
Arkansas 2125 is a turn-based post-apocalyptic game. Explore the wastelands of Arkansas, survive dangerous encounters, meet unique characters, and shape your own story through meaningful choices.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Arkansas 2125 is a turn-based post-apocalyptic game set in a ruined future where every decision can mean the difference between survival and death. The player takes on the role of Thomas, who lives on a small farm with his girlfriend Patricia. Together they survive by raising cattle and hunting wildlife for food. After a pack of wolves slaughters their entire herd, the couple loses their main source of food. Patricia remembers reading about the Farm Restorer in an old book—an experimental device capable of transforming barren land into fertile grain fields. Hoping to save their farm and secure their future, Thomas sets out on a dangerous journey to find out whether the Farm Restorer truly exists.
During this journey, the player explores vast, hostile areas and visits many different villages inhabited by survivors trying to rebuild their lives after the fall of civilization. Each village has its own atmosphere, characters, problems, and unique quests that help uncover the story of the world and its people.
The game places a strong emphasis on atmosphere, narrative, and player choices, which can influence relationships with NPCs and the outcomes of certain events.
Key Features:
Turn-based gameplay focused on strategy and careful planning
A wide variety of firearms, from basic pistols to more powerful weapons
Melee weapons offering alternative combat styles
A large variety of quests, including main story, side, and optional missions
Character progression system with skill and stat development
Multiple unique villages, each with its own story, NPCs, and activities
Exploration of a post-apocalyptic world filled with secrets and dangers
Strong focus on immersion and atmosphere
The game has been developed by a solo developer since 2024 and is being created using the Unity engine. Arkansas 2125 is a passion project aimed at players who enjoy turn-based gameplay, post-apocalyptic settings, and narrative-driven experiences.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
It's trying to be Fallout 1 sooooo bad. Great example. You leave the starting map tile, which is your dilapidated shack, and you have to head east, just like in Fallout 1....and the next town over, Clearwater, is just Shady Sands. Literally Shady Sands from Fallout 1. I tried giving this more effort and time but its so janky. Looked at the UI and thought, ok...is he trying to make this look bad, or is this just a UI asset pack. Look , I get wanting to copy Fallout 1, but you have to change some things up at least. Random encounters? Check. Traversing a map? Yep. No skill checks. Only 4 attributes. So no speechcraft. No pickpocket. Just technical, perception, strength and dexterity So dull. Put skill checks in this. A few things I like to see. A button to highlight all selectable objects. The ability to move the screen faster and zoom out further. And finally, the ability to increase the screen resolution past the 3 or 4 options we have. I might try this again in a year. I'm sort of desperate for new crpg's like fallout and was excited when I saw this on steam and somehow missed it... but its so janky atm.
Review of 0.1 Beta version: The mechanics are here! :) You can wander through the wasteland, talk with people, use items, guns, etc. Please don't expect the full polished experience - this game is really in Early Access, which means you can share ideas with the developer and it still need some time to shine. But also what's important - I didn't encounter any bugs. The game didn't crash even once, it works smoothly, etc., it just containts little content at the moment, but with strong foundation I believe it's a matter of time to make something good from it. The fighting system needs to be polished and more life given to the world and it could be Fallout 2.5 (hopefully) :).
