This War of Mine APK (Unlocked FULL GAME)

1.6.9.1090
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Oct 14, 2026
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1.6.9.1090
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Description

This War of Mine survival begins with one cruel rule: snipers own the streets by day, so your civilians only leave the shelter after dark. New players who keep burying their whole group before the first cold snap get a calmer, tested order of priorities that keeps people fed, warm, and sane. The biggest early gain comes from trading rather than fighting, because a single bottle of medicine can buy several nights of wood and parts.

How to Play This War of Mine: Civilian Survival Overview

This War of Mine is a survival sim where you control a small group of civilians hiding in a ruined house during a city siege. You spend daylight crafting, cooking, and resting, then send one survivor out at night to scavenge food, medicine, and materials until a ceasefire ends the war.

Polish developer 11 bit studios released the game on PC in November 2014. The Android port followed on July 14, 2015. The team drew on real sieges, and the Siege of Sarajevo is the clearest influence.

That history shows in every scene, because nobody in your group is a soldier. Your group starts with two to four civilians drawn from a pool of twelve characters, so no two openings look alike. The day and night cycle then sets the rhythm for everything else.

How the Day and Night Cycle Drives Every Decision

Daylight is shelter time. Snipers watch the streets, so your civilians cook, craft, clear rubble, and tend to the sick inside the house. Neighbors sometimes knock with requests, and those visits can turn into trades, favors, or hard refusals.

Night flips the plan. You pick one survivor to scavenge, then set the others to sleep in a bed, sleep on the floor, or stand guard. A tired guard still beats an empty doorway, although a guard who never sleeps will soon fall sick. In my runs, the guard slot mattered more than the scavenger slot during the first week.

Pogoren Under Siege: Setting and Story Premise

The game places you in Pogoren, a fictional city in the country of Graznavia. Rebels and government forces fight over its streets, and civilians are caught in between. Your house is half destroyed, with rubble piles, locked cabinets, and barred doors hiding supplies.

There is no hero arc here. Instead, your story grows out of small moments, like a neighbor’s child asking for medicine or a survivor who cannot stop thinking about a theft. The charcoal art style keeps the palette gray and sketchy, so even a full pantry feels temporary.

This War of Mine vs Sheltered and 60 Seconds! on Mobile

Sheltered is the closest Android rival. It also asks you to protect a family in a shelter, but its world is post-apocalyptic and its expeditions span several days. By contrast, 60 Seconds! Reatomized opens with a frantic one-minute scramble for supplies and then turns into a darkly comic rationing game. Fallout Shelter sits in the same genre too, although it plays like a cheerful vault builder.

This War of Mine stands apart through moral weight. The other games let you laugh at disaster, while this one makes you sit with the guilt of stealing medicine from an old couple.

Android Version vs PC and Console Edition

The Android edition launched at a $9.99 introductory price and then moved to $14.99, well under most PC bundles. It runs on devices with at least 1 GB of RAM and Adreno 320, Tegra 3, or PowerVR SGX 544 class graphics. Even older phones handle it smoothly.

Touch controls replace the mouse well. You tap a survivor, tap a target, and the game queues the action, but dragging through a crowded house can misfire on a small screen. On PC, the free Final Cut update also added a new scenario and folded Stories locations into every standard run, which gives desktop players the widest location pool.

Shelter Crafting, Survivor Needs and Touch Controls

Inside the shelter in This War of Mine, survivors turn scavenged wood, parts, and components into beds, stoves, tools, and weapons. Every build costs materials someone carried home in a cramped backpack. That cost makes each choice feel heavy.

Your group also has needs that tick every day. Hunger, fatigue, sickness, wounds, cold, and mood all stack, and one bad night can push a healthy survivor into a spiral. Smokers burn through three cigarettes per day, and coffee drinkers turn grumpy without a cup.

