Cinematic concept art: three survivors look down on a small outpost beneath the broken machine gate.

A FIELD MANUAL FOR THE WORLD AFTER

KEEP THE
FIRE BURNING.

Three survivors. One fragile camp.
Everything you need to give them another tomorrow.

Your first day Explore the field guide Or start a camp now

The gate fell.
Your people haven’t.

Gatefall by Stargate ASI is a browser survival game of small decisions with lasting consequences — resource management with names attached. Bring home supplies. Look after the people who gather them. Build enough breathing room to face what comes next.This is your guide from the first order to the first winter.

01 / ORIENTATIONREAD THE CAMP

A whole world.
Three people to look after.

Your camp lives on one screen. Learn where to look, and the next decision gets much easier.

ACTUAL GAMEPLAYOUTPOST / DAY 01
Camp Command, after the opening supply runs. Names, weather and gathered amounts vary between camps.
1

Your stores

Shared food, water and wood. A full store does not mean your people have eaten.

2

Your orders

Choose a resource. The available survivor with the most energy takes the job.

3

Your people

Read all four bars. Use Eat, Drink and Rest between orders to keep needs from reaching zero.

4SEC

One game hour normally takes four seconds.
One full day = 96 seconds.

On days 1–3, the next hour can take just two seconds when everyone is busy or resting. The clock pauses in a hidden tab and during game dialogs; there is no offline catch-up.

02 / FIRST CONTACTSTART HERE

Make the first day count.

Start on Outpost. Fifty food, fifty water and fifty wood give you room to learn. Your first objective is a repeatable routine.

YOUR OPENING ORDERS0 of 5 checked
Choosing a harder start

Difficulty changes starting supplies. Base gathering rules, need decay and upgrade prices stay the same.

Starting supplies, before memory bonuses
StartFoodWaterWood
Outpost505050
Wreckage252525
Ground Zero000

03 / LOGISTICSEVERY HAUL HAS A COST

Three things worth
going back out for.

Food buys another meal. Water keeps your crew moving. Wood turns a temporary shelter into a camp with a future.

R—01Technical field illustration of a ration tin and foraged plants.

Food

3–8 BASE YIELD

Your daily reserve. Keep meals in the store before paying for a new building.

Q GATHER FOOD
R—02Technical field illustration of a water canteen with a carrying strap.

Water

2–6 BASE YIELD

Watch this closely. Thirst tends to drain faster than hunger, and water yields less.

W COLLECT WATER
R—03Technical field illustration of a camp axe and stacked cut logs.

Wood

1–2 BASE YIELD

The slow haul. Expensive in energy, essential for buildings and the winter fires.

E CHOP WOOD

These are day-one base ranges. Age, tools, roles, season, weather, night and permanent bonuses change actual returns. Each order commits a survivor until the next game hour.

Immediate cost to the survivor taking the order
OrderHungerThirstEnergy
Gather food−1−3−5
Collect water−3−1−4
Chop wood−4−4−6
01 Check needs02 Give care03 Gather04 Build reserves

The camp credits supplies and action costs when you issue the order; the survivor then becomes busy. Needs can fall again as the next hour resolves. Gathering does not replace food, water or rest.

04 / SURVIVOR CAREPEOPLE BEFORE PROGRESS

Look after the hands
that keep you alive.

A stocked camp can still lose someone. Supplies in storage and a survivor’s needs are separate things.

Eat and Drink are instant, but only available while that survivor is free. Feed and water them before Rest or another order.

Actual survivor panel showing health, hunger, thirst and energy, with Eat, Drink and Rest below.
ACTUAL GAMEPLAY / THE FOUR BARS THAT MATTER

Eat

5 food → 25 hunger

Around 70–75 hunger is a useful reminder to eat without wasting much of the refill.

Drink

3 water → 25 thirst

Watch each person. Their thirst rates differ; one may need water before the others.

Rest

25 energy / game hour

Rest ends at full energy. Hunger and thirst still drain, at one-fifth of their normal rate.

With hunger, thirst and energy all above 50, a survivor slowly recovers health. A well-fed, well-watered resting survivor heals faster. If someone dies, they stay dead for that run; the camp continues until nobody is left.

05 / ESTABLISH THE CAMPBUILD SOME BREATHING ROOM

From getting by
to putting down roots.

A good building gives something back. Start with a food-and-water foundation, then improve the tools and stores that support it.

OUTPOST / DEVELOPMENT STUDYSCHEMATIC · NOT A GAME MAP
Illustrated outpost plan showing a farm beside a well, with a workshop, medical shelter and woodshed connected by paths.
An illustrated build plan. The game presents these facilities as modules; their positions here explain the progression.
  1. 01

    Farming

    Unlocks 25 crop plots. Start small: one wheat plot costs 5 water, grows for 24 game hours and yields 20 food before upgrades. Plant, wait, then harvest.

    80 FOOD
  2. 02

    The Well

    Requires Farming. Fills its own reservoir at 1 water per game hour, up to 100. Use its Collect Water button to move that water into camp stores.

    80 WOOD
  3. 03

    Tool Workshop

    Raises gathering efficiency by 25%, with rounding in the yield ranges. Save for it once you can spare wood without neglecting food, water or care.

    400 WOOD
  4. 04

    Medical Tent

    Heals living survivors over time. Move this ahead of the workshop if injuries are making the camp fragile.