ENG / PL ══════════════════════════════ Arkansas 2125 – An old-school RPG that reminded me of the best Flash game era ✔ Exploration is rewarding and constantly encourages curiosity. I didn't expect Arkansas 2125 to hook me this much. At first glance it looks like another indie RPG inspired by the classics, but after playing it I realized it has something many modern games are missing – the simple joy of discovering the world. The biggest strength of the game is exploration. I'm one of those players who picks up absolutely everything that isn't nailed to the floor, and Arkansas 2125 rewards that mindset perfectly. You can loot almost everything you come across, which is a huge plus in my book. Every now and then you'll find a useful item, a hidden object, or something required to progress further. Exploration never feels pointless and constantly gives you that satisfying feeling of discovery. ✔ The game is very clear and rarely leaves the player confused. Unlike many modern games filled with endless markers, tutorials, and systems, Arkansas 2125 is easy to understand. Most of the time you know what your goal is and where you should be heading. The game doesn't necessarily hold your hand, but its logic is consistent enough that progress feels natural. ✔ It perfectly captures the feeling of old Flash games and escape rooms. What impressed me the most was its old-school atmosphere. It reminded me of classic Flash games and point-and-click escape rooms where the fun came from searching environments, finding objects, solving problems, and figuring things out on your own. Finding an item, connecting the dots, opening a previously inaccessible area, and moving forward creates a gameplay loop that is simple but extremely satisfying. ✘ The game often expects the exact solution designed by the developer. The biggest weakness right now is its linearity. I'm not talking about the story itself, but about gameplay. The game usually expects you to solve situations exactly the way the developer intended. If the game wants you to talk to a specific NPC, that's usually what you have to do. Alternative approaches are often not recognized, even when they seem logical from the player's perspective. ✘ More freedom and alternative solutions would improve the experience significantly. A good example is the lack of sneaking or bypassing certain interactions. Sometimes you can clearly see another possible solution, but because it wasn't planned by the developer, you simply can't do it. ✘ The item system could use more depth. Equipment currently feels quite basic. For example, a knife is simply a knife. There are no sharper versions, worn-out versions, quality differences, or interesting variations that make loot hunting more exciting. Hopefully this will be expanded in future updates because the foundation is already there. ✔ Despite its flaws, the game captures the joy of discovery better than many modern titles. Arkansas 2125 feels like a passion project made by someone who understands why old-school games were so enjoyable. Exploration is rewarding, the atmosphere is great, and discovering new locations remains fun throughout the experience. Final Score: 8.5/10 Pros: • rewarding exploration • strong old-school atmosphere • clear progression • logical world design • satisfying sense of discovery Cons: • gameplay can be overly linear • few alternative solutions • simplistic equipment system • sometimes too restrictive in its design ══════════════════════════════ Nie spodziewałem się, że Arkansas 2125 wciągnie mnie aż tak mocno. Na pierwszy rzut oka wygląda jak kolejny niezależny RPG inspirowany klasyką gatunku, ale po ograniu okazało się, że gra ma w sobie coś, czego często brakuje nowoczesnym produkcjom – zwyczajną frajdę z odkrywania świata. Największą zaletą gry jest dla mnie eksploracja. Należę do tych graczy, którzy podnoszą wszystko, co nie jest przybite do podłogi, więc przez większość czasu chodziłem po mapach jak rasowy zbieracz i przeszukiwałem każdy zakamarek. Arkansas 2125 bardzo dobrze wynagradza takie podejście. Co chwilę znajduje się jakiś przedmiot, i można zbierać wsio jak leci duży ++ znajdziesz tez element potrzebny do dalszego postępu. Dzięki temu eksploracja nie jest sztuką dla sztuki, tylko faktycznie daje satysfakcję. ## Gra jest wyjątkowo czytelna i praktycznie zawsze wiadomo, co robić dalej. Ogromnym plusem jest również czytelność rozgrywki. W wielu współczesnych grach człowiek dostaje dziesiątki systemów, wskaźników, znaczników i samouczków, przez co łatwo się pogubić. Tutaj praktycznie od początku wiadomo, o co chodzi, gdzie iść i jaki jest cel. Nie oznacza to, że gra prowadzi za rękę, ale raczej że jest logicznie zaprojektowana. Gdy znajdujemy jakiś przedmiot albo rozwiązanie problemu, zazwyczaj rozumiemy, dlaczego właśnie to zadziałało. ## Klimat przypomina stare flashówki i escape roomy w najlepszym możliwym znaczeniu. To, co najbardziej mnie urzekło, to oldschoolowy charakter gry. Arkansas 2125 przypomniał mi stare gry flashowe i klasyczne escape roomy, w które zagrywało się lata temu. Chodziło się po planszach, klikało różne elementy otoczenia, szukało przedmiotów i próbowało odkryć, co zrobić dalej. Satysfakcja nie wynikała z efektownych cutscenek czy spektakularnych walk, ale z samego faktu, że samemu doszło się do rozwiązania. Dokładnie takie odczucia miałem tutaj. Znajdujesz potrzebny przedmiot, łączysz fakty, otwierasz wcześniej niedostępne przejście i ruszasz dalej. To bardzo prosta pętla rozgrywki, ale działa znakomicie. Gra regularnie nagradza ciekawość i sprawia, że chce się sprawdzić każdy kąt mapy. ## Niestety gra często wymaga dokładnie tego, co zaplanował twórca. Nie oznacza to jednak, że