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Fallout Shelter is a vault management game, designed for mobile platforms, developed by Behavior Interactive and Bethesda Game Studios and published by Bethesda Softworks. The game was released after Bethesda's first E3 showcase, on June 14, 2015. Fallout Shelter is free to play, with in-app purchases. It was available immediately after Bethesda's E3 showcase on June 15th, 2015 to all iOS devices. Fallout Shelter was released for Android devices on August 13, 2015, and later on February 7, 2017 for Windows 10 and Xbox One.
In the game, you are put in the role of the Overseer of a Vault of your choosing (the number is selected by you), and the goal is to successfully lead generations of Vault Dwellers to survive and thrive in post-nuclear America. Your duties will include acquisition and distribution of resources, development of the Vault complex, multiplying the population, preventing crises (such as fires and raider attacks), and other similar activities.
The game is focused on balancing the needs of your Dwellers while providing them with the best quality of life, as well as defending it from threats. There is no end goal in the game, save building the biggest, best Vault you can. Managing resources and dwellers is essential, as is keeping them happy.
- There are four basic resources in the game: Power, food, water, and caps.
- Other finite resources are stimpaks and RadAway, which are used to improve the health of your dwellers.
- There are lunchboxes, which contain five random item cards that can tremendously boost your Vault.
- Vault resource usage does not stop when you close the game until the last room is ready for harvest so do not leave a room needing 30 minutes running if you have to harvest food/power/water every 4 minutes.
- Training, exploration, and growth of children continues uninterrupted while the game is not loaded so keep an eye on your explorers lest they end up dead.
- Fallout Shelter cards
- Fallout Shelter objectives
- Fallout Shelter outfits
- Fallout Shelter rooms
- Fallout Shelter weapons
- Fallout Shelter junk items
- Fallout Shelter pets
- Fallout Shelter quests
On November 5, 2009 John Carmack of id Software said that, while it's nothing official yet, he has an internal proof of concept made for a Fallout iOS game. Both Carmack and Todd Howard were fans of the platform and any iPhone game based on Bethesda's IP would likely be made as a joint project between id and Bethesda. Carmack said that he would likely be personally involved in making the game, although currently he is too overloaded with work on other games. "At the very least I'm going to be providing code," he said. Despite this, neither id Software nor Carmack were involved in the creation of the final product.
Taking the codename "Underground" the game was developed by Bethesda Studios Montreal, with much of the work contracted to Behaviour Interactive (also based in Montreal); Whilst Bethesda would direct the design, mechanics, and look and feel of the game, Behaviour Interactive were responsible for the implementation.
Fallout Shelter was released on June 14, 2015.
On 21 June 2018, Bethesda Softworks filed suit against developer Behaviour Interactive and Warner Bros Entertainment, alleging copyright infringement and theft of trade secrets over Warner Bros' Westworld mobile game. The lawsuit alleges not just superficial similiarity, but that the released version of the Westworld title contains a bug that was present in a pre-release version of Fallout Shelter, indicating that Behaviour Interactive used source code and assets developed for Fallout Shelter in the development of the Westworld tie-in. Such an action was expressly prohibited by the agreement between Bethesda and Behaviour, which granted exclusive intellectual property rights to all assets used in the development of Fallout Shelter..
- "I think that the world of Fallout is unique enough that it could work on any platform. I think some of the things we do like V.A.T.S., I think that could translate to any platform, particularly the iPhone. We've looked into those things, we just haven't found the thing that supports the brand well. I wouldn't be surprised if it does happen one day. The iPhone versions that we've designed and said 'Ehh, we don't think we're going to do that right now,' there are ... there are a lot of them." (Todd Howard)