Follow TV Tropes


Video Game / 60 Seconds!

Go To

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 having first-aid kits on hand to treat any injuries or sicknesses, and most importantly, having a flashlight and radio to signal the military and hopefully be rescued!

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


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

A sequel called 60 Parsecs! was announced on October 6th, 2017, and can be summed up as 60 Seconds! in space. The game was released on September 18th, 2018.

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


  • Acceptable Breaks from Reality: One would expect the owner of a personal fallout shelter to have it fully stocked sooner than just 60 seconds before a nuke falls, but then we would only have half of this game!
  • Adult Fear: One potential outcome of a raider attack you don't defend against is Timmy or Mary Jane being dragged away.
  • 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.
  • Advertisement:
  • Apocalyptic Log: The main events of the game are told through this Trope.
  • 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...
  • 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 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 / huge 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.
  • Good Feels Good: Doing good deeds for other survivors restores sanity.
  • Guide Dang It!: Unless you've read the wiki, you will 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.
  • 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)
  • Infant Immortality: 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 group because she consumes the most resources, getting 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 still need food every so 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.
  • 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's 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.
  • 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.
  • Nobody Poops: Averted. The game repeatedly makes mention of "the unmentionable bucket". Also, if Ted goes insane, he may destroy the map by mistaking it for toilet paper.
  • 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: Required in order to exit the shelter before you're informed that the fallout is mostly gone.
  • 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 Infant Immortality, Timmy and Mary Jane will do this if they're left without food, water, or needed medical treatment for too long.
  • Shout-Out:
  • 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.
  • 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.
  • 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 only taking Ted and leaving the rest of the family to burn, he'll go insane pretty much instantly.
  • We Cannot Go On Without You: Of a sort. If you chose a mode where you scavenge for supplies before the bomb hits, Ted must get in the shelter to move on to the survival portion. Once you're in there, then Ted can die as long as Dolores remains alive, but if both are dead, then 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!"



Video Example(s):


Kubz Scouts plays 60 Seconds!

"...They took everything."

How well does it match the trope?

4.6 (5 votes)

Example of:

Main / Facepalm

Media sources:

Main / Facepalm