Arkansas 2125 jest pozbawione wad. Największym problemem na obecnym etapie jest dla mnie liniowość. Nie chodzi nawet o samą fabułę, bo liniowa historia może być bardzo dobra. Problem polega na tym, że gra często nie przewiduje innych zachowań gracza niż te, które zaprojektował twórca. Jeżeli autor założył, że mamy porozmawiać z konkretną postacią, to zazwyczaj właśnie to musimy zrobić. Jeśli wymyślimy własne rozwiązanie problemu albo spróbujemy obejść jakąś przeszkodę w nietypowy sposób, najczęściej okazuje się, że gra tego nie uwzględnia. Brakuje poczucia swobody charakterystycznego dla najlepszych RPG-ów, gdzie można eksperymentować i osiągać cele na kilka sposobów. ## Brakuje alternatywnych metod działania i większej swobody w eksploracji. Dobrym przykładem jest brak możliwości zakradania się czy omijania pewnych interakcji. Gracz widzi potencjalne rozwiązanie sytuacji, ale ponieważ nie zostało ono przewidziane przez twórcę, nie może z niego skorzystać. W efekcie czasami ma się wrażenie, że poruszamy się po bardzo konkretnej ścieżce wyznaczonej przez autora. ## System przedmiotów jest obecnie zbyt uproszczony i wymaga rozbudowy. Podobnie wygląda kwestia wyposażenia. Aktualnie system przedmiotów wydaje się dość uproszczony. Przykładowo nóż jest po prostu nożem. Nie ma znaczenia, czy jest bardziej tępy, ostrzejszy, lepiej wykonany czy gorszej jakości. Brakuje większego zróżnicowania sprzętu i parametrów, które sprawiałyby, że znalezienie nowego przedmiotu byłoby jeszcze bardziej ekscytujące. Mam nadzieję, że wraz z rozwojem projektu zostanie to rozbudowane, bo potencjał zdecydowanie tutaj istnieje. ## Mimo wad gra daje dokładnie tę samą radość odkrywania co klasyczne produkcje sprzed lat. Mimo tych wad bawiłem się świetnie. Arkansas 2125 przypomina mi czasy, kiedy gry nie musiały mieć ogromnego budżetu, żeby wciągać na długie godziny. To produkcja stworzona z pasją, która rozumie, że czasem najprostsze mechaniki są najlepsze. Eksploracja daje satysfakcję, odkrywanie kolejnych lokacji sprawia przyjemność, a oldschoolowy klimat skutecznie budzi nostalgię. Podsumowanie – świetna gra dla fanów eksploracji, która potrzebuje jeszcze więcej swobody.
EN/RU Early Access beta 0.2 review TL/DR: Arkansas 2125 won’t exactly scratch your classic Fallout itch, but it’s a good game nonetheless. It’s a compact RPG-lite adventure that takes 5–7 hours to complete and provides fun exploration and progression. The game plays more like a point&click adventure with occasional combat and trading. Quests are mostly linear and solved by obtaining items or talking to people, not utilizing your character abilities. This isn’t a bad thing, just don’t expect a sprawling sandbox RPG. Exploration is the best part. Very few locations get marked on the world map automatically. For the most part, you have to actually follow directions, manually enter the location at specific map cell, and only then discover your goal. Paying attention and getting rewarded for it feels great, somewhat reminiscent of Morrowind and early Gothic games, despite having completely different mechanics of travel. There are surprisingly many quests, with almost every NPC having something to ask of you. While quests themselves are linear, you’re free to do most of them in any order. This adds a welcome touch of non-linearity to the game. Combat boils down to trading blows with opponents. There isn’t much depth or challenge to it, but battles are short and don’t drag. Random enemy encounters can interrupt travel, but you always start away from the enemies and out of combat mode, so you can just walk away if you’re not in the mood. If you do engage with combat, there’s quite nice stat and gear progression. Enemies stay the same throughout the game, so any improvement on your part is immediately noticeable. Some armor sets are obtained as quest rewards, again, not unlike Gothic. On the technical side, the game never crashed on me, and any bugs I’ve seen were minor, never broke the game and mostly went away after a reload. --- Обзор беты 0.2 в раннем доступе TL/DR: Arkansas 2125 — не вполне то же самое, что классические Фоллауты, но все равно хорошая игра. Это скорее квест с легким уклоном в RPG, редкими боями и торговлей, который проходится за 5–7 часов. Лучшее, что есть в игре — это исследование мира и развитие персонажа. Задания линейны и решаются через получение предметов или разговоры, не за счет способностей персонажа. Это не плохо, просто не ждите масштабной RPG-песочницы. Лучшая часть игры — исследование. Очень немного локаций отмечается на глобальной карте автоматически. Обычно нужно читать указания квестодателя и вручную заходить в конкретную клетку карты, только тогда локация обнаруживается. Внимательность вознаграждается и это классно, по ощущениям немного напоминает Морровинд и первые две Готики, хоть тут и сильно отличается механика передвижения. Квестовых заданий много, почти на каждого NPC. Сами задания линейны, но большинство можно выполнять в любом порядке. Это добавляет игре некоторую долю нелинейности. Боевка сводится к обмену ударами. Особой глубины и сложности тут нет, но сами бои проходят быстро, не затянуты. Случайные враги могут прервать путешествие по глобальной карте, но персонаж всегда ставится на край локации рядом с выходом, вдали от врагов и вне боевого режима. Если нет настроения драться, можно просто уйти. Если не избегать боев, можно отметить развитие персонажа. Большинство видов врагов встречаются всю игру, так что любое улучшение в бою с ними сразу заметно. Ближе к концу броня выдается за квесты, опять же, чем-то напоминая Готику. В моем прохождении игра ни разу не вылетала, а баги не ломали общий ход игры и успешно лечились перезагрузкой.
