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A peculiar sort of Survival Game, 60 Seconds! has you play as Ted, the husband of Dolores and the father of Mary Jane and Timmy. Life is all fine and dandy, until a bomb-warning siren goes off. Good thing you have that bomb shelter installed! You now have 60 seconds to get as many resources (and family members) as you can and make it to the shelter before the bomb hits and everything goes to hell.

Of course, that's not all. Once you get down into your shelter, you've got to wait for rescue. During that time, you'll have to keep you and your family alive and healthy by managing their food and water, along with keeping first-aid kits on hand to treat any injuries or sicknesses, and most importantly, having a flashlight or radio to signal the military and hopefully be rescued!

Developed and published by Robot Gentleman Studios, the Steam page can be found here.

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It was ported to the Nintendo Switch on December 18th, 2017.

A sequel titled 60 Parsecs! was announced on October 6th, 2017, and can be summed up as 60 Seconds! in space, where instead of waiting for rescue in a nuclear apocalypse, you play as a space captain from the Astrocitizen Program who has to find a new planet to stay in when Earth gets destroyed. It was released on September 18th, 2018.

An Updated Re-release of the game, titled 60 Seconds! Reatomized, was released on July 25th, 2019.


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TO THE TROPES!:

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     60 Seconds! 
  • Acceptable Breaks from Reality: One would expect the owner of a personal fallout shelter to have it fully stocked sooner than just a minute before a nuke falls, but then we would only have half of this game.
  • After the End: The game deals with a nuclear apocalypse, so this is a given.
  • Apocalypse How: Societal Disruption, maybe shades of Societal Collapse. Could be City, Regional, or even Continental—since we never see the scale of devastation outside the shelter, we can't know.
  • Apocalyptic Log: The events of the family's survival are told through this trope on a Journal.
  • Artistic License – Medicine: Played for laughs.
    • It's possible to use ammunition to cure a family member's wounds. Not by using it to cauterize a wound, but rather to "kill the smell".
    • Bug spray can be used to make drugs and refill the first aid kit. How this is managed in a room with nothing in it but four chairs and some soup is never explained.
  • Artistic License – Nuclear Physics: Most of the game's events utilize a lot of the common tropes associated with radiation. Glowing spiders, instant mutations, contagious mutations...
  • Birthday Episode: Mary Jane and Timmy can have their respective birthdays as in-game events, where the player can choose one of a set of items to give either of them. Their sanity decreases significantly if the player doesn't give them any of the items.
  • Cozy Catastrophe: Downplayed, but it's made evident over time that while life is far from rosy after the nuclear war, it's not all bad. There's still a functioning government somewhere, periodic air drops, a chance of being rescued and even music played over the radio if you're lucky.
  • Creepy Cockroach: The scary glowing giant (cock)roaches that are possibly as large as a cat.
  • Curse Cut Short: Milder curses like "damn" and "hell" are all over the script, but stronger ones are censored, such as when "Ted seems to be doing alright, even though the world has gone to sh... a crappy place."
  • Dysfunction Junction: The entire town the family lives in seems to be this beneath the idyllic facade, even After the End.
  • Eagleland: The game's setting is mostly a parody of Type 1, with a few sprinkles of Type 2 mixed in for good measure.
  • Fallout Shelter Fail: The shelter is built well enough to survive the nuclear attack and the aftermath but you failed to stock it with the necessary supplies ahead of time. You only have 60 seconds to grab your family members and any supplies you have around your house before you have to lock the hatch. If you do not get enough supplies or missed some key items, you are in for a rough time: you'll have to send family members out to scavenge and the people who stay behind might go insane from boredom. Your shelter will fail sooner or later and your only chance is to last long enough for the army to come and rescue you.
  • Game-Breaking Bug: If you're really unlucky, someone can die of something they shouldn't have, like dehydration when you gave them water not too long ago.
  • Giant Spider: Possibly the giant spiders that are sometimes mentioned, although their exact size is unsaid.
  • Go Mad from the Isolation: The fewer people are in your shelter, the higher the likelihood that the ones that are in your shelter go insane. Considering you'll have to scavenge eventually, and each expedition carries the chance that the scavenger will not return, this is all the more reason to take your whole family.
    • Played horrifically straight if the player decides to leave behind all family members, Ted will immediately go insane after the first day and is guaranteed to wind up either dead or running away within the first couple of days. Causing a near instant game over.
  • Good Feels Good: Doing good deeds for other survivors restores sanity.
  • Guide Dang It!: Unless you've read an unofficial wiki for the game, you'll probably have no idea what the use of bringing items with you on expeditions is. Bringing certain items with you can trigger events to increase the chances of getting what you need. For example, bringing the ammo can cause an event in which the scavenger uses it to blow open a medical cabinet at a hospital, obtaining a first-aid kit but losing the ammo in the process.
  • Handwave: One potential Day 1 Journal entry will try to lampshade the lack of supplies in the shelter by saying the family always found better in-the-now uses for them, like needing the shotgun to deal with pests or having a soup dinner party. Though that doesn't explain why restocking the emergency supplies wasn't top priority.
  • Heroic Sacrifice: If someone at the door turns out to be raiders, or if you know they're raiders but take no action against them, Pancake (if you have him) will chase them off, but you'll never see him again.
  • Idiosyncratic Difficulty Levels: Each level of difficulty is named after a nuclear bomb.
    • Little Boy (Easy)
    • Fat Man (Normal)
    • Tsar Bomba (Hard)
  • Improbable Infant Survival: If Ted or Dolores, the parents, go without a needed resource for too long, they die, but if Timmy or Mary Jane, the kids, go without a resource, they're said to "run away".
  • Lethal Joke Character: Mary Jane tends to be the least liked of the family among fans, since she consumes the most resources, takes more space than Dolores and Timmy when carried, and takes a long time to return from expeditions, usually with bad results and a low chance of survival. It gets to the point where some players just decide to leave her. However, if you ignore the "radioactive spiders" or "pipe leaking green goo" events, she could become a mutant that doesn't need water (though she'll need food more often), can easily drive off raiders, can't get sick or injured, and will always return from expeditions unharmed.
  • Let Us Never Speak of This Again: If you choose to raid your neighbors:
    We are now richer in some supplies, but for some reason we don't feel very good about it... let's just never mention this whole thing again.
    We had to do this for the family. It HAD to be done. We really don't want to mention it again. How about we talk about something else. Soup, perhaps?
  • Mutants: Mutates, actually.