On a phone, you handle all of this with taps. First select a survivor, then tap a station and pick the job from a short menu. Steady shelter work is half of surviving any long siege, because a well-run house shortens every risky night outside.

Crafting at the Workshop: Beds, Stoves and a Rainwater Collector

The basic workshop is your first build, and it opens everything else. Beds come early because floor sleep leaves survivors tired. A tired scavenger moves slowly and brings risk home.

Next comes a stove for cooking raw food into proper meals, then a rainwater collector so you stop spending backpack space on water. An upgraded workshop opens better tools, while a heater becomes urgent before winter arrives. I built the heater one night too late exactly once. Two survivors fell sick in a single cold snap.

Hunger, Sickness, Wounds and Morale

Each survivor shows status lines such as hungry, tired, sick, or wounded. Food and rest fix the first two, while bandages and medicine handle the rest, and herbal meds can stand in when real pills run out.

Morale is the silent killer. A survivor who drifts from sad to depressed to broken stops working well, and a broken survivor may walk out or end their life. However, conversation, books, an armchair, coffee, and guitar playing all lift mood. Each of those costs time or materials, so protecting mood is a budgeting choice like any other.

What Happens After a Successful Night Run

A good run ends at dawn with a full backpack dropped into the shelter stash. The scavenger comes home tired, so plan a bed for them that morning. Meanwhile, the rest of the group can start crafting with the new haul right away.

Raids are the hidden cost. While your best fighter is out, bandits may break in, steal supplies, and wound the guard. Sealing wall holes with board-ups and arming the guard with at least a shovel or knife cuts those losses sharply.

How Night Scavenging Works Across the City Map

Night scavenging in This War of Mine sends one survivor to a single city location after dark, where they search containers, avoid or confront residents, and carry home what fits in their backpack. Each location has its own residents, risks, and locked or blocked areas that need tools.

Locations open up gradually, and the situation inside can change between visits. For example, a calm site may hold armed thugs a week later, or close entirely when fighting blocks the district.

Stealth matters more than force. Sneaking past residents, listening at doors, and watching the noise markers keeps your survivor alive. Even a winning fight costs bandages you will miss later.

Safe Opening Sites: Decrepit Squat and Garage

Early nights reward low-risk sites. The Decrepit Squat is a common first stop, and veterans often bring one raw food and a crowbar for the trip. The Garage tends to hold crafting materials. Players who start with Pavle or Marko often head there fast to stock up.

Quiet sites still pay well. Rubble piles hide stashes behind them, so a shovel turns a dull trip into a full bag.

Risky Sites: Shelled School, Hospital and Military Outpost

The Shelled School sits near the center of the map and rolls one of two setups: armed rebels or a group of homeless civilians. In the rebel version, a fighter named Viktor will trade with you. Fully looting the building then needs several lockpicks or a crowbar, plus a shovel and a saw.

The Hospital is a moral test. Its staff will barter, and some players donate supplies, yet desperate groups steal from it and pay for that choice in guilt. The Military Outpost offers weapons trading too. Veterans complain the soldiers give little in return, so treat it as a late option rather than a lifeline.

Backpack Slots and Tools: Crowbars, Lockpicks, Shovels

Backpack slots are the real limit on every run. Heavy items such as wood and components fill space fast. Medicine and bullets, by contrast, stack tightly, which is why veterans favor small, high-value loot.

Tools decide which doors open. A crowbar or lockpick handles locked containers, a saw cuts through barred doors, and a shovel clears rubble. Bring the tool the site needs and leave room for the haul. Marko carries extra slots, and that bonus alone justifies sending him out most nights.

How to Trade in a Barter Economy With No Currency

No currency exists in This War of Mine, so every deal is a straight swap of goods with traders, neighbors, and residents at night locations. Each item carries a hidden trade value, and traders mark prices up unless a skilled negotiator like Katia handles the deal.

