Build the camp by day. Hold it by night.
A survival strategy game about a troop of teenage Wilderness Scouts camped somewhere they should not be.Two games, one camp
By day it plays as a colony sim. Your scouts gather wood, water, stone and food, raise a camp, take your orders and get on with their own work when you are not watching.By night the animals that live in the caves come for the camp all at once, and the same game becomes a tower defense. Towers fire on their own or with a scout posted on them, walls go up a quarter of the ring at a time, and every scout fights.
Dawn settles the bill for both: the upkeep, the damage, and who is still standing.
The scouts are people, not units
Every scout has a name, a face they keep for the whole run, a mood that answers to how much attention you pay them, and traits you can't change. Rank is earned, never assigned: six field badges and thirty perks take a Recruit all the way to Master Cadet, and the archer is the scout who kept landing clean shots.Nobody dies. A scout who goes down is knocked out and goes home on the bus the next day, unless scouts have the medic badge and enough herbs to keep them. A night can still cost you someone, and the morning report remembers who.
Four wildernesses
- Forest. The gentle start: ponds, berry bushes and plenty of stone. Squirrels, foxes and bears.
- Jungle. Hidden snares and sinkholes, grabbing vines, poison and flash floods. Spiders, snakes and gorillas.
- Desert. No water but what you tap from cacti, sandstorms, dust devils, and mirages that might be worth sending a scout to. Or might not. Scorpions, jackals and warthogs.
- Tundra. Nights cold enough to hurt anyone caught outside, blizzards, thin ice, and the aurora overhead. Lemmings, wolves and yetis.
Every tenth day, something bigger
A named alpha walks out of the dark: the Honey Bandit, the Pack Leader, the Silverback, the Tusker and eight more, three to a map. Each one telegraphs its attacks on the ground and gets desperate when it's nearly beaten. Win and you keep a prize: a heart for one scout, a trophy for the camp, or its cub as your camp's mascot.Some of them aren't in the rotation. You'll have to find those yourself.
The wilderness pushes back
Animals forage by day and steal from your stores. Weather rolls through: rain, storms, fog, sandstorms and blizzards, and each one changes how the day plays. A storyteller watches how comfortable your camp has gotten and sends a festival, a wildfire or a herd through accordingly. By Day 30 the night brings hundreds of animals.Between runs
Runs end. What carries forward: popcorn from the troop's fundraiser, spent in the Popcorn Shop on 28 upgrades; the Evidence Board, collecting the papers your scouts find out in the wild; 40 achievements; and, once your first alpha falls, the Pact: nine conditions to make the next run harder on purpose.You are not the only troop out here
Troop 13 has been in these woods before you. They run a tight operation: quarterly memos, specification sheets, a lot of cookie money, and field sites nobody is supposed to find. Your scouts keep finding their paperwork.Features
- Full controller support and Steam Deck layouts, with button prompts that follow the device you're on.
- Steam Cloud saves between your PC and your Deck.
- Run options: day length, a generous start, peaceful days, and an optional guided first day.