Hold a boarded-up farmhouse against the dead, one round at a time. Every hit pays: buy guns off the walls, roll the Hope Chest, drink tonics, rebuild the windows and throw the breaker before the night swallows you.
Harrowfield is a first-person survival game by Blendi Bylygbashi, set on one farm on one long night.
The dead climb out of the yard and come for Harrow Farm in rounds that never stop getting worse. They tear the boards off the windows and climb in. Every bullet that lands earns points, headshots pay more, and kills pay most. Spend the points as you earn them: chalk-outlined guns on the walls, doors into the kitchen, the hall and the garage, and the Hope Chest, which rolls a random weapon from the farm's stranger stock and sometimes moves. Hold E at a window to nail the boards back up.
Throw the breaker in the garage and the farm's lights come back on, and so do the four tonic cabinets: Iron Gut for more health, Quick Hands for faster reloads and rebuilds, Hair Trigger for a faster trigger, and Second Wind, which gets you back up once when you go down. Dead zombies sometimes drop power-ups: One Shot, Double Bounty, Full Belt, Batten Down and Shockwave.
Round one is a handful of shamblers. By round eight they are sprinting through every window at once, and the music is no longer on your side. When you fall, the game remembers the furthest round you reached.
Controls: WASD move, mouse aim, left mouse fire, right mouse aim down sights, R reload, hold E buy or rebuild, V or middle mouse knife, G grenade, Q swap, Shift sprint, C crouch, Space jump, M mute, Esc pause. Controllers (standard mapping): RT fire, LT aim, X reload and interact, Y swap, RB or R3 knife, LB grenade, L3 sprint, A jump, B crouch, Start pause.
Credits: first-person arms and weapons by DJMaesen (bumstrum) on Sketchfab, CC BY 4.0, adapted; zombie characters and animation from Adobe Mixamo; farm textures and props from Poly Haven (CC0); wallpapers, rugs, paintings, the sky, the stove and the dresser generated with Nano Banana Pro and Meshy through fal.ai; fonts IM Fell English by Igino Marini (OFL); recorded gun layers, the house's creaks, doors, glass and cooling ticks, the wind, the crickets and the choir from the Sonniss GDC Game Audio Bundle; pistol recordings from Freesound (CC0); UI sounds from Kenney (CC0); generated sound, music and the announcer made with ElevenLabs, Mirelo, Sonilo, Stable Audio and ACE-Step through fal.ai; tonic cabinets made with Nano Banana Pro and Meshy. Libraries: three.js (MIT), Rapier (Apache-2.0), postprocessing (Zlib), navcat (MIT). The full list with links is in CREDITS.md in the game files.