
Post-Apocalyptic Open World Survival. The bombs fell. The world didn't survive — but some people did. Now mutants haunt the ruins and raiders rule what's left. You have a car, a few bullets, and one mission: bring the survivors back together.

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Nobody believed it would go this far. The bombs fell, the world ended, and the people who survived came up to find nothing left — no governments, no armies, no rules. Just raiders who took everything, isolated camps slowly dying, and something invisible hunting in the ruins.
The bombs didn't end the world. They just ended the one you knew.
Dozens of survivor camps, each isolated — farmers, medics, engineers, mechanics, each dying without the others
Radio antennas destroyed, no communication, no cooperation — your mission is to rebuild the network
Every alliance you forge keeps more people alive; every camp that falls takes their knowledge with them
Story-driven open world — every location has history, context, and consequence
Armed gangs dominate the roads, ruins, and fuel supplies — they're organized, dangerous, and visible
Combat is unforgiving: limited ammo, degrading weapons, no room for mistakes
Reputation system per faction — authority earned through actions, not levels
Higher trust unlocks better gear, trades, and access from specialists across the map

Post-nuclear mutants are near-invisible — the only warning is a strange frequency on your radio
Your radio ration emits a distinct noise when a mutant is nearby — stay alert, stay quiet
Two different threat types demand two completely different approaches at all times
No conquest — progress through negotiation, trade, and supply runs between camps
Each camp has unique specialists: medics, gunsmiths, mechanics, gear vendors — all found in specific locations
Relationships are earned; betrayal or failure has lasting consequences across the faction network
Skill progression through use — the more you do something, the better you get at it
Injuries tracked per body part — fight wounded and your performance degrades until treated
Death has weight: you respawn near the location with reduced supplies — you lose progress, not everything
Craft at your base or buy; each path rewards a different playstyle
Scavenge the open world for loot — gear and weapons are only found out there, never spawned in safe zones
Animated comics-style intro at every game start — the full story of how the world ended, told visually
Third-person open world with a dark, grounded atmosphere — no fantasy, no absurdity
Ruins, wasteland roads, fortified survivor camps — each zone tells a story without exposition
The bombs fell. Some people survived. Most of them are still waiting for someone to come.
You are the last reason they haven't given up yet.
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Audio & text: English
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