That markup sits at roughly 20 percent and shifts with the trader and with events like shortages. Radio reports also warn when prices for food, medicine, or weapons spike. A working radio pays for itself.

Medicine, weapons, and alcohol usually command the best returns. Common items such as wood and water rarely impress anyone. Strong trading is the quietest path to lasting through a long siege.

How Item Value Works and Why Components Sit at One

Components always carry a value of exactly 1, which makes them a handy yardstick for every other trade. Medicine, guns, and jewelry sit far higher, while cheap, bulky goods sit near the bottom.

The trade window also gives verbal hints. A trader who says an item is exactly what they need will pay well for it. When a trader shrugs it off as very common stuff, keep it for crafting instead. One reliable move is to add items on the trader’s side until the deal fails, then remove one cheap item to close it.

Franko and the Shelter Trader Visits

Franko, the traveling trader, knocks on the shelter door about every three days. His rates are steep, yet he often brings several nights’ worth of building materials in one visit.

Traders also differ in taste. Franko pays more for guns, while other traders around the city value medicine and bandages more highly, so match the goods to the buyer. You can also break big items down: swap a rifle for smaller valuables like bullets or meds, then spread those across later deals.

Turning the Herbal Workshop Into a Cigarette Economy

The Herbal Workshop turns tobacco or herbs plus a single component into a small batch of cigarettes or rolled cigarettes. Either version trades for more than its inputs. In my runs, a steady cigarette line paid for nearly every winter fuel delivery.

Watch your own smokers, though. A survivor with that habit quietly burns three a day from the stash, which drains the very goods you planned to trade. Some players keep smokers short on purpose and sell the whole batch instead.

How the Ceasefire Countdown and Scenarios Progress

Keeping one survivor alive until the ceasefire is the only win condition in This War of Mine, and every character then receives a short epilogue. Preset scenarios usually end somewhere between 25 and 45 days, while custom wars can run far longer.

This War of Mine survival is therefore a countdown, not a level climb. Progress comes from days crossed off, new groups opened, and a shelter that slowly needs less from the streets.

The war length is never shown outright. Instead, the radio drops hints as peace talks advance. Unlike level-based games, nothing here grants experience points, so each milestone is simply another day alive.

Winter, Crime Waves and Radio Warnings

Winter is the hardest stretch of most runs. Temperatures drop, the heater needs fuel every night, and some locations close under snow. In a long war, a cold spell can stretch from roughly day 20 to day 30.

Crime waves follow shortages. Raids hit harder and more often, while some districts go dark when fighting blocks access. The radio usually warns about both a day or two ahead. So stockpile wood and food the moment a broadcast turns grim.

Unlocking New Survivor Groups and Custom Wars

Each preset scenario starts a different group in a different season. Finishing runs opens more groups, and each mix of personalities changes your opening shopping list.

Custom wars let you set your own rules. You choose the season, how harsh the cold gets, and how long the conflict lasts, with the longest custom wars running as many as 80 days. Long wars feel quieter, with fewer events. Scarcity, however, grows so steep that every trade matters.

Endings and Character Epilogues When Peace Arrives

When peace comes, the game shows a short epilogue for each survivor, shaped by what they did and saw. A character who stole and killed carries that weight into their story, while one who helped neighbors may find a gentler fate.

These epilogues are the closest thing to a reward screen. They also make replays worthwhile, since a different answer at the Hospital or a neighbor’s door can rewrite someone’s future. Similarly, a survivor who died mid-war still gets a closing line, which lands harder than any score.

Best Survivors to Pick: Katia, Marko, Bruno and Roman

Each survivor in This War of Mine has one signature trait, such as a bargaining skill or extra carrying space, and that trait decides which jobs the character should do. Trait planning starts the moment you see your group.

Traits come with downsides too. Some survivors take violence badly, some carry addictions, and some fall into sadness faster than others. A strong fighter may also be a poor caretaker.

