SCRAP HOUNDS
Wishlist
Co-op 1–4 playersOpen worldPC / Steam

ScrapHounds

You don’t know what you’re pulling up until it breaks the surface.

Site 01 — the pond
Grab the magnet. Drag it.
Recovered
Raw value

The job

Metal is where nobody looks

You and up to three friends. One van. A flooded quarry, a wrecking yard, the pond behind the village, and fifty years of everything anyone ever threw into them. You pull metal out of water with a magnet on a rope. You sweep dirt with a detector. You take a grinder to whatever is left of a Škoda.

Then you haul it home, dump it in the yard, and the interesting part starts: arguing about what to do with it. Sell it raw and have fuel money tonight? Spend three days derusting it and take ten times as much? Cut it into parts you’ll want next week? Nobody tells you the right answer, because there isn’t one.

Pillar

The blind find

The rope goes tight. Something is on the end of it. That is all you get until it is out of the water. Half of it will be worth less than the fuel you burned getting there. The rest is why you come back tomorrow.

Pillar

It is heavy

A safe does not care that you are standing on a slope. Big finds need two sets of hands, a winch, or one very bad decision. Everything here is physics, and physics is on nobody’s side.

Pillar

Your call

Where you drive, what you hunt with, who you sell to, and whether you keep it clean. Open world, two economies, and always more options than time. You have to choose.

The kit

Eight ways to get it out

Every location rewards a different tool. Magnet on the pond, detector on the field, grinder on the wreck. New gear does not just unlock better numbers — it unlocks places you could not reach.

Magnet on a rope

Water. Blind, heavy, tense. The core of the whole thing.

In the build

Metal detector

Dirt. Coins, rings, relics. Just one more signal.

In the build

The shovel

Buried caches and old foundations. Slow. Occasionally enormous.

In the build

Crowbar & grinder

Wrecks. Volume, non-ferrous metal, noise.

Planned

Diving

For what the magnet will not lift. Breath, snags, brown water.

Planned

The pump

Build it, run it, drop the water level. A whole lakebed at once.

Planned

Blind auctions

Pay first. Look second. Argue third.

Planned

Tip-offs

“There is a truck at the bottom of that quarry.” Somebody always knows.

Planned

Tree of fates

Pulling it up was the easy part

Every find has a condition and a category, and those decide what you can do with it. The same object is worth three hundred or four thousand, depending on how much time you sink into it and who you carry it to. Pick a fate.

Motorcycle, 1974

118 kgRusted throughFrame straight

Economy

Two economies. Both lie to you differently.

Risk

Grey zone

Pays better. Sometimes. Buys anything. Will sell you a magnet at half price that lets go at exactly the wrong moment. And somebody is writing your name down.

  • Swinging prices, occasional spike
  • Cheap gear that fails on you
  • Takes what it should not take
  • Attention you did not want

The world

One region. Built by hand.

No endless generated terrain. A connected map of one region you drive across in a van, with places you have to open using money, reputation, a contract, or the right gear.

  • 01The village pondMagnet
  • 02River shallowsMagnet / wading
  • 03Flooded quarryDiving / pump
  • 04Wrecking yardDemolition
  • 05Dead industrial estateDemolition / digging
  • 06Old river portMagnet / diving
  • 07The landfillDetector / digging
  • 08Fenced military groundLocked
  • ??The grey zoneNot on your map

From the build

Things that happened during playtests

“We had the safe halfway up the bank. Tomáš let go of the rope. The safe went back in the water. So did Tomáš.”

Playtest — the yard

“We paid four hundred for an unopened storage unit. It was four hundred crowns of garden hose.”

Playtest — auction

“The detector went off. I dug for eleven minutes. Bottle cap. I kept digging anyway.”

Playtest — the field

“There was ammunition in the briefcase. We are no longer welcome at the legal buyer.”

Playtest — the buyer

State of the yard

What already works

Made in Unity. This is the honest state of it, not marketing: what is playable in the build right now, what is being built, and what is still only a line in a design document.

Done and playable

  • First-person movement
  • Grab, carry, drop physics
  • Magnet on a rope + blind finds
  • Metal detector and shovel
  • Restoration bench
  • Money, buyer, selling
  • Driving and fuel
  • Day and night cycle
  • Ambient city NPCs

Being built now

  • Home yard and base
  • Dismantling and smelting
  • The two economies
  • Gear durability
  • Co-op networking

Coming later

  • Property and warehouses
  • Car dealership and fuel stops
  • Museum and collection
  • NPC contracts
  • Late-game automation
  • The full region

It is not out yet

Put it on your wishlist. That is the whole ask.

No release date. Anyone who gives you one is lying. A wishlist is the one thing that genuinely helps a small game on Steam, and it is the only thing we are asking for today.

Wishlist on Steam