Left2survive placeholder icon
First-person survival horror

Left2survive

St. Helena Medical Center has gone quiet. Fight from the lobby down Ward 2's corridor, through a dark ward and a locked pharmacy, to the exit hall and extraction. The infected can't see you in the dark. They can hear every shot.

Early developmentLandscape · touch & controllerNo ads · no data collected
GenreFPS survival horror
PlatformsiPhone, Android · landscape
Weapons7
InfectedWalker · Runner · Crawler
EngineUnity 6
How it plays

Every shot is a decision you can hear

Noise-driven infected

Gunshots carry. The infected wander, investigate, pursue, search and break through doors, and they come toward the last thing they heard.

Where you hit matters

Headshots kill instantly. Leg shots cripple. Bullets penetrate, lose damage over distance and spread from a pump shotgun's nine pellets.

Doors and keys

Lock a door and the infected have to break it down. The pharmacy is locked; the key is somewhere in the ward, and so is whatever is locked in there.

Light as a weapon

Flickering, emergency and broken lights, a flashlight for the dark ward, lights you can shoot out, and gas cylinders that go up when you need them to.

Built for touch

Floating joystick (push past the ring to sprint), swipe to look, fire buttons that aim while you drag, a USE button only when it matters, gyro aiming and adjustable aim assist.

Your way

Sprint, crouch and lean. Auto-fire, inverted look, left-handed layout and full gamepad support.

Arsenal

Seven guns, each with a job

WeaponDamageRounds/sMagazine
P9 Pistol286.515
P9-S Suppressed245.512
MK5 SMG181332
AR-5 Carbine301030
Pump Shotgun15 × 91.256
Bolt-Action .3081150.755
LMG-72711100
The infected

Slow, fast and low

Walker

100 health, steady. Most of the ward.

Runner

60 health, but closes ground at nearly three times walking pace.

Crawler

70 health, slow, and hard to spot in the dark.

Screenshots

Early look

Captured from the current build. Everything you see is placeholder art and lighting built to test the game; the final look comes later.

Status

Early development

The first level, the weapons, the infected and the touch controls are playable and covered by automated tests. Next: objectives, a director that paces the scares, a safehouse and progression, real art and audio, and testing on phones. Pricing and release plans haven't been decided.

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One email when there's something to play.