Matching jobs to traits saves materials, time, and lives. The wrong person on a night run often comes home empty-handed, or not at all. Picking well also changes your whole plan, from barter-heavy runs to aggressive raids on armed sites.

Katia the Bargainer and Bruno the Cook

Her bargaining skill removes most of that trader markup, which turns every deal into a fair one. Put her in charge of all trades. Keep her home rather than risking her on a dangerous run.

Bruno is a good cook, so his meals stretch raw food further at the stove. In a group without him, food runs out noticeably faster.

Marko and Pavle for Night Scavenging Runs

Marko is the group’s natural scavenger thanks to his extra backpack space. Pavle is a fast runner, which helps him escape a fight that turns sour.

Many veterans send Marko out nearly every night when he is in the group. Pavle, by contrast, suits sites where a quick exit matters more than a big haul. Both still need rest. Rotate them before fatigue sets in.

Roman, Boris and Arica When Fights Turn Ugly

Roman has combat training and handles violence with less guilt, which makes him the safest choice for armed locations. Boris is strong, so he hauls heavy loads home with ease.

Arica moves quietly, which suits stealth runs past sleeping residents. Marin, the handyman, also saves components on crafting and repairs. Pair one of these traits with a strong trader or scavenger, and most early problems shrink. In addition, a balanced pair lets you rotate jobs without losing a whole night.

Moral Choices and Common Mistakes That Break Your Group

Guilt can end a run in This War of Mine faster than hunger, because the morale system punishes theft, violence, and broken promises. A full pantry means little when your survivors stop getting out of bed.

Most first-run failures trace back to a handful of avoidable choices. Some cost materials, but the worst cost a survivor’s will to keep going. Snipers rarely kill a group that plans well. Despair often does.

Not every dark choice is wrong, though. During war there are only trade-offs, and a theft that saves a dying friend may be worth the sadness it brings, provided you plan to treat that sadness afterward.

Why Robbing the Elderly Couple at the Quiet House Hurts

The Quiet House holds an elderly couple and a stash of useful goods. Taking those goods is easy, since nobody fights back, and that ease is the trap.

Most survivors react badly to the theft, and some sink into depression within days. In my runs, the extra food never covered the bandages, books, and coffee I spent pulling my group back to normal. Leave the couple alone unless someone will die without their supplies.

Leaving the Shelter Unguarded During Raids

Sending two people out, or letting everyone sleep, invites a break-in. A lone guard with a shovel still deters many attacks, and board-ups on wall holes make the house harder to breach.

Guard duty has a cost too, since a guard misses sleep. So rotate the job, give the guard a real weapon once you find one, and never leave the house empty on the night after a crime warning. One unguarded night can wipe out a week of scavenging.

Spending Early Components on the Wrong Builds

Early materials are scarce, so comfort items can wait. A bed, a stove, and a rainwater collector keep people working, while an armchair does not.

Weapons crafted too soon also waste parts. A crowbar and a shovel open far more loot than a homemade knife defends. Tools come first, then the upgraded workshop, then arms.

How The Little Ones Changes Shelter Life With Children

The Little Ones expansion for This War of Mine adds children to your shelter, and they cannot defend themselves or handle shelter jobs at first. Adults must feed, comfort, and teach them, so every run now balances survival against keeping kids safe, busy, and emotionally whole.

The developers call it the biggest expansion to the base game. It also introduces new adult civilians who appear only in scenarios built around children.

The tone shifts as well. Kids in a besieged city still laugh, cry, and play, and those moments make the grim setting land even harder. For many players, this survival sim becomes more personal here than anywhere else.

Crafting Toys and Playing With Kids

Children need attention as much as food. You can craft toys at the workshop and assign adults to play with them, which keeps a child’s mood from sliding.

Some adults are better caretakers than others, so pair the gentlest survivor with the youngest child. A sad child drags the whole group down. Toy materials are therefore a real survival expense, not a luxury. I stopped skimping on them after one quiet, miserable week.

