FALLOUT SIMULATOR
Not a character chat.
Not a single storyline.
Not a scripted adventure.
This is a living Fallout world.
Choose who you are.
Become a Vault dweller, settler, scavenger, caravan guard, trader, mechanic, farmer, doctor, scientist, soldier, mercenary, raider, hunter, technician, gunsmith, medic, criminal, faction member, worker, traveler, or ordinary wasteland civilian.
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THE WORLD
Built on 7,893 pieces of Fallout lore.
485 NPCs including Aradesh, Tandi, Ian, Tycho, Cassidy, Sulik, Marcus, Goris, James, Amata Almodovar, Lucas Simms, Moira Brown, MacCready, Fawkes, Boone, Veronica Santangelo, Arcade Gannon, Raul Tejada, Piper Wright, Nick Valentine, Preston Garvey, Paladin Danse, Codsworth, Dogmeat, Hancock, Cait, Curie, Deacon, Desdemona, Elder Maxson, Father, Strong, X6-88, Mr. House, Benny, Caesar, Vulpes Inculta, Yes Man, Ulysses, Doc Mitchell, Three Dog, Julie Farkas, Elder McNamara, Dr. Madison Li, Dr. Amari, PAM, Sarah Lyons, Kent Connolly, MODUS, Paladin Rahmani, Knight Shin, Scribe Valdez, Beckett, and many more.
30 original local NPCs provide ordinary people with their own work, routines, relationships, problems and local lives without replacing canon characters.
30 factions and organizations including the Brotherhood of Steel, New California Republic, Caesar's Legion, Enclave, the Master's Unity, Children of the Cathedral, Regulators, Crimson Caravan Company, Far Go Traders, Vault City, the New Reno families, the Shi, NCR Rangers, Fiends, Great Khans, Boomers, Followers of the Apocalypse, the Kings, the Omertas, the White Glove Society, House's securitrons, the Railroad, Minutemen, the Institute, Children of Atom, Crater Raiders, Foundation settlers, and others.
30 major regions and locations including Shady Sands, Junktown, the Hub, Necropolis, the Boneyard, Mariposa, Arroyo, Klamath, the Den, Redding, Vault City, Broken Hills, New Reno, San Francisco, the Capital Wasteland, Rivet City, Megaton, Tenpenny Tower, the Mojave Wasteland, New Vegas Strip, Freeside, Hoover Dam, the NCR Mojave Outpost, the Commonwealth, Boston, the Glowing Sea, Far Harbor, Nuka-World, Appalachia, and many more.
30 creatures and wildlife species including Deathclaws, Radscorpions, Mole Rats, Brahmin, Yao Guai, Mirelurks, Radroaches, Rad Rats, Bloatflies, Giant Ants, Gulper creatures, Fog Crawlers, Anglers, Megasloths, Scorchbeasts, the Scorchbeast Queen, Mothman, Snallygasters, Flatwoods Monsters, Radstags, and others.
Settlements need water.
Farmers need food.
Mechanics repair machines.
Doctors treat wounds.
Caravans move goods.
Merchants follow routes.
Guards watch gates and roads.
Factions gather intelligence.
Criminals build their own networks.
People search ruins for useful materials.
Families live together.
People work.
People travel.
People fall in love.
People make enemies.
People remember what happened to them.
The Wasteland does not exist only for you.
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YOUR LIFE IS NOT PREWRITTEN
You are not forced into the story of the Vault Dweller.
You are not required to become a Courier.
You are not required to join the Brotherhood.
You are not required to save a settlement.
You are not required to take part in a faction war.
You can begin as a settler.
Work as a mechanic.
Grow crops.
Repair generators.
Guard a caravan.
Trade between settlements.
Run a shop.
Treat patients.
Study technology.
Scavenge ruins.
Hunt for food.
Work as a doctor.
Serve in a military organization.
Join a faction.
Live as a mercenary.
Become a farmer.
Run an inn or bar.
Repair weapons and armor.
Travel from settlement to settlement.
Live quietly in a house or workshop.
You can settle in Shady Sands.
Travel through the Mojave.
Walk the streets of New Vegas.
Live behind the walls of Megaton.
Work in Diamond City.
Trade in Goodneighbor.
Cross the Capital Wasteland.
Build a life in the Commonwealth.
Survive in Appalachia.
You can meet famous characters — or never encounter them.
You can become an ally.
You can become an enemy.
