A few directions, not the whole map
This guide is for the English browser edition hosted here. It discusses early buildings and preparation, so it reveals some opening mechanics. It leaves the later story and ending alone.
The steps and costs were checked against the fixed browser source 1fada46. Desktop tests followed the village route, then used a save from that run to check packing food, moving one step out and returning safely. Those tests accelerated waiting and used the game’s Hyper mode; they do not measure normal playing time or cover the full story.
1. Light the fire and watch the room
Choose light fire. Read the messages as the room changes, and use stoke fire as fuel becomes available. Once wood is an established resource, lighting a dead fire costs 5 wood and stoking it costs 1.
A stranger arrives as the opening progresses. Warmth and time move this sequence forward. Once the stranger has recovered, leaving the room and returning can reveal the builder’s help.
If there is no new button yet, look at the fire and the latest messages before assuming something is broken. This opening deliberately has pauses between events.
2. Make gathering wood your first routine
When the forest becomes available, gather wood. Early manual gathering gives 10 wood. Save 30 wood for the cart; after it is built, each manual gathering action gives 50.
Gathering has a cooldown. You cannot keep increasing the result by clicking a disabled button. Return to the room while you wait, and leave a small fuel reserve instead of spending every piece of wood.
3. Add a hut and a few traps
The first hut costs 100 wood and provides room for four villagers. New villagers arrive over time; building a hut does not instantly fill it. Each subsequent hut costs 50 more wood than the previous one.
The first trap costs 10 wood, and each additional trap costs another 10 more than the previous one, up to ten traps. Check traps when the action is available.
Trap returns are random. Do not plan around one check producing a particular item. A small steady village is more useful than a shopping list that assumes every drop will be favorable.
| Early purchase | Cost | Why it helps |
|---|---|---|
| Cart | 30 wood | Raises a manual gather from 10 to 50 wood. |
| First hut | 100 wood | Provides four population spaces; arrivals take time. |
| First trap | 10 wood | Adds random materials when traps are checked. |
| Lodge | 200 wood, 10 fur, 5 meat | Makes the hunter job available. |
Scroll across the table if any columns are off screen.
4. Grow supplies without starving another job
A lodge lets you assign hunters. Each hunter produces 0.5 fur and 0.5 meat per normal ten-second production tick.
The smokehouse costs 600 wood and 50 meat. Its charcutiers turn raw supplies into cured meat: one worker consumes 5 meat and 5 wood to produce 1 cured meat each normal production tick.
Watch the resource changes before assigning many workers. A new processing job can drain the wood or food another task needs. Keep enough gatherers and hunters to support the production you have actually enabled.
5. Work toward the compass
The trading post costs 400 wood and 100 fur. The compass itself costs 400 fur, 20 scales and 10 teeth. Those are separate purchases.
Owning the compass opens the Dusty Path. There is no single correct number of trap checks to get there, because some of the materials arrive through random returns and events.
Take this milestone at the pace of your supplies. You can keep building the village while preparing for travel.
6. Pack for a short trip, then return
On the path, add cured meat to your carried supplies. Village stock and the backpack are separate: owning food in the village does not automatically put it in your pack.
The base backpack capacity is 10 and the base water supply is 10. Equipment and supplies have weight, so check the carried amount before leaving. A bigger inventory at home is not a guarantee of a longer safe trip.
Use the arrow keys or WASD to move on the map. For your first outing, keep the trip short and return along a route you can recognize. Learn the food and water consumption before heading farther out.
Get safely back to the village before closing the player. Exploration uses a temporary state that is committed on return; reopening a save puts you in the room rather than back in an unfinished expedition.
Make a backup before the next stretch
Use the game’s save. menu to export your current progress. Keep the resulting text outside the game. You can import it later into this edition, but a valid import replaces the current game save.
Your save belongs to this browser and this site address. Clearing site data, switching browsers or moving from a local preview to another address will not carry it across automatically.
Your opening checklist
Use this as a personal note. It is stored separately from the game, and it does not detect or unlock anything in your save.
Your personal checklist. It does not change your game save.
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