    • You can encounter a person who mutated to have "several fully operational hands" and he brings information about a camp of other mutants.
    • Mutant Mary Jane.
  • Neglected Sidequest Consequence: Zig-zagged. Sidequests will often allow you to create a new path to an ending and ignoring them loses that opportunity to win. However, if you spend too many resources while completing them, you might not have enough for the family. A lot of events are actually luck-based, where they could either provide you with what you need to accomplish an ending or lose resources, damage sanity and at worst kill a family member. There's also the sidequest to obtain Sharikov the cat, who can lead you to a good ending but keeping him too long leads to a game over, and the events that acquire Mutant Mary Jane, who can be a Game-Breaker assuming you can feed her and manage her sanity.
  • Nerf: A patch reduced the chances of Mary Jane turning into a mutant.
  • Nintendo Hard: This game is not easy. On top of only having a minute to gather as many resources as possible (Ted and Dolores' odd controls don't help any in this regard), surviving is mostly down to the Random Number God. You never know when an earthquake may strike and wipe out your resources, or if you'll lose a family member on an excursion to the surface, or if that knocking at your shelter door is a merchant, the military, or a band of angry raiders.
  • Nobody Poops: Averted. The game repeatedly makes mention of "the unmentionable bucket". Also, if Ted goes insane, he may destroy the map, mistaking it for toilet paper.
  • No FEMA Response: Averted. Despite the nuclear war, not only is there still a surviving government, but there's still functional civil and military services, including air drops that your family can retrieve. Indeed, one of the good endings involves being rescued by the military.
  • Non Standard Game Over: If you're not next to the shelter when your minute expires, then the bomb will go off, and all Ted can do is duck and cover!
  • Only Sane Man: The town's police, which managed to survive the apocalypse as well, seem to view themselves as this. Except for their deluded schemes to Take Over the World, seeing the firemen as enemies.
  • Post-Apocalyptic Dog: Pancake!
  • Post Apocalyptic Gasmask: Highly recommended in order to exit the shelter before you're informed that the fallout is mostly gone; at this point, there is an extremely high risk of the character falling sick or failing to return without it.
  • Radiation-Immune Mutants: Mary Jane, should she be bitten by a radioactive spider or if the pipes leaking green goo are ignored.
  • Randomly Generated Levels: The layout of the house is different every time one plays, with the rooms in different positions, although the bathroom and fallout shelter are always on opposite ends of the hallway, and the fallout shelter entrance can be sandwiched between several rooms in one playthrough, and in another it can be next to the outside door.
  • The Remnant: The government and military are implied to be this, given that the rest of the wasteland's filled with bandits and monstrocities.
  • Resources Management Gameplay: The first part of the game has you actually get the resources. The second part has you distribute food and water between family members, along with making sure they have a radio and flashlight to contact the military.
  • Sanity Meter: Without something to do, the family members will start to go insane. If this keeps up, they may well disappear or destroy something important. They'll also lose sanity if they're left alone for too long (so no, you can't conserve food and water by not bringing any family members).
  • Screw This, I'm Outta Here!:
    • Once family members are insane enough, they might wind up leaving the shelter into the harsh wasteland.
    • Due to the above mentioned Improbable Infant Survival, Timmy and Mary Jane will do this if they're left without food, water, or needed medical treatment for too long.
  • Shout-Out: Has its own page.
  • Sickly Green Glow: Implied to be the glow of the glowing roaches and other things, given how connected the trope is with irradiated creatures.
  • Social Semi-Circle: The family is all of one side of the table and they're all facing the screen.
  • Stealth Pun: The family consists of Ted, the father, Dolores, the mother, Mary Jane, the daughter, and Timmy, the son. They're a nuclear family!
  • Stepford Smiler: Ted and company can be interpreted as a family of these, with their facade being put to the test in the shelter.
  • Tank Controls: When scavenging in the house, the left analog stick allows Ted to run straight in all directions, but the right analog stick allows you to actually turn. The controls tend to be noted as awkward by many first-time players.
  • Time Title: The amount of time the player has in the preparation phase.
  • Too Dumb to Live: Even ignoring the fact that the family decided to wait until literally the last minute to stock their bomb shelter, Ted's the only one to actually do anything to stock it or even enter on his own; the rest of the family just stands there and essentially has to be dragged into the shelter by Ted.
  • Unwinnable by Design: It is easily possible to trap oneself into an unwinnable playthrough by running out of supplies too early, attracting the attention of raiders too soon, or developing too many negative status effects.
  • Vague Hit Points: A member's health is measured via hunger, thirst (in the first game only) or sanity. They aren't given a definite measurable value, and you have to go by descriptions in the Journal to see how they're doing. Two members could be both described as "hungry", but you won't know who needs food more than the other. Someone can also be described as perfectly sane one day, but the next day they will completely lose it.
  • Video Game Caring Potential:
    • On top of maintaining your whole family, you get the opportunity to adopt a dog. The sequence to keep him costs a can of soup and a medkit, but he restores everyone's sanity in return.
    • Several random events involve people coming to your shelter asking for help. Not all of them give you something in return, but that doesn't make it any less satisfying when you help them out...
  • Video Game Cruelty Potential:
    • ...though you could just as easily turn them away.
    • It's not uncommon for players to let some family members die early on to conserve supplies, or simply not bring them along.
    • Three potential random events are the options to go steal supplies from the elderly, a group of kids, and your neighbors.
  • Video Game Cruelty Punishment:
    • On some occasions, a gaggle of survivors without supplies will come to the shelter and ask for some of yours—water, food, or a first aid kit. You can not give them anything... but this could have them attack you and take every last resource in your shelter. Basically, after this, a Total Party Kill is all but inevitable.
    • If you take the opportunity to raid someone else, everyone takes a hit to their sanity. If they go completely insane, they could run off or destroy vital items. Such actions also lock you out of being rescued by the twins.
    • If you try to conserve resources by leaving the rest of the family to burn while playing as Ted, he'll go insane pretty much instantly.
  • We Cannot Go On Without You: Of a sort. If you chose the normal mode where you have to scavenge for supplies before the bomb hits, the scavenger (who can be Ted or Dolores) must enter the shelter to move on to the survival portion. Once in there, the scavenger can die as long as the other adult remains alive. However, if both are dead, the game is over.
  • When Elders Attack: "A group of old ladies ... attacked us with their umbrellas, canes and something that looked like a spiked table leg!"