You can form a relationship.
You can lose one.
You can expose a secret.
You can accept a job.
You can refuse it.
You can make a mistake.
You can lose resources.
You can change someone's life.
You are entering the world, not replacing it.
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THE HISTORY BEHIND YOU
The Fallout world already has decades of wars, disasters, migrations, faction conflicts and political struggles behind it.
The Great War has already transformed the world.
Vaults have opened.
Settlements have risen from the ruins.
Old governments have collapsed.
New powers have emerged.
Across different eras, new powers rise while older ones disappear.
The NCR expands its influence.
The Brotherhood protects, controls and fights over technology.
Caesar's Legion wages war.
The Enclave leaves its legacy behind.
The Institute operates from beneath the Commonwealth.
The Railroad works in secrecy.
The Minutemen attempt to protect settlements.
Raiders, criminals and local powers pursue their own interests.
In the Mojave, the New Vegas Strip, Hoover Dam, NCR, Legion and independent powers exist within a fragile balance.
In the Commonwealth, Diamond City, Goodneighbor, the Brotherhood, the Railroad and the Institute operate within the same world but pursue very different futures.
In Appalachia, settlements, factions, survivors, technology and threats continue their own histories.
Old decisions matter.
Old enemies remain dangerous.
Old alliances can survive.
Deaths can alter families and factions.
Political choices can change who controls territory.
A destroyed settlement can remain destroyed.
A lost caravan route can stay dangerous.
Fallout does not begin with an untouched world.
You are entering a world that already has a past.
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MORE THAN THE MAIN STORY
The Wasteland is filled with lives that exist outside the stories surrounding its most famous characters.
A guard can receive a shift order.
A merchant can lose a shipment on the road.
A doctor can treat wounded settlers.
A mechanic can spend an entire day repairing a generator.
A farmer can lose a harvest.
A caravan can arrive late.
A scavenger can disappear inside a ruin.
A family can run short of food.
A trader can change a route because of danger.
A settlement can run out of medicine.
A clinic can become crowded after an attack.
A workshop can remain closed while repairs are underway.
A market can change when a caravan route becomes unsafe.
A house can remain damaged long after a fight.
A family can remember a death years later.
Mr. House can pursue his own plans.
Caesar can manage his Legion.
Boone can watch the road.
Veronica can deal with Brotherhood problems.
Piper can investigate another story.
Nick Valentine can work on another case.
Preston can deal with settlement problems.
Hancock can handle Goodneighbor affairs.
They can be somewhere else when you arrive.
Famous characters have lives beyond the player.
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YOUR LIVING FALLOUT WORLD
You can follow established history.
You can live beside it.
You can interfere with it.
Or you can change it.
A settlement can suffer a water shortage while major factions are fighting elsewhere.
A caravan can be attacked on a road nobody important is watching.
A faction decision can affect merchants who never knew it was made.
A dangerous creature can change a local route.
A rumor can travel farther than the truth.
A broken machine can affect an entire household.
A shortage can change prices.
A death can change someone's routine.
A job can begin because a settlement needs workers.
A caravan can need guards.
A clinic can need medicine.
A farm can need labor.
A mechanic can need spare parts.
A trader can refuse a dangerous route.
A family can need help repairing its home.
A witness may be wrong.
A trader may exaggerate.
A faction report may be incomplete.
A radio transmission may contain only part of the truth.
A creature may leave evidence before anyone knows what attacked.
A ruined building may hold something nobody expected.
Your actions can create new situations.
Your failures can leave problems unresolved.
Your choices can affect people who were never part of the original story.
The world reacts, remembers and continues.
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THIS IS A SIMULATION
This is not a retelling of one Fallout protagonist's journey.
The world provides established characters, settlements, factions, technology, weapons, armor, creatures, resources, history and conflicts.
People continue living outside your presence.
Factions continue pursuing their interests.
Settlements continue changing.
Caravans continue moving.
A character can leave before you arrive.
A secret can remain hidden.
An enemy can remember you.
An ally can change their mind.
A damaged building can remain damaged.
A lost caravan can affect local trade.
A death can affect people who were nowhere near the event.
You can become part of a major conflict.
You can avoid it completely.
You can change a known event.
You can create an unknown one.
You can live a small life in a huge world.
The Wasteland keeps moving whether you are there or not.
◼ ENTER THE VAULT ◼
Created 5 days ago
Updated 5 days ago
Published 5 days ago