DAY 31

YOU'RE ALREADY BITTEN.

FREE To Play
PC Windows
v1.1 Now Live
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INTERCEPTED Adrenaline suppresses the mark. Keep fighting.
About the Game

What Do You Do With The Time You Have?

You're bitten at the start of every run. A clock is already running in your blood — not a health bar, not a timer on screen. A curse. Day 31 is a wave shooter where combat isn't just survival. It's the only thing keeping you human.

I

The Clock

A biological countdown starts on frame one. Fight to slow it. Stand still and spend it. There is no cure — only delay.

II

The Merchant

A demon who trades in willpower. Spend your NERVE on firepower or on time. He doesn't explain what he does with what he takes.

III

Kill or Turn

Every kill slows the infection. In Stage 3, a kill streak of five reverses it. The exit is real. Most players never find it.

IV

Two Ways to Die

Combat kills you. The infection turns you. When the clock runs out, you don't get a game over screen. You watch a cinematic of yourself walking away from who you were. The camera is yours to control.

Day 31 — Harrow City

You didn't notice the bite at first.

It was chaos. Something found you in the dark — cold fingers, wrong teeth — and you kept running because stopping meant dying. That was hours ago.

Now you're standing in front of a demon holding a book you can't read, and his doll is watching you with her legs swinging off the edge of the crate, and he's offering you something that smells like it shouldn't exist.

He calls it a suppressant. You call it your only option.

The dead are coming. The clock inside your blood is running. And the only thing standing between you and becoming one of them is a deal with something that was never human to begin with.

The question isn't whether to trust him.

The question is how many waves you can survive before you run out of nerve to trade.

The World

Harrow City

Nobody summoned anything on purpose. That's what the survivors tell themselves.

The truth — pieced together from what was left in the basement of the Harrow City Historical Society before it fell — is that something was buried under this city long before the city existed. Something that fed on the boundary between the living and the dead. Something that had been quiet for a very long time.

The construction crews that broke ground on the new water treatment facility hit the burial site on a Wednesday morning. By Wednesday afternoon, three workers were dead. By Thursday, the dead were walking. Day 31 is today. The cordon holds. Nothing comes out.

The Merchant

Vessel

He has never given his name. He was here before the outbreak. He will be here after whatever comes next. He carries a book bound in something that isn't leather, covered in a pentagram that rearranges itself when you look away.

He trades in nerve — the force of will that keeps a person human. He does not explain what he does with it. He closes his ledger, nods once, and watches you go back out into the dark.

The Doll

Mara

She sits beside him always. Legs dangling. Swinging. Watching. She has never spoken. Not to any survivor who has reported back. But she reacts.

She was human once. Not recently. She made a deal she didn't fully understand. She is not a warning placed there deliberately. She is the outcome of a prior transaction who chose to stay.

"The book isn't recording what we buy. It's recording what we owe. There's a difference. I should have asked about that difference on Wave 1." — survivor note, found Day 31
How to Play

Two Ways Into Harrow City

Not a difficulty toggle. Two different ways to experience the game. Both are available from the start.

Default
I
The Real Game

Infected

You're bitten at the start. The clock runs from frame one. Every wave, every kill, every hit changes how much time you have left. The Merchant sells suppressants. In Stage 3, if your kill streak holds above five, the infection reverses. The exit is real. This is the complete narrative experience.

  • Full 4-stage infection system
  • Two death screens: killed vs. turned
  • Suppressants in the merchant shop
  • Stage 3 kill streak reversal
  • The Turned cinematic on infection death
Bonus Mode
II
Pure Arcade

Horde Mode

No infection. No clock. The Merchant is still there, the dead are still coming — but the only thing running out is ammunition and nerve. Kill things, spend what you earn, survive as long as you can.

  • Infection system fully disabled
  • Pure wave-shooter experience
  • Merchant present, no suppressants
  • Single death screen
  • No narrative framing — just the fight
Difficulty

Normal & Brutal

Normal

20-minute infection window. Standard wave scaling. The intended first experience.

×
Brutal

15-minute window. Bigger waves. Merchant costs up 25%. The Stage 3 escape route stays open — it's just harder to reach.

Difficulty is a separate axis from mode. All four combinations are valid.

Early Access — v1.3

Day 31 is currently in active development. What you're playing today is an early look at a much larger vision — core systems are being stress-tested, assets are being refined, and gameplay mechanics are still evolving. Some features are placeholders. Some ideas aren't fully formed yet. That's the point.

Getting in now means you're helping shape what this game becomes. Your feedback, bug reports, and patience are part of the build. The apocalypse isn't finished — and neither are we.

Found a Bug?

Help make Day 31 better. Report crashes, glitches, and anomalies — every report is reviewed by the dev team.

Submit Bug Report