Compare 60 Seconds! prices across 50+ stores and find the best deal. Developed by Robot Gentleman. Published by Robot Gentleman. Released on 5/25/2015. Available on PC, Mac. Genres: Adventure, Casual, Indie, Simulation, Strategy.

Two games crammed into one: a frantic 60-second loot dash followed by a text-adventure shelter sim where every can of soup feels like a strategic masterwork. Ideal for players who want a resource puzzle they can finish in under an hour.

I will be upfront with you: my first instinct was to file this one under 'too light for the Scout spreadsheet.' Then I spent three back-to-back runs trying to optimise Ted's scavenging route through a procedurally generated house and realised the game had quietly hooked me through pure decision pressure. The setup is disarmingly simple. You control Ted, a 1950s suburban dad, and you have exactly 60 seconds to tear through your house grabbing family members and supplies before a nuclear bomb ends the neighbourhood. The house layout changes each run, so there is no memorised path. You carry items with a hand-slot system that forces immediate triage: axe or medkit, extra soup or your son Timmy. Get it wrong and the shelter phase punishes you for the next twenty in-game days. Once the bunker hatch slams shut, the game pivots completely. The 3D scavenging drops away and you are left with a 2D cartoonish shelter view and a text-adventure diary. Each day surfaces a randomised event, and your available responses depend entirely on what you dragged down with you. A radio unlocks options that a gas mask does not. A map opens foraging expeditions you cannot attempt without one. That item-gating is where the actual strategy lives: understanding which objects create decision branches versus which are dead weight. Players who skip the scavenging phase entirely via Survival mode, where items are randomly assigned, will see the shelter mechanics clearly but miss the satisfying chain of cause and effect that comes from a well-planned 60-second run. The game has three main modes covering both halves separately and the full combined experience, which is a sensible onboarding structure for newcomers. The weaknesses are real and worth stating plainly. The scavenging controls are clunky: Ted has the turning radius of a shopping trolley and items snag on door frames. Several reviewers across platforms called the 3D movement the weakest part of the game, and that assessment is fair. More critically, the shelter phase runs out of unique event combinations faster than you might hope. The writing is sharp and darkly funny in the first several runs, but the decision trees loop noticeably by your eighth or ninth attempt. Compared to something like This War of Mine, which 60 Seconds is sometimes compared to, the emotional weight is lighter and the systemic depth shallower. The Reatomized remaster added new events, a relationship system for the McDoodle family members, and expanded endings, so if you are coming to this title fresh the Reatomized edition is the smarter pick. The original 2015 PC version reviewed here is the leaner, rougher build. For strategy and sim players specifically: do not come expecting Paradox-level decision trees. The resource management is closer to a tight puzzle with a small variable set than a true systems-sim. What the game does well is create genuine attachment to Ted, Dolores, Mary Jane, and Timmy through accumulated small decisions, and it delivers that in sessions short enough to fit a lunch break. The Steam user base has remained engaged for over a decade, with community wikis cataloguing item interactions and event chains that reveal more depth than the surface suggests. Modding support exists and has extended the event pool for dedicated players. Approach it as a 4-to-8 hour comedic survival toy you return to in short bursts rather than a sprawling resource sim, and the value proposition holds up comfortably. Diego, Scout Team

60 Seconds!
AdventureCasualIndieSimulationStrategy

60 Seconds!

May 25, 2015Robot Gentleman
GamerScout Says

Two games crammed into one: a frantic 60-second loot dash followed by a text-adventure shelter sim where every can of soup feels like a strategic masterwork. Ideal for players who want a resource puzzle they can finish in under an hour.

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About 60 Seconds!

I will be upfront with you: my first instinct was to file this one under 'too light for the Scout spreadsheet.' Then I spent three back-to-back runs trying to optimise Ted's scavenging route through a procedurally generated house and realised the game had quietly hooked me through pure decision pressure. The setup is disarmingly simple. You control Ted, a 1950s suburban dad, and you have exactly 60 seconds to tear through your house grabbing family members and supplies before a nuclear bomb ends the neighbourhood. The house layout changes each run, so there is no memorised path. You carry items with a hand-slot system that forces immediate triage: axe or medkit, extra soup or your son Timmy. Get it wrong and the shelter phase punishes you for the next twenty in-game days. Once the bunker hatch slams shut, the game pivots completely. The 3D scavenging drops away and you are left with a 2D cartoonish shelter view and a text-adventure diary. Each day surfaces a randomised event, and your available responses depend entirely on what you dragged down with you. A radio unlocks options that a gas mask does not. A map opens foraging expeditions you cannot attempt without one. That item-gating is where the actual strategy lives: understanding which objects create decision branches versus which are dead weight. Players who skip the scavenging phase entirely via Survival mode, where items are randomly assigned, will see the shelter mechanics clearly but miss the satisfying chain of cause and effect that comes from a well-planned 60-second run. The game has three main modes covering both halves separately and the full combined experience, which is a sensible onboarding structure for newcomers. The weaknesses are real and worth stating plainly. The scavenging controls are clunky: Ted has the turning radius of a shopping trolley and items snag on door frames. Several reviewers across platforms called the 3D movement the weakest part of the game, and that assessment is fair. More critically, the shelter phase runs out of unique event combinations faster than you might hope. The writing is sharp and darkly funny in the first several runs, but the decision trees loop noticeably by your eighth or ninth attempt. Compared to something like This War of Mine, which 60 Seconds is sometimes compared to, the emotional weight is lighter and the systemic depth shallower. The Reatomized remaster added new events, a relationship system for the McDoodle family members, and expanded endings, so if you are coming to this title fresh the Reatomized edition is the smarter pick. The original 2015 PC version reviewed here is the leaner, rougher build. For strategy and sim players specifically: do not come expecting Paradox-level decision trees. The resource management is closer to a tight puzzle with a small variable set than a true systems-sim. What the game does well is create genuine attachment to Ted, Dolores, Mary Jane, and Timmy through accumulated small decisions, and it delivers that in sessions short enough to fit a lunch break. The Steam user base has remained engaged for over a decade, with community wikis cataloguing item interactions and event chains that reveal more depth than the surface suggests. Modding support exists and has extended the event pool for dedicated players. Approach it as a 4-to-8 hour comedic survival toy you return to in short bursts rather than a sprawling resource sim, and the value proposition holds up comfortably. Diego, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:aaaText AdventureDark ComedyProcedural ScavengingItem-GatingResource RationingPermadeathCold War SettingShort SessionsBranching Events

Steam Deck & Linux

Steam Deck UnsupportedProtonDB Gold

Valve rates this game Steam Deck Unsupported. Runs great on Linux after minor tweaks. Based on 10 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP SP3 (32/64 bit) or later
Memory
4 GB RAM
DirectX
Version 9.0c
Storage
3 GB available space
Graphics
nVidia GeForce 8800 GT or AMD Radeon HD2900 XT (with 512MB VRAM)
Processor
Intel Core™ 2 Duo 2.0+ GHz or an equivalent AMD CPU
Additional Notes
Keyboard and mouse required, Microsoft Xbox 360 controller optional

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Game Info

Developer
Robot Gentleman
Publisher
Robot Gentleman
Release Date
May 25, 2015

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60 Seconds! is available on PC, Mac.

When was 60 Seconds! released?

60 Seconds! was released on 25 May 2015.

Who developed 60 Seconds!?

60 Seconds! was developed by Robot Gentleman.