An immersive day and night cycle, with systems-based gameplay and realistic, physical interactions
A ruthless roguelike experience with short intense sessions – no hand-holding, survive as best you can
A dynamic narrative, set in a 17th century storybook atmosphere – every player will have their unique story
Randomized resources, progression system and consequence-based outcomes to players decisions
Short, intense, randomized sessions
Can I adapt to survive?
“The days felt too short, and the nights lasted an eternity…
Every day I must venture forth to find food and gather wood for the evening’s fire. Yet these wretched beasts haunt me still… Their attempts are ceaseless, and they know nothing but the hunger for mine own flesh… I must find new ways to fend them off, if I don’t adapt and plan, I fear their cunning will soon overtake me…”
Do I have the knowledge and skills?
“I knew nothing of peeling coconuts, nor the preparation of clams and crabs, or which of the enticing fruits may end my life with a slow and agonizing demise.
Each day the island is my instructor, and I ever the keen pupil. I have learnt of fashioning a fire, and becoming more resourceful. Perhaps yet, I do have some chance of surviving…”
Strategy, skills, endurance
Deep mechanics and narrative-driven gameplay
Do I know the tribal-traditions?
“I have stumbled upon a tribal totem deep in the jungle. My feeling that there was another presence on the island was true… I fear meeting the dwellers of this dreadful place… For what do I possess that they should permit me keep my life and welfare?
The demo was co-funded by the European Union.