Teaching Children Shelter Tasks

Adults can also teach children skills over time. A taught child pitches in around the house, which frees an adult for the workshop or a night run.

Protecting kids adds new moral choices as well. A family may ask you to take in a child, or a parent may beg for medicine you need yourself. Each answer reshapes your group.

Stories Episodes: Father’s Promise and Beyond

This War of Mine: Stories tells smaller, scripted tales inside the same world. Father’s Promise, the first episode, follows a father trying to save his daughter. On Android, it arrives as a standalone game that does not need the base game.

The series continues with The Last Broadcast, where a radio operator weighs the price of truth. Fading Embers then follows survivors through a brutal cold season, torn between saving lives and saving cultural heritage. Each episode adds mechanics the main game lacks, along with several hours of tightly written play.

Best This War of Mine Tips and Tricks for Beginners

Three habits keep most new groups alive in This War of Mine: scouting sites before hauling, building home food production early, and banking supplies before the cold. None of them needs luck.

This War of Mine survival rewards boring discipline far more than daring night runs. A shelter that runs smoothly by day ten rarely collapses later.

Veterans also start each run by reading the group, not the map. A team with Katia plays a trading game, while a team with Roman can afford riskier sites. Finally, keep your morale buffer stocked, because a broken survivor undoes every other good habit.

Scout a Site Once, Then Return With an Empty Bag

Most locations hold more than one backpack can carry, and many armed sites reward two full trips. On a first visit, I open containers and pile the best loot in one spot near the exit.

The second night becomes a quick grab instead of a slow search. That shorter visit also means less time near hostile residents. It matters most at sites that change hands mid-war.

Build Rat Traps and a Vegetable Garden Early

Food scavenging gets harder as the war drags on, so home production is the real long-term answer. Rat traps provide steady raw meat. Meanwhile, a vegetable garden turns water into vegetables over time.

Once both run, goods like canned food become surplus you can sell. A steady garden also frees the night scavenger to chase medicine and parts instead of meals.

Bank Medicine and Fuel Before the Cold Season

Sickness spikes when the shelter turns cold, and pills turn pricey right when you need them. Keep at least two medicines in reserve before temperatures fall.

Fuel follows the same logic. Break up furniture for wood only if you must, and stack wood whenever a trader offers it cheap. A cold heater on a freezing night undoes a week of careful play.

Frequently Asked Questions About This War of Mine

Is This War of Mine available on Android phones?

Yes. This War of Mine runs on Android phones and tablets through Google Play as a one-time purchase with no ads. It plays fully offline, which suits commutes, and it supports 11 languages, including English, Polish, Japanese, Korean, and Brazilian Portuguese. Phones and tablets share the same full game.

How long does it take to finish a run?

A full run usually takes around eight to twelve hours of real play, since each in-game day passes in minutes but night planning slows things down. Expect a few restarts first, because early groups often collapse before the cold arrives. A preset scenario fits a long weekend, while the longest custom wars need far more sittings.

Does the game have multiple endings?

Yes. Each character can reach one of seven ending types, triggered by the ceasefire, by every survivor dying, or by the last playable character abandoning the shelter. Because the city layout, starting group, and season change every run, those outcomes rarely repeat, which keeps replays fresh for dozens of hours.

Who Should Play This War of Mine on Android

This War of Mine survival suits patient players who enjoy planning, trading, and living with hard choices more than winning fights. Fans of Sheltered or 60 Seconds! will feel at home, though the tone here runs far darker and the stakes feel personal. Buy it if you want strategy with real weight, and skip it if you need quick action between errands. After many failed groups and one run where I sold every cigarette to keep a child warm, I still think it is the most honest war game on mobile. Few games make a full pantry feel this fragile.

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What's new

- Updated target API level to 36.
- Updated libraries to their latest versions.
- Minor bug fixes and performance improvements.