Getting started

One first session, start to finish: signing in, starting a campaign, building a survivor, playing a scene and fighting a short battle on the map. Every picture below is the real game, taken during a real session.

This whole session was played with no AI key. The rules engine rolled every check and every shot. An AI game master is optional — it adds narration and understands anything you type — and it runs on your own key (section 2).

1Getting in

Apocalypse is a private campaign server. Your email address has to be on the invite list first — ask whoever runs this server to add it. Once it is, you can sign in any time; there is no password to make or remember.

The Apocalypse front page with the Sign in to play button
The front page. Press Sign in to play.
The sign-in page: Google, or an email box and Send login code
The sign-in page. Either press Google (if your invited address is a Google account), or type your email and press Send login code, then type the code from your inbox. That's your account: the code proves the address is yours.

2Your AI keys (optional)

The first time in, the game asks how you want to begin. At the top is Step 1 — your AI keys.

Begin the Chronicle: Step 1 your AI keys, then Play immediately, Guided setup, Explore the sample
The first screen after signing in. You can skip the keys and play; the rules engine runs every roll either way. Under the keys, Step 2 — your table: where your games are saved (your account on this site, automatically, with a button to download your own copy), Dark or Light, the narrator (Off, Male or Female, the voice, and a ▶ Sample to hear it first) and the text size. All of it can be changed later.
The key window: a Claude key for the game master, an OpenAI key for pictures
Connect your keys opens this. A Claude key (from Anthropic) runs the AI game master; an OpenAI key makes scene pictures. Each is billed to your own account, never to anyone else's — and nobody else's play is billed to you. Keys are encrypted before they are stored and never shown again, only their last four characters. Paste a key here, never into the story chat.

3Start a campaign

A campaign is your world: where it is, how long since the collapse, and what your group is holding onto. On the first screen pick Guided setup (or Play immediately if you want a ready-made survivor instead of building one).

Start a new campaign form: name, time since collapse, region, premise
Three things are required: a name, a region (a real place or an invented one) and a premise in a sentence or two. Then four choices, each with a sensible default: how experienced your survivors are (Ordinary, Mixed or Trained — more points to spend the more trained), what they start with, your crew (just you, or a crew of several — built, picked from ready survivors, or assigned) and who plays the others (the game master, with minds of their own, or you). Everything under More settings has a default too. Press Create campaign; if anything is missing the field is highlighted and nothing you typed is lost.
Harrow Creek is ready: pick a ready survivor or build my own
The campaign exists and is saved. Next the game asks who you'll play: Pick a ready survivor to be playing in seconds, or Build my own. This guide builds one.

4Build your survivor

The builder has six steps across the top. You can click any step to jump to it, and your draft saves as you go. Two helpers are on every step: ⚡ Optimize now makes every choice you haven't made yet — well, and within the rules — and takes you straight to the review; Ask the AI for advice answers questions about this survivor on your own Claude key.

Step 1 Approach: build mode, concept and template
1 · Approach. Choose how much help you want (Guided explains each choice), a concept — here Scout — and a template. Apply attribute + skill recommendations fills in a sound starting build you can change later.
Step 2 with empty required fields highlighted and a note saying what is still needed
2 · Identity & career. Fields marked required have to be filled before Next will move on — if you press it too early, the builder says exactly what is missing, right here.
Step 2 filled in: Mara Quill, county 911 dispatcher, a drive and a bond
Name, age, career before the collapse, one drive (what keeps them moving) and one bond (a person who matters). Career, role, drive and bond each open a list to pick from — or type your own. Here: Mara Quill, a county 911 dispatcher, trying to get her brother home.
Step 3 Attributes
3 · Attributes. Strength, agility, perception and the rest. The recommendations are already applied; the points must add up exactly, and the builder tells you if they don't.
Step 4 Skills
4 · Skills. Where your points went. Some settings grant a platform familiarity — pick the one kind of weapon your survivor knows well from the list (here, 9mm pistol).
Step 5 Equipment with a package chosen
5 · Equipment. Pick a package (Fighter, Medic or Scavenger) and adjust. Weight matters: the load readout tells you how much you're carrying.
Step 6 Review: all creation checks pass
6 · Review & create. Everything in one place. When All creation checks pass, press Create. If something is still open, each item in the list takes you straight to the step that fixes it.