     60 Parsecs! 
  • Black and Nerdy: Emmet is black and has the highest intelligence out of all the characters in the game.
  • Dumb Muscle: Baby is the strongest of all the characters, but also has the lowest intelligence.
  • Eyepatch of Power: Tom sports one of these for purely aesthetic purposes that boast his ego.
  • Item Crafting: The Crafting Module allows you to craft and upgrade items with various types of resources, as well as recycle them to obtain such instead.
  • No Such Thing as Dehydration: Unlike the first game, 60 Parsecs! doesn't include thirst as a status effect.
  • Recruiting the Criminal: This is the backstory for Baby. He used to be a criminal before being recruited by the Astrocitizen Program, though how he was recruited is never explained.
  • Sidequest: Each character has a "Captain's Goal" side mission that you can do if you choose them as your crew captain.
  • Token Minority: Maegan was confirmed by one of the game's artists to be the only asian character in the game (specifically of Chinese descent).
  • Undying Loyalty: Averted. How loyal or friendly the crewmates are to the captain is determined by their morale, which, if low enough, can make them refuse to do tasks for events where a character has to be chosen. On rare occassions, they can turn out to be traitors who must be fought back. If all crewmates are insubordinate or traitors, they'll kick the captain out of the ship, leading to a game over.
  • We Cannot Go On Without You: Played completely straight this time around, as the captain dying or being kicked out of the ship will lead to an instant game over.

YOU PERISHED.

 
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"...They took everything."

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