Fight the dead in a combat system where every injury matters.
Dead Harbour models the human body in detail, including broken bones, blood loss, damaged limbs, infection and organ failure. Winning a fight does not mean walking away unharmed. The injuries you suffer, and whether anyone can treat them, may matter more than the fight itself.
Explore a huge and persistent version of ruined Sydney.
Tens of thousands of rooms make up its streets, buildings, rooftops and waterways. These are real places in the game world, not temporary missions that reset when you leave. Buildings can be looted, damaged, barricaded or overrun, and the noise made by one group can create danger for everyone who follows.
Help decide what Haven becomes.
The settlement begins with shortages, few working facilities and empty positions of power. Players must build its institutions, manage its resources and decide who gets control of them. You can win public support, become Mayor, form factions, remove rivals from office or take power by force when politics breaks down.
Start playing straight away, then dig into the mystery at your own pace.
Your character begins with clear problems to solve: stay alive, find useful work and earn a place in Haven. You do not need to study years of lore before joining in. Expeditions, old records and strange discoveries gradually reveal more about who preserved you, why you were awakened and what happened during the years you lost.
Play seriously and respect the people behind the characters.
Dead Harbour is a roleplay-enforced text game dealing with violence, loss, conflict and other mature themes. Characters may betray, threaten or fight one another, but in-character hostility does not excuse out-of-character abuse. The rules allow serious conflict while restricting harassment, pointless griefing and behaviour meant only to spoil another player's experience. Players are expected to accept the consequences of what the game allows, respect boundaries and staff decisions, and use conflict to create stories rather than drive people away.