
RadSpire is a post-apocalyptic survival game where you scavenge, craft, and fight to stay alive. Track down survivors, take on quests, and uncover the truth behind a world already broken before you arrived.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
RadSpire is a 3D third-person post-apocalyptic survival adventure where futuristic remnant technology collides with unstable magic. You'll trek across a broken world, scavenging what you can, crafting what you must, and fighting to stay alive long enough to uncover what really happened.
Explore the shattered landscape and scavenge raw materials to forge the gear you need. Process ore into bars, smelt bars into components, and craft iron swords, shields, and armor from what you find in the ruins. Build storage and structures to secure your supplies as you push further out.
Survivors are out there too. Track down wanderers like Sera who have their own needs and their own knowledge of the wasteland. Help them and they'll help you back, offering gear, guidance, and quests that pull you deeper into the world's story.
Danger waits at every turn. Enemies patrol the open world and taking them down is how you push forward, completing objectives, unlocking new quests, and slowly uncovering the truth behind what broke this world.
Your progress is yours to keep. A full save system lets you hold multiple save slots and autosaves when you leave, so you never lose ground. Your inventory, equipment, quest state, and settings all restore exactly as you left them.
3D third-person exploration across a shattered post-apocalyptic world
Resource gathering and a multi-step crafting system for weapons, armor, and structures
Quest system with NPC dialogue, staged objectives, and branching progression
Recruitable survivors with their own questlines and rewards
Enemy encounters tied to quest progression
Full save system with named slots and autosave
Persistent settings across sessions
This is a CS 426 Senior Project in Computer Science, Spring 2025, at UNR, CSE Department
Team Number: 15
Instructors: David Feil-Seifer and Vinh Le
External Advisor: Mason Haines (UNR CSE Student)
[1] Institute of Electrical and Electronics Engineers, IEEE Std 830-1998: Software Requirements Specifications, 1998.
[2] Institute of Electrical and Electronics Engineers, IEEE Std 1012-2016: Verification and Validation, 2017.
[3] David Charles Milam, “Game Design Framework Based on Visual Attention,” Journal of Visual Literacy, 2021. Problem Domain Book
[4] George T. Heineman & William T. Councill, Component-Based Software Engineering, Addison-Wesley, 2001. Project Guidelines & Standards
[5] World Wide Web Consortium, WCAG 2.1 Guidelines, 2025. Development & Platform Documentation
[6] Godot Engine, Official Documentation.
[7] Valve Corporation, Steamworks Documentation.
[8] GitHub, GitHub Documentation.
Genres
Stats
Languages: English**languages with full audio support
Reviews
Ima be real with you chiefs - there is some serious stank going on in this game. I know it's a school project, so I can't criticize it as though it's a commercial product. HOWEVER please fail the guy who designed the UI For some real constructive criticism, I think the game has serious readability issues (at a basic text level). The first thing players will interact with - the settings menu - needs some sort of separation from the rest of the UI. Even something like a basic drop shadow on the boxes and a stroke on the text would go a long way. The text on item descriptions clips out of its box and is wrapped... strangely. The other big thing that jumped out as an immediate fix would be to refrain from interpolating the camera when a player warps to a new area. I do want to give you guys props for making NPCs glide along the ground with no animations and teleport behind you to catch up, cause that's funny. Overall I figure this was just a one-off project that will soon be abandoned, but if whoever did the UI goes into real game design, may god rest our souls.
I saw that the game was about the Middle Ages, launched it, and then saw broken cars, buildings with computers, military bases, and so on in a “medieval” game. Instant Alt + F4. The developer is like a magpie: he dragged in a chaotic pile of asset packs, and the game’s lore is built around them simply because they were all free.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
WASTE OF TIME
The basic idea was nice, but in the game itself nothing works, not to mention the optimisation issues. It feels more like a student project, even though it’s free, it’s not worth it.
So, I read the other reviews and thought, hey, it cant be as stinky as they are letting on. I was very soon humbled. I like the general idea of this game, there is some serious potential for a fun small experience here but it is incredibly unintuitive and clunky. The way the character is controlled needs some rethinking as well as the way text and UI is displayed. It is hard to read and at some point the UI just clips though objects and walls, paired with your choice of font and colour scheme for the text portions I need +10 lenses and DLSS on MAX to see correctly. The combat is ok, but I don't think eating is an option even after rebinding food does not work. Items are also very hard to find, I ran around the map area twice and still did not have enough of what I needed to craft all the quest craftables. Everything considered I have definitely played much worse and lowkey for being put up literally yesterday it for sure runs on my pc, but is not an enjoyable experience. Hopefully you all update this and I get to play a polished version, I'll be keeping an eye out. Until then, Godspeed Lads, I'm sending my hopes and prayers. You will need them
免费 没中文 没成就 拉德尖塔 《RadSpire》是一款第三人称 3D 末日生存冒险游戏,未来遗留科技与失控魔法在此世界激烈碰撞。 你将穿行于破碎废土,搜刮物资、锻造造物、挣扎求生,一步步揭开世界崩坏背后的真相。 探索满目疮痍的破碎大地,搜集原材料打造生存所需装备。矿石冶炼成金属锭、再加工成零件,利用废墟资源锻造铁剑、盾牌与护甲。建造储物设施与营地建筑,守住物资储备,向更危险的区域不断探索。 废土之中还有其他幸存者。追寻像塞拉这样的流浪者,他们各有诉求,也熟知这片荒原的秘密。伸出援手便能收获回报,获取装备、指引线索,并承接剧情任务,深入挖掘世界观背后的故事。 危险无处不在。敌人在开放世界各处巡逻,击败它们推进流程、完成目标、解锁新任务,慢慢拼凑出世界毁灭的完整真相。 游戏进度全程可留存,完整存档系统支持多存档位,退出自动存档,不会丢失任何进度。背包、装备、任务进度与设置均可精准还原。 核心特色 第三人称 3D 开放探索,畅游末日破碎废土 资源采集 + 多阶锻造系统,可制作武器、护甲与建筑设施 完整任务体系,含 NPC 对话、分段目标与分支剧情成长 可招募幸存者角色,拥有专属任务线与专属奖励 敌人战斗与任务流程深度绑定 多档位命名存档 + 自动存档机制 全局设置跨会话永久保留 项目说明 本作是内华达大学雷诺分校 CSE 计算机系2025 年春季,CS 426 计算机本科毕业设计项目 团队编号:15 指导老师:David Feil-Seifer、Vinh Le 校外顾问:Mason Haines(本校计算机系在校生) 参考文献 IEEE 830-1998 软件需求规格规范 IEEE 1012-2016 软件验证与确认标准 视觉注意力游戏设计框架相关研究文献 基于组件的软件工程专著 WCAG 2.1 无障碍开发规范 Godot 引擎官方文档 Steamworks 开发者文档 GitHub 官方开发文档
this game is ....... something. I dont know what it is but its not sure either.