5Your table

The game table: map, game master panel, characters, inventory and camp
Your table. With a crew of several, Primary character at the top of Crew picks the one who is “you” in the story. Top left: the map (and the Battle map tab). Top right: the game master — the story, and the box where you say what you do. Below: your characters, supplies and camp. The bar at the top shows the day, time and weather; Save Game is always there. The ⤢ on any panel makes it fill the screen; Back to the table returns.

6Play a scene

Type what your survivor does in the box and press Send — look around, I search the co-op office for anything useful, I sneak along the loading dock. The engine works out which skill it is, rolls it, and tells you what happened. The cards under What do you do? are one-click suggestions.

The story: three actions, each with its roll line and result
Three actions and their rolls. Hover any dotted word in a roll line for a plain explanation. The cards under What do you do? always end with Something else — your own words.
A roll line with Redo and Change result, and the result list open
Your call, always. Every roll line has ↺ Redo (roll it again) and ✎ Change result (set it yourself). There is no such thing as cheating in your own game: the choice is noted in the campaign's record and nobody comments on it.

How to read a roll line

Scavenging 42Mara's skill: the number she has to roll at or under.
Routine +0 → 42How hard the task is, and the final target after it.
roll 3The dice: a d100 roll, 1 to 100. Low is good.
SUCCESS, MoS 21The result. MoS is the margin of success — how far under the target the roll came. Bigger is better; a very low roll is a critical, a very high one a fumble.

Without an AI key the engine understands everyday actions — look, search, sneak, climb, force, pick a lock, talk someone down, patch up, fix, drive, track, travel. With your own Claude key the game master follows anything you say, and still has to roll through the same engine.

7A fight on the map

When something turns violent — I attack the walker at the fence — the game offers to take it to the tactical grid.

The game master: this is a fight — open the tactical grid, or try to slip away
Choose Open the tactical grid — or try to slip away. (To try a fight at any time, switch the map panel to Battle map and press Generate a skirmish.)
The tactical grid: two walkers at the top, crates as cover, Mara at the bottom, actions on the right
The grid. Your survivors start at the bottom, the threat at the top; the crates are cover (hover a square or a figure to see what it is). On your turn the actions on the right come from your real gear: move, fire, aim for the head, double-tap, reload, the knife, aim, or end the turn.
An attack lined up: the breakdown of base skill, range and target, hit chance, and ROLL IT
Pick an action, then a target. Only targets you can actually hit are ringed; anything out of sight is dimmed and says why when you hover it. Before anything is rolled you see the whole calculation — base skill, range, modifiers — and your chance to hit. Press ROLL IT.
The result of the shot in the combat log, and the walkers moving
The result lands in the combat log, then the dead take their turn. Every shot makes noise (N4 is a gunshot — it carries), and noise draws more of them. What do N4, MoS and RT-09 mean? under the log explains the shorthand.
Several rounds later
A few rounds in. Mara is a scout, not a shooter: her rifle skill is 20, so even close up she hits only two or three times in ten — That is the rules working. A survivor with real points in Long Guns shoots very differently.
You can leave a fight you're losing: End combat — withdraw & report (bottom right) breaks off and sends the result back to the story.

8After the fight

The combat report in the story: rounds, hostiles down, wounds, ammunition, noise
Back in the story, the report: how long it lasted, who went down, how everyone is, ammunition left and how far the noise carried; who fell and what they left to recover; the skills your survivors used, which can improve at the next rest; and what to do next. It is written into the campaign before the next scene.
Resting until dawn: morning, rations, water, sleep, and what today brings
Rest. Type rest until dawn (or press the card) to sleep until morning: food and water are used, sleep is counted, and the day's news arrives. Rest and train takes two days and rolls to improve the skills your survivors used when it mattered.

9Saving and coming back