
At the end of a raid, the Warden waits in an arena that seals behind you. A laser sweep and then a machine-gun burst, grenade rings, reinforcements every phase. The bigger your group, the more he can take.
We’re an indie studio in Québec making survival games where the best stories start with “so we had this base…”. First up: WIPEDAY. Still in the oven.
You wash up on the island with a rock and a torch. Hit trees until you have a hut, then put a lock on it. When you die, everything in your pockets stays on the ground for whoever finds it first. And yes, people can blow open your base while you’re asleep.
Then the wipe hits. The map resets and everybody is back on the beach with a rock. Day one is a land rush. By mid-wipe the clans are raiding each other. The last days are pure chaos.
Our servers check every shot and every build. If you got raided, it really happened.
Fresh map every wipe. Veterans don’t get a head start, just better habits.
Wood, stone, metal, sulfur. Start with twigs, work your way up to armored walls and put a code lock on the door. Pay your upkeep, or the base starts to fall apart.
Old sites held by armed operatives. Bring rad protection, solve the puzzle, grab the access drive. Copper gets you into steel, steel gets you into gold. The best crates are at the top.
Rockets, charges, anything that goes boom. When someone hits your base, you get an alert with the grid square. Run home and fight, or start rebuilding.
Six fights for groups who think they’re ready. You can see the big attacks coming, the difficulty scales with your group, and the loot is worth the trouble. Names and details may still change.

At the end of a raid, the Warden waits in an arena that seals behind you. A laser sweep and then a machine-gun burst, grenade rings, reinforcements every phase. The bigger your group, the more he can take.

An armed helicopter patrols monuments and populated areas. Searchlight at night, chain gun, rocket salvos after a lock-on. Shoot it down and its crates come down with the wreck.

A four-car armored train runs the surface loop. Get aboard, drill the vault while it moves and hold off the response helicopters. Rivals can sabotage your drill or derail the train.

Blow open the collapsed tunnel to get in. Three blacked-out sections to power up one by one, a flooded tunnel that is live while powered, then the Station Master and his runaway cars in the control room.

In the flooded engine room of an old sunken submarine, a diver in a brass pressure suit is waiting. Harpoons, steam bursts, sharks called in, and air pockets that shut one by one.

A research submarine prowls offshore. Follow its sonar pings, watch for its periscope, then board it to loot its labs and sample vault.

There’s a second world under the water: reefs, wrecks full of crates, and sharks that don’t love visitors. The deeper you go, the darker it gets.
Diving tank. Your tank is your air. When it runs dry, all you have left is your breath.
Mask and fins. The mask lets you see further, the fins make you swim faster.
Spear gun. Firearms don’t fire underwater. Harpoons and melee do.



We’re building WIPEDAY and playtesting it on our own servers. No release date and no price yet. When we know, it goes up here.
The beach, the first night, the raids and what waits offshore.







Early development. Everything shown may still change.
We’re Studios Grand Nord, an indie game studio in Québec.
We like games where the best stories come from other players: the raid that went sideways, the stranger who saved you at the last second. That’s what we’re making.
WIPEDAY is our first game.
Writing about WIPEDAY? Grab what you need. It’s free to use for coverage; the terms are in the kit’s README.
Emblem as SVG (vector) and 1024 px PNG, transparent background.
Download SVG Download PNG
One page: description, features, monetization rules and press contact.
Fact sheet in English (PDF) Fiche en français (PDF)
Logos, key art, 16:9 scenes, vertical covers, Steam capsules and fact sheets, high resolution.
Download the ZIP (34 MB)