Fact sheet
- Genre
- Casual · Turn-based · Scavenging survival
- Platforms
- Android / PC
- Release date
- 21 September 2026
- Current version
- 1.0.2
- Last update
- 2026-09-24
- Developer & publisher
- Motang
What this game is
Wattbound is a turn-based scavenging survival game: 144 steps to a day, five minutes a step, and a whole building that goes dark at 20:00. You have until then to bank enough power to buy a UPS.
Working the map is simple — you scavenge on a grid, and the number on a crate is how many cells of power it is worth. But what you pick up goes into your backpack first: at 20:00 you have to be standing on your own dorm cell for it to count, and anything still in your bag downstairs is lost.
How a run goes
144 steps to a day
You wake at 08:00; the building goes dark at 20:00. A step, a hit and a wait all cost 5 minutes — and holding a direction key keeps you walking.
Power only counts in your dorm
What you pick up goes into your backpack and only enters storage on your own dorm cell; anything still downstairs is lost. Press Q in the dorm to tip your bag into the battery bank without ending the day — so you can haul load after load.
Two modes, and you set the target
Objective mode ends the moment you bank the target; Endless mode has no finish line, only how many days you lasted. The target is yours to set from 40 to 120, and the four difficulty tiers only change how many monsters there are and what a mistake costs.
Rent every three days
Day one is rent-free; after that it comes every three days and covers three days at once. Miss it and the power is cut on the spot. Every fourth upgrade you buy raises the daily rent by 1, and every death in the run raises it by 1 more (up to +2).
Who is downstairs
Shade: 4 HP, bites 2, chases you. Bell: 6 HP, bites 2, chases from further. Gate: 6 HP, bites 1, guards crates, never chases. Chasers move only once every two of your actions, and they never enter the three cells around your dorm; the one that will move next has a red dot under it.
You earn your upgrades
Buy them standing on your dorm cell: 1 stamina +3 (refilled the moment you buy it) / 2 attack +1 / 3 bag +5 / 4 storage +20. Downing a monster now pays out by type — Shade 2, Bell 3, Gate 4 cells — straight into your storage and taking no bag space; and for every 3 combat upgrades you buy, they get stronger too.
Tiles marked “?”
Step on a “?” tile to find out what it is: it may hold 2 cells of power, cost you 2 stamina, wake a Shade, or hold nothing at all. A fall can never kill you (you are left with at least 1 stamina), and each floor has 4 of them, all some way from your dorm.
Screenshots
All images are captured in-game (1280 × 720).
Changelog
| Version | Date | What changed |
|---|---|---|
| 1.0.2 · Gameplay and economy rebalanced | 2026-09-24 | Gameplay — enemies are tougher, and now genuinely worth killing: a downed monster pays out by type, Shade 2 cells, Bell 3, Gate 4 (previously 1 for all), and all three are harder and meaner (Shade 3→4 HP and 1→2 damage; Bell and Gate 5→6 HP), so “fight through” and “go around” become a real choice for the first time; the stamina-cap upgrade goes from +2 to +3 and refills you the moment you buy it; the monster that will move next now has a red dot under it, so the next step is something you work out instead of walk into; and white “?” tiles are new — one may hold 2 cells of power, cost you 2 stamina, wake a Shade, or hold nothing at all (a fall can never kill you, you are left with at least 1 stamina, and each floor has 4, all some way from your dorm). Fixes — the grey band that appeared on the right of wide-phone screens; terrain not repainting after the map changed (a tile that looked empty but blocked you); the side panel and top bar fading into grey after about 16:00. Improvements — mobile turning takes a longer drag now (about 4.5 mm); the ending screen reports “power from kills”; the legend swatches are drawn on the dungeon background; and the timeline bar has a new track colour. |
| 1.0.1 · Visual overhaul | 2026-09-23 | Full visual overhaul: the game moves from pixel art to a refined look — rounded panels, anti-aliasing, clearer Chinese type, and tile seams instead of a grid — while gameplay and numbers stay exactly as they were. New: a start screen (save slot / mode / target / difficulty all set in one view), a two-column how-to-play page and a pause panel, plus a real progress bar on the title screen. Fixed: at dusk the character was almost the same colour as the floor and you could not tell where you stood — the character now lightens a beat after the scene and keeps a fixed white outline. Fixed: on mobile, the further you dragged the harder it was to turn. On mobile the direction indicator now follows your finger, the turn check is more forgiving, and the three bottom-right buttons are bigger. New: you can now delete a save slot from the title screen. |
| 1.0.0 · First release | 2026-09-21 | Two modes — Objective mode (bank the target and you win) and Endless mode (no finish line, longest day count recorded); the target itself is adjustable from 40 to 120; and four difficulty tiers: Relaxed, Standard, Hard and Brutal. |
Download & follow
Wattbound is live on TapTap for Android and PC. Follow the store page to get version updates first.