Nostalgiczna podróż w lata '90. Duch Fallouta (tego pierwszego) wyczuwalny na każdym kroku. Polecam.
I played a bit and I gotta say I't pretty decent. You can't expect a masterpiece from a single developer but hey you can enjoy it. Pros: - works smooth - fights are exactly like from good old fallout games - you need to focus on conversations to complete quests Cons: - It's trying to be Fallout too hard - Game is begging for some skill checks mechanics and speechcraft - Journal is very poor, it needs some kind of conversation history Keep it up and maybe someday it will be great fallout-like game.
The game so far is a good 3d representation of what classic fallout 1 & 2 would look like with prerendered graphics. A good indication that the game is looking for a very specific feel which I very much like. My only complaint so far is that for one quest I was given where I was to find flowers west of a settlement I did not see a marker being put on the map and was unsure where to investigate for the quest.
Arkansas 2125 to fajny, klimatyczny RPG w stylu starych Falloutów, który potrafi wciągnąć mimo prostej grafiki. Jeśli lubisz postapokaliptyczne klimaty i spokojniejszą, taktyczną rozgrywkę, warto dać mu szansę.
Overall it's a great game! The atmosphere is great. The story is logical and allows you to slowly explore, and there is little moments of charm like with the MAGA hat being called propaganda lol (Note MAGA is bad. It's just a great addition) .The only big problems are that in random encounters you can just... leave, There's AI generated imagery (However there's only one developer so it can be forgiven), and at the gas station unless if you have high strength you will die. Most are good like with Dylan, however with the elder at clearwater it's a bit clunky as he just blurts out he's 67. In combat accuracy for guns doesn't depend on range for some reason? An ap bar would be nice. Overall combat is fun. MY biggest gripe is that the camera doesn't follow you. It takes away the immersion for me because I feel like I am FOLLOWING Tom. I like the idea of the free republic it feels like a more morally dubious version of the NCR. The zombies feel like ghouls from fallout but not in a good way. They feel TOO much like ghouls and not enough of their own thing. They even say smoothskin, which is directly from fallout (shocking this game is based off of fallout!). I'm not against the zombies they just feel too similar. "Despite it's problems the game is overall good! The reason why I listed so many problems is because the dev is obviously passionate about the game and wants feedback to improve. OH and check out Tim Cain's og fallout gdc thing it's a great watch on why the og games are great! https://youtu.be/Xa5IzHhAdi4 (also since this is like the eighth review he will surely see it.)" -My personal message to the dev
Playing on Steam Deck. Really smooth gameplay. Everything seems to be there and working well. Just some minor quality of life things. Text is kinda small, if the zoom function zoomed the text in while in dialogue that would be great. During combat if I was able to scroll to the weapon using a button input or if just stayed on the weapon that would be much better. Right now after an attack I have to reselect it then click back on to the target. (maybe there is a button for that and I just haven’t found it yet) If there was also a button function that allowed me to scroll through my items while in combat that would also be helpful. I understand it’s made for PC. On the deck it’s a little finicky.(Again it may be there and just missing it). During gameplay it mentions action points but I’m not seeing how many I have or how many points an action cost on the U.I. (Maybe I’m just not looking in the right area) But so far super fun experience really does have the feel of the OG fall outs. Good job!
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Related
| Cute Cats 2 | $1.5K | 215 | 95% | $0.99 |
| Super Arcade Soccer | $1.5K | 57 | 56% | $3.99 |
| Horny Sakura | $1.5K | 53 | 72% | $1.99 |
| Girls on the beach | $1.5K | 84 | 71% | $0.99 |
| Gopnik Simulator | $1.5K | 99 | 41% | $0.49 |
| Cats in the Ancient City of Gu Su | $1.5K | 97 | 94% | $0.99 |