Pawsecuted
Features
Explore
A different world each time with dynamically spawned quests and encounters.
Scavenge
The world was left devastated after the Great Mammal War. Search through the ruins of the Furless in a post-apocalyptic world.
Craft
Create the tools of survival, construct burrows, brew drinks and forge weapons.
Settlements
Establish agricultural, industrial and commercial sites to help rebuild the civilisation of the Evolved.
Recruit
Hire mercenaries and convince followers to populate your settlements or join you in battle.
Vehicles
Scavenge and repair vehicles, establish an oil industry to fuel your fleet.
Consistent Map Transition
Time doesn’t stop when you get into a fight. Long, drawn out battles will tire you out.
Combat
Fight off venomous snakes, pistol-toting wallabies, and everything else trying to kill you. Or run away, that’s fine too.
Tactical Gameplay
Time only moves when you do. Think and plan ahead to avoid death.
Day/Night Cycle
Makes activities during the night more dangerous. Line of sight, travel/search speed affected.
Tag-Based Actions
Extensive item tagging system that determines actions available to you. Anything with an Ignite tag can start a fire, anything with a Slice tag can make a sandwich.
Story or Sandbox
Follow the main storyline to find out more about the world, or completely ignore it and wander the Outback.
Branching Quests
Multiple ways to complete quests. Bribe a dog, complete a fetch quest or beat him up to get answers.
Difficulty
The world becomes more dangerous the further out you travel. You decide when you’re ready.
Moddability
Data-driven design allows modders to create their own questlines, enemies, equipment, items and more.
Lore/Backstory
Pawsecuted exists in an alternate timeline that diverges from ours after the first cloning of sheep in 1984. This breakthrough led to huge advances in gene editing technology, and created a world with zero ethical restrictions on modifying DNA of non-human mammals.
There was massive demand from people who wanted pets with humanlike qualities. Even wild animals were being modified to become suitable as household companions. By the mid-2010’s, consumers could conveniently purchase gene mods giving their pets abilities such as speech, upright movement and even higher intelligence. Almost every household had multiple pets, modded for everything from entertaining children to construction work.
In the 2020’s, mammals started demanding equal rights to humans. Their demand was simple – nobody ‘owns’ anybody else, all mammals are free to choose their own destiny. Humanity pushed back, and the Great Mammal War for independence began. War lasted for over a decade and the world was left devastated. By the 2050’s, the humans had all but been annihilated and forgotten. The only reminders of their rule are the ruined cities, towns and villages left behind.
Your story begins in the distant aftermath of this war. You are a life-long convict in a work camp run by a zealous Koala. This is all you’ve ever known and all you expected to ever know. Until one day…
Steam User 3
Good game that deserves a lot more attention.
You start with struggling and after you established some minor form of survival, you can lean into settling and crafting, more skilled scavenging or raiding nests and bandit hideouts. These things can level you up too and not just killing like in many other games. Get buff and a bike with some fuel (very limited for most of the game) or become a leader of a small gang of mercenaries or create your own village and try to thrive, become rich and start filling the village with traders.
You also have quit a lot of choice on the economy you lean into if you do create a settlement, but you are not forced to follow that down entirely just because of a location you choose first. You can create as many as you like basically anywhere, if you do have the resources. Make a lumber town or become a booze lord or why not both? You can also lean into ammunition making or farming - which has basically the same resource interests.
The combat part has enough tactical factors (in and outside of the combat itself) to consider to be engaging enough, but not dominate your playthrough. You even have the option to flee most of the time and enemies from the fight do stay dead. You can do combat with planing, skill input or resource input or just time invested (e.g. with hit and run). You can evade most combat entirely if you sleep through the nights in makeshift 100% safety burrows too and wait until you can see better to continue your trip.
General survival is also a very important part of the entire game on all levels, since you don't simply die when stuff reaches 0 (except for health), but get increasing penalties that makes recovering a bit harder, but also makes "coming home" after a long trip a rather neat experience. You can't just instantly eat away your starvation either, since all need bars have a smaller one that bottlenecks your actions (e.g. hunger/thirst share a "stomach" bar that makes it so you can't eat more when it is full, potentially needing 1-2 days of recovery to get back to full strength). Surviving/fleeing from a usually trivial battle, because you are super tired or drunk, also means most parts of the game stay relevant instead of just one, yet with enough planing stuff still becomes easy after very early game scavenging. You just can't start ignoring game mechanics, because you cant carry infinite food(especially because fuel is often limited), instant kill ammunition or potions of spontaneous healing or similar overpowering options many games offer. You do not grow into a deity, but the game can still become very easy.
The game also has difficulty sliders to increase or reduce the impact of most game parts you could like or dislike.
There is really quite a bit to this game and it is really weird that is so little known. Don't expect hundreds of hours, but there is still quite a bit too do and enjoy here. The quality is really solid too, with the UI needing some time to get used to, but that is because it is different, not bad. The dev is also still quickly responding, despite the game having been released over a year ago.
Steam User 0
If you're a fan of survival games, this is a very well done simple survival game. It is very hard and has a bit of a learning curve, however once you get into the swing of things - it makes more sense and you learn how to survive. It has the feel of those old 2000s web based mafia games with interesting music and great art.
Steam User 0
Nice little game where you survive, and eventually thrive, in a post apocalyptic Australia as a former rabbit inmate. Go from just barely meeting ends with a flint shiv (not helped by the black hole in your character's stomach) to building your own towns, recruiting aides, trading in outposts and running and gunning with your very own vehicule fleet (till you run out of fuel/bullets/both).
The UI take a bit used to, but it really clear once the ball start to roll (protip, everything can be found in the character tab). Combat (especially against over sapient enemies) stay brutal all throught the game, thanks to cumulating penalities you (and your enemies) get at certain health thresholds.
A fair post-apo RPG with HEX based battle for its price, all in all !