4 GB
- DirectX: Version 12
- Storage: 25 GB available space
- Additional Notes: 1080p Low, ~30 FPS
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 11 64-bit
- Processor: Intel i5-10400 / Ryzen 5 3600
- Memory: 16 GB RAM
- Graphics: RTX 3060 12 GB / RX 6600 8 GB
- DirectX: Version 12
- Storage: 25 GB available space
- Additional Notes: 1080p High, ~60 FPS, DLSS/FSR/TSR Quality
Help build the Resilient wiki
No one has written a page for Resilient yet. Anyone with a free account can edit, and every change is kept in the page history.
Screenshots
About the game from Steam
Resilient is a colony building and management game set in a post-apocalyptic 17th century. Build a village with no grid, run it without fixed professions, shape what your people believe, and get them through the nights when the dead come.
Organic City Building
There is no grid. Buildings stand where you put them, at any angle.
Roads follow your cursor like a pen stroke, straight or winding.
Every home has a yard to fence and decorate however you like. Decorating is free, needs no construction, and you can rearrange it any time.
Survive the Night
Night does not end until the last of the undead is down.
Personality decides who does what when they arrive. The brave hold the front, the outnumbered and the bitten fall back, some run home and hide, and the last ones standing always fight.
The colony remembers. A coward who keeps running loses the others' respect; a fighter who keeps cutting the dead down earns it.
A bite does not kill at once. The bitten grow feverish, then turn, and rise as one of the undead with their own name and face.
Now and then a horde comes, far bigger than any normal night.
People, Not Workers
Every colonist is a person with needs, morale, skills, traits and a personality.
They need company as much as food, water and sleep. Every pair of colonists has a relationship of its own, shaped by where they live, who they work with and where they spend their evenings.
Colonists bring you requests, matters the colony has to decide, and every answer has people who back it and people who resent it.
Each colonist also judges your leadership. Answer badly, miss your goals or leave them hungry, and they start refusing work.
Ideology and Laws
Every colonist holds views of their own, and those views add up to an ideology: authoritarian, diplomatic, militarist, productivist or theocratic.
Views drift. The people a colonist is closest to pull them their way, and so do your answers to their requests.
Colonists on opposite sides get along worse, and they judge your decisions by what they believe.
Choose an ideology for the colony itself. It pulls everyone toward it over time.
That choice also opens the ideology's laws. Each one strengthens the colony in one way and costs it in another.
No Fixed Professions
You put colonists into groups and give each group its orders.
A group can work several orders at once, felling trees, building and cooking side by side.
A colonist can belong to more than one group, so nobody stands idle because one group's work is done.
Production Chains
Food, tools, homes and weapons all come out of chains of work. The workshop makes traps, hunters set them and bring back raw meat, and a cook turns it into stew. Logs and stone become homes and the weapons your colonists will reach for when the dead come.
Beyond the Village

Past the edge of your map lies a procedurally generated world: abandoned cities to search, survivors to take in and other colonies to meet.
Send a team to a place on the world map, decide what it does when it arrives, and see what it brings home.
Survivors may join you. Accept or reject each group as a whole: a family comes together or not at all.
Other colonies can become trading partners, or something else. What you make of them is up to you.
The more dangerous the trip, the more likely someone comes back bitten, or not at all.



