Mammoths in the meadow. Bison at the pool. One human, a knife, and a night coming.
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They brought the animals back.Twenty years of work put the Ice Age beasts of western North America back into one sealed valley, ringed by cliffs, with a single gated pass.
Then the keepers stopped coming.Seven years ago. Nobody knows why. Out there, the world is quietly coming apart.
Today a helicopter set you down.A pack, a knife, twelve matches and a cooking pot. A survey job. A week, they said.
It is not coming back.
I · The cast
Everything here should be extinct
Every animal in Kettle Basin is extinct everywhere else. Here they graze, flee, charge and watch you. They are your food, your materials, and your danger.
Every animal in the game, in 3D
The bestiary
The game's own models. Drag to turn, scroll or pinch to zoom. The four marked with a dot are in the game today.
About 10 MB. It loads only when you ask.
Drag to turn
Columbian mammoth
Mammuthus columbi
Gone for about 12,000 years
At ten in the morning on the second day, the ground starts to shake. A bull, two cows and a calf walk in from the edge of the basin and graze the far meadow until noon. You cannot touch them yet. You can only climb to the ridge, and watch.
4 in the herd
footfalls carry 260 m
seen from 200 m
the long goal: a calf of your own
Drag to turn
Ancient bison
Bison antiquus
Gone for about 10,000 years
Six of them graze 65 to 80 metres from camp. They smell you inside a 40 degree cone downwind. They hear how fast you move. Wound a cow and the bull turns on you: nine metres a second, slow in the turn. Sidestep at five metres, or be gored.
6 in the herd
charge 9 m/s
hit odds 0.92 at 8 m
0.12 at 30 m
Drag to turn
Dwarf pronghorn
Capromeryx
Gone for about 11,000 years
Small, quick, and the first thing in the valley to teach you that walking is loud. Walk straight at one and it hears you before you are close enough to matter. Crouch, crawl, or come at it from downwind.
seen from 80 m
a walk is heard
crouch to track
Drag to turn
Ancient rabbit
Palaeolagus
Gone for over 20 million years
Each one walks a loop of five points around its form, and nothing grows on a run: that worn path is the sign you learn to read. A snare goes there at dusk. By first light it may hold one. Lean meat, 340 kilocalories: a tenth of a working day.
6 at the warren
best at dusk and dawn
robbed at night
Still in the dark
And the ones you have not met
Every one of these is already built and waiting. Drag any of them round.
Drag to turn
Dire wolf
Aenocyon dirus
A pack that circles camp at dusk and tests the edge of the firelight. A pup that might, one day, follow you.
Coming
Drag to turn
Sabretooth
Smilodon fatalis
An ambush at the water, at dusk and at dawn.
Coming
Drag to turn
Short faced bear
Arctodus simus
Robs carcasses and snares, and bluff charges anyone who argues.
Coming
Drag to turn
Teratorn
Teratornis merriami
A huge bird circling overhead: the sign that something lies dead below.
Coming
Drag to turn
Western horse
Equus occidentalis
Hunted from the herd, or raised from a foal to carry your loads.
Coming
Drag to turn
Western camel
Camelops hesternus
Herd prey, hunted like the bison. A week of food, if you can take one.
Coming
Drag to turn
Ground sloth
Paramylodon harlani
A giant browser, slow and enormous.
Later
Drag to turn
American lion
Panthera atrox
Waiting in the older valley over the pass.
Later
Drag to turn
American mastodon
Mammut americanum
The mammoth's forest cousin, in the far timber.
Later
II · Your hands
Nothing in the kit kills
There is no spear in your pack. If you want to hunt, you make one, from stone, wood and sinew, at the fire, in real game time. Walk away halfway and you lose nothing: materials are spent only when the work is done. The rabbit you snare gives the sinew, the sinew binds the stone, and the spear is what lets you face the bison.
You strike one stone with the other until a sharp flake comes away.You scrape a point on the pole and turn it slowly over the coals.You chew the sinew soft and twist it into a tie.You split the spear's tip, seat the flake in it and bind it tight.The light will not hold. Nothing here is coming to you.
Time at the fire 0 min
Stone flake
Hardened spear
Sinew tie
Stone tipped spear
Knap2 min
Harden15 min
Twist4 min
Haft5 min
Huntready
Make · Stone, wood and sinew. Lay out what a make needs within reach, then work it.You lash two branches across the pole into a frame for the back.Lash10 minutes
III · The hunt
A week of food. It can kill you.
Try it: drag or tap to stalk
Close the distance
The herd, the wind and the odds below run on the game's own numbers. Get inside a throw without walking into their scent. Then throw, and be ready for the bull.
Drag or tap to move · keep out of the wind
Nothing lies within reach.
0.00the chance a spear strikes, by the game's own sum
The herd is
Odds are 0.92 inside 8 metres, falling straight to 0.12 at 30; three quarters of that against a walking animal and a third against a running one. Downwind, inside 40 degrees of the wind's line, they smell you. A charging bull runs at 9 metres a second and turns at 0.4 radians a second. Lines in quotes are the game's own.
Find them. Stay downwind.
They smell you inside a 40 degree cone downwind. Circle round before you close in.
Crouch.
A walk is heard. A crouch, or a crawl, gets you inside a throw.
Throw.
0.92 at eight metres. 0.12 at thirty. A stone tip bleeds the animal out in half the time.
Then move.
A wounded herd has a bull. Nine metres a second. Sidestep at five metres, or be gored.
Within a throw · wounded bison, 4 m, a long throw.The game rings your target and tells you the odds in words.Thunk!9 m/s“The bull's horns throw you down. You are badly winded.”
IV · Dusk
Dusk is the decision
Your body burns 75 kilocalories an hour just staying awake. By the first morning you are hungry. By the second afternoon you are weak, and every job costs more.
So at dusk you choose: one more trip, or fire, food and shelter before the dark. Carry a branch to the warren. Break it into two sticks. Set the snare across a run. Walk home in the last of the light.
First light · 10 minutesButcherIf the snare holds one, and nothing found it first: you skin and joint the rabbit; meat, skin and sinew go into the pack.990 secondsCookCooked on a good dry fire. Leave it 890 seconds more and it burns.
The brown ones are safe. The red ones, three to seven metres away, are not. The game will never tell you which.RetchingCloudy water needs a long boil. Stay by the pot.Two minutes leaves it nearly as bad as drinking it raw. Ten minutes makes it safe.
V · The basin
One square kilometre
Every place in the basin is measured from the world itself, not drawn by hand. