Game Guide

For Shelter Fall 1.15

Shelter Fall is a run-based survival strategy game. One run is twenty days long. Each day you plan; each night you defend. This page explains every system, then ends with the mistakes that kill most early runs.

Your first run, step by step

Start on Normal, Standard scenario

Five survivors, balanced supplies, no special rules. Easy gives you six survivors if you want a gentler start.

Assign every survivor a job

You cannot end the day while anyone is idle. Tap a survivor to pick a job, or use Auto-Assign — but read the next section before you rely on it.

Read the forecast before ending the day

Above the End Day button you get tomorrow's resource change and up to three warnings. If it says you are short on food or ammo, fix it now, not tomorrow.

Answer the evening event

One event fires each evening. Costs are printed on the button, and risky options show their odds. Later days draw heavier events.

Fight the night

Watch it, speed it up with the multiplier, or skip it. Skipping resolves the fight from your actual defensive strength — it is not a free pass.

Read the morning report

Kills, breaches, shelter damage, ammo spent, who got hurt. This is your feedback loop: breaches mean your perimeter is too thin.

Resources

ResourceWhat it doesRunning out
🍖 FoodEaten every day, one per survivor.Survivors starve and lose health.
🪵 MaterialsBuilds and upgrades defenses and buildings.Nothing gets built or repaired.
🔫 AmmoSpent by defenders during the night.Night damage drops heavily.
⚡ PowerRuns research and automated defenses.Research halves, turrets go offline.
💊 MedicineHeals the wounded and treats disease.Injuries do not recover.
❤️ MoraleGroup state, 0–100. Drives work output.At zero you get one grace day, then the shelter falls.

Spending what you do not have is not free. If a choice costs more than you hold, the work still happens but the shortfall comes out of morale — and the option warns you before you pick it.

Jobs

Every survivor does one job per day. Traits and perks change how well they do it.

JobWhat it produces
Gather Food / Materials / AmmoThe three scavenging jobs. Your income.
Build DefensesSpends materials to raise and upgrade the perimeter.
RepairRestores damaged defenses and shelter health.
DefendFights in the night scene. At least one is strongly advised.
ResearchAdvances the current technology.
HealTreats the wounded, spending medicine.
ScoutReveals map tiles and finds caches.
RestRecovers health and lifts morale.

Auto-Assign is not a strategy. It spreads people across gathering and keeps one defender. It will not build your perimeter and it will not repair after a bad night. If you only ever tap Auto-Assign and End Day, expect the shelter to fall around day five.

Defenses

Five types, each upgradeable to level 5, and each can be placed on a chosen flank — left, centre or right. Enemies that get past them damage the shelter directly.

Shelter health only drops once attackers get through. A destroyed shelter ends the run even if every survivor is alive — which is the most common way a promising run dies.

The night defense

Nights run in real time. Waves scale with the day you have reached, and boss nights arrive every fifth night from day 10 and on the final night.

Enemy types

EnemyBehaviour
WalkerSlow and common. The baseline threat.
RunnerFast and fragile. Reaches the wall before you are ready.
RaiderHuman, armed, hits harder than a walker. Appears from day 4.
TankHeavy armour, slow. Soaks an enormous amount of fire.
BruteHigh damage. Breaks defenses quickly.
BossNight-defining. Plan the whole day around it.

Night commands — new in 1.15

You get three orders per night. They are the difference between watching a loss and steering out of one.

Rally

A burst of extra damage from your defenders. Best saved for a wave that is about to break through.

Patch

Emergency repair on your weakest defense mid-fight. Use it on the piece that is about to fall, not the one already gone.

Flare

Dropped on a chosen point, hitting a cluster of enemies. Worth waiting a few seconds for the group to bunch up.

Research and buildings

Twenty-five technologies and ten buildings. Research needs a survivor on the job and progresses per day; with no power it still advances, at half speed.

Buildings change what is possible rather than giving flat bonuses — a Greenhouse or Med Bay produces food and medicine on its own, a Workshop lets you craft medicine, a Watchtower improves the night, and Storage raises your caps.

Events

One event each evening, drawn from 79. Some are quiet character moments; others are turning points. As the run goes on, the draw shifts toward consequential ones.

Scenarios

Five scenarios change a rule of the game. Any of them can be combined with any difficulty.

ScenarioRule changeHow to approach it
StandardNone.The baseline twenty-day run.
Last StandNo gathering ammo; crates drop from kills.Kill efficiently — every shot has to earn its replacement.
ExodusShelter loses 5 HP per day.Keep a repairer working permanently.
PlagueAll survivors start sick.Rush the cure tech; keep medicine stocked.
The SiegeDouble waves, extra starting walls.Lean on walls and turrets; ammo is the bottleneck.

Progress between runs

Meta points are earned every run, win or lose, and buy permanent upgrades. Once you have outgrown them, Prestige resets for a deeper bonus — with a confirmation step first. Survive day 20 and you can continue into Endless Mode, which still earns points, kills and best-day records.

Five mistakes that end early runs

  1. No perimeter. Gathering all day feels productive until night four. Put someone on Build Defenses from day one.
  2. Never repairing. Damaged defenses do not heal on their own, and a 27/50 barricade fails fast.
  3. Ignoring ammo. At zero ammo your defenders barely scratch anything, no matter how many there are.
  4. Letting morale slide. At zero you get one grace day and then lose, regardless of supplies.
  5. Treating the shelter as a health bar. It is the loss condition. Every breach is permanent damage until somebody repairs it.

Still stuck? Support has troubleshooting, save and purchase help, or email mip@gmx.biz.