No Road Home
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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.
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.
🌍 A fragmented world, one mission
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
⚔️ The outside world is controlled by raiders
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
👁️ Not all threats can be seen
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
🤝 Build trust, not an empire
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
🔧 Survival through resources and strategy
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
🎨 A destroyed world with a distinct aesthetic
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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