    200 FOOD
    150 WOOD
  5. 05

    Room for a reserve

    Buy storage before overflow wastes a haul. A Woodshed gives you room to stockpile for winter.

    SEE BELOW
FOOD / GRANARY

600 1,500

150 wood + 100 food
WATER / CISTERN

400 1,000

150 wood + 100 water
WOOD / WOODSHED

600 1,500

200 wood

Base prices before building discounts. Resources above storage capacity are discarded. This order is a starting plan: respond to an injured survivor or a dwindling store before saving for the next upgrade.

06 / THE LONG WATCHAN 80-DAY YEAR

Winter is coming.
Prepare while it isn’t.

Each season lasts twenty days. The generous weeks are your chance to prepare for the difficult ones.

01—20

Ashfall Spring

+10% water
+5% food

Establish the farm.
Dig the well.
21—40

Scorch

−15% water
+10% wood

Protect your water.
Keep building.
41—60

Graywind Autumn

+15% food
−5% water

Fill the stores.
Stack the wood.
61—80

Static Winter

−20% food
−10% water

Feed the fires.
Keep the crew warm.

Seasonal gathering modifiers, before weather and other bonuses. Winter also gives +5% knowledge. The cycle returns to spring on day 81.

Generated cinematic concept art of survivors tending a snowbound outpost, with sheltered firewood and a warm stove beneath the ruined gate.
STATIC WINTER / DAYS 61–80

Keep something
between them
and the cold.

WORLD STUDY 02 / GENERATED CINEMATIC CONCEPT ART
1WOOD / HOUR
480WINTER HOURS
480WOOD FOR THE FIRES

The fires burn one wood each game hour through winter. When the wood runs out, every living survivor loses 3 energy per hour to cold. A 480-wood reserve covers the fires for twenty days, but leave extra for building and setbacks.

07 / THE FAR ROADSTAKE ONLY THE RISKS YOU CAN CARRY

There is more
beyond the fence.

Expeditions unlock from day three. One runner can leave at a time. Start close to home, with someone healthy enough to come back.

4 GAME HOURS · LOW RISK

Collapsed Suburbs

Food and water. The shortest commitment and a sensible first expedition.

8 GAME HOURS · MEDIUM RISK

Machine Graveyard

Wood and intel. A longer absence for supplies that can move the camp forward.

16 GAME HOURS · HIGH RISK

The Gate Scar

A larger potential haul and bonus fragments. Prepare for injuries and a long wait.

Choices and setbacks can change the outcome; the reward is never a promise. Keep enough supplies for the people left behind, and allow extra time for storms.

Give your survivors a specialty

Specialization Training costs 250 food, 150 wood and 5 intel. It unlocks changeable roles. Gathering has a 5% chance to find knowledge, with bonuses able to change the amount.

Gatherer
25% more from gathering. A useful first role.
Builder
A living Builder reduces building wood costs by 20% for the camp.
Researcher
Generates 0.5 base knowledge per game hour.
Fighter
Reduces expedition setback chance by 10 percentage points and injury by 25%.
Medic
A living Medic makes the Medical Tent 30% more effective.

08 / THE NEXT TOMORROWSOMETHING ALWAYS REMAINS

THE SIGNAL REMEMBERS

A camp can fall.
Its story carries on.

Memory fragments outlast a run. They turn what this camp learned into a better chance for the next one.

This is the incremental half of the game, and the reason permadeath is survivable. Nothing about a dead camp is recoverable — no earlier day to reload — but the fragments it banked buy permanent upgrades that every camp after it starts with. It is not an idle game, though: the clock only moves while the tab is in front of you, so a camp left overnight is exactly where you left it.

From day ten, Broadcast Memories lets you end the run voluntarily. You bank fragments for the day reached, researched technologies and every survivor still alive. A wipe also banks fragments, but without the living-survivor bonus.

DAY 15 / THREE ALIVE / NO RESEARCH31 FRAGMENTS

22 for the day reached + 9 for the crew

Broadcast when the next few days look more dangerous than rewarding. Waiting longer can earn more; it can also cost the people who make the bonus possible.

+8%

Scavenger Instinct

Gathering yield per level

+10

Cached Supplies

Each starting resource per level

+5

Hardened Survivors

Maximum health per level

+4%

Signal Discipline

Intel gain per level

Each upgrade has five levels, costing 10, 20, 40, 80 and 160 fragments. Awards use ⌊day1.15⌋ + 5 × researched technologies + 3 × living survivors. These memories are stored in this browser; clearing site data removes local progress.

TEAR-OUT REFERENCEKEEP WITH YOUR FIELD NOTES

When things go sideways.

No one can gather.
Everyone may be busy or resting. Check the countdown and return to care when someone becomes available.
The stores are full. Someone is hungry.
Stored food is not automatically a meal in a new camp. Use that survivor’s Eat button between orders.
I built a well. Where’s the water?
Open the Well module and collect its reservoir. It fills separately from your camp’s water store.
My hauls look smaller.
Check the season, weather, night and camp mood. The displayed base range is modified by these effects.
Energy is collapsing in winter.
Check wood immediately. Empty fires cost everyone 3 energy per game hour. Then feed, water and rest the crew.
I need time to think.
Use the pause control. A hidden tab also pauses the clock, and the camp does not advance while closed.
Back to the top ↑
END OF THE MANUAL. BEGINNING OF YOUR CAMP.

Give them
another tomorrow.

Play Gatefall

Free to play. No account. Your camp saves as you go.