Solo wilderness survival rendered through a persistent ASCII map and a castaway's diary. You were dropped into an unknown biome with nothing. Find water before you collapse, build shelter before nightfall, secure food before starvation, and map the terrain before the weather turns. Every entry is written by firelight with bleeding fingers — terse, urgent, real. Every choice can be your last. ## What's included - **Living journal format** — first-person past-tense entries, weather, vitals, and a single decision at the end of every day - **Persistent 9x9 ASCII map** — expands infinitely as you explore N/S/E/W; forest, water, mountains, cliffs, predators, points of interest, and your camp tracked cell by cell - **5 biomes with distinct survival math** — FOREST (medium), TUNDRA (cold kills fast), DESERT (hot day / cold night), ISLAND (storms + sharks), MOUNTAINS (altitude + caves); each biome shifts depletion rates, available resources, and threat profiles - **Five vitals on 0-100 bars** — Health, Hydration, Hunger, Energy, Morale; critical thresholds trigger penalties (confusion, doubled energy costs, exhaustion, eventual death) - **Shelter progression L0 to L4** — debris pile to log cabin; each tier improves rest quality, weather protection, and morale recovery - **Permadeath** — Health hits zero, the journal ends with a final entry and a death summary; no respawn, no undo - **Persistent memory across sessions** — every revealed map cell, inventory item, injury, weather pattern, and camp upgrade carries over ## Limitations - **Not a survival course** — this is a narrative game, not field training; real wilderness skills are learned from instructors and practice - **Not multiplayer** — solo only by design; the isolation is the point - **Not graphical** — pure text + ASCII; the immersion comes from prose, not pixels - **English-first** — survival vocabulary, weather terminology, and biome lore tuned for English players - **Single-session continuity** — multiple parallel survival runs require multiple sessions ## Best fit Solo gamers who loved Oregon Trail, The Long Dark, and Robinson Crusoe diaries. Players who want stakes — where forgetting to boil water at day 4 means dysentery on day 6 and death on day 8. Writers who want to live inside a found-artifact narrative. Anyone who finds traditional RPGs too forgiving and wants a game where survival itself is the entire reward loop. At $9/mo, one tense survival run lasting 20-40 sessions is dozens of hours of high-tension storytelling for the price of a single paperback.
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