Plan the run. Scavenge the pharmacy. Decide who stays. A survival horror game for 1-4 players where every death is permanent — and every name on the Memorial Wall is remembered forever. The walkers are the backdrop. The real horror is what your group decides to do. ## What's included - **1-4 player cooperative survival** — each player controls a survivor with unique backstory, skill set, and dwindling resources (nurse with shrinking med kit, ex-cop with 8 rounds, construction worker holding the group together) - **Permadeath with a Memorial Wall** — when a survivor dies, they're gone for good; the Wall preserves their name, the day, and the exact moment; future sessions invoke them ("Remember when we lost Sofia at the pharmacy — she went back for the insulin") - **Survival resource economy** — food, water, fuel, ammo, meds tracked across days; scavenging runs have real opportunity cost - **Base fortification + nightly horde mechanics** — choose how to spend daylight: scavenge, fortify, rest, scout; nights bring escalating horde pressure - **Brutal moral choices** — do you let the child at the fence in? Use the last antibiotic on Marcus or Elena? Put David down before he turns? - **Atmospheric GM narration** — terse, cinematic prose; tension over splatter; the gut-punch comes from the choice, not the gore - **Dice-driven outcomes** — partial successes, catastrophic failures, infection clocks nobody can stop once started - **Cross-session campaign memory** — survivors remember the dead; choices echo across days; the group character builds through accumulated loss - **Modular session length** — one-shot (one day), short campaign (a week), long campaign (months in the apocalypse) ## Limitations - **Cooperative storytelling, not tactical wargame** — no battle maps, miniatures, or grid combat; theater of the mind - **Heavy themes** — death, infection, moral grayness, character loss; not for players who hate losing characters they're attached to (that's the point) - **Text-only** — no art, no music, no maps; relies entirely on prose + imagination - **Requires player commitment** — works best with the same group across sessions so the Memorial Wall accumulates weight - **Not the IP** — original setting, not a Telltale / Walking Dead licensed product ## Best fit Cooperative storytelling groups (1-4 players) tired of forgettable one-shots. TTRPG players who want stakes — actual stakes, not "your character will respawn" stakes. Friend groups looking for a recurring weekly session that builds emotional weight over weeks. GM-less play groups since the agent handles all GM duties. Especially valuable for the second campaign onward when the Memorial Wall is real and the group remembers exactly who they lost. At $14/mo, that's less than a single Walking Dead board game expansion — and the stories you'll tell about your survivors will outlast the subscription.
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