Fallow State is a first-person mech sim and shooter set on Zorya, an agrarian frontier world that exports grain and whisky to a sky it can’t see, starves under shortages that aren’t real, and is slowly tearing itself apart. You're a hired contractor with a powerful machine, but firepower alone won't keep you alive. Your skill as a pilot can make the difference between victory and becoming another wreck on the battlefield. Take on Zorya's war alone or in two-player co-op.
The Cockpit Is the Game
A cockpit of amber CRTs, phosphor radar and flip switches: early-80s tech bolted into a war machine. No floating HUD. Read the panels, gauges and warning lamps. Look through optical sights and a rain-streaked canopy you can clear with a wiper. Switch engine modes, run weapons and radar, manage cooling and power, activate countermeasures and handle damage control. Heat, power, ammo, tonnage and recoil are real constraints, not bars. A skilled pilot wins fights that a newcomer can't, even in the same machine.
Every Advantage Has a Cost
Fallow State is built around emission discipline: run dark and you’re slow and half-blind but silent; run loud and you see everything, and so does everyone else. A tracking radar gives your missiles a lock, and shows up on every enemy warning receiver. Hold a laser on a target to guide top-attack missiles and laser strikes, and the target knows it’s being lit. Jam their locks, and you lose your own. Sprinting, lasers and heavy weapons drive up heat. Night vision, thermal optics, smoke and chaff each solve one problem and open another.
A Battlefield That Fights Back
Enemy infantry flank, spot for mortars and drag their wounded to safety. Tanks and anti-tank guns hold ground. Enemy walkers jam your systems, lay smoke and fire back with missiles. Each threat calls for a different response. Find the dangerous ones first.
The battlefield changes around you. Fields and houses burn, trees fall, cover breaks, civilians flee. Weather and nightfall change how far everyone can see, forcing you to adapt as the fight unfolds.
Build the Machine You Can Afford
Choose from light, medium and heavy chassis, each with its own strengths and limits. Build a quick recon walker or a slow, heavily armed brawler. Fit autocannons, mortars, missiles, lasers, jump jets or a claw, and discover how each one changes your options in combat.
Every build is an engineering problem. Hardpoints, tonnage, power and heat limit what you can carry and how you can use it. Stack autocannons for more firepower, and feel the recoil climb and the heat gauge redline.
Every contract is also a budget. Ammunition, fuel, repairs and battlefield support – supply trucks, artillery and airstrikes – come out of your pay. What you recover from the battlefield and what remains after expenses, determine what you can repair, replace or upgrade before the next mission. Salvaged parts come with different rarities and quirks. But you can't afford every upgrade, so choose what your machine needs for the next contract.
A War With Consequences
The campaign is a civil war you’re paid to fight in, not a clean crusade. How you fight is tracked: civilian casualties, property damage, standing and notoriety. Factions remember, the regime spins your victories into propaganda, and the story asks what a hired gun is responsible for.
Play Alone, or Bring a Friend
Take your own machine into a friend’s mission: every pilot brings their own mech, keeps their own salvage, and shares one spotter and one live tactical map. Drop a crate to hand over spare parts mid-fight. Revive a downed teammate. Win as long as one of you is still standing.
Fight through an 11-mission story campaign and extra side missions, experiment with different mech classes and weapon builds, and take on contracts solo or in two-player co-op.
Silence is a weapon. Learn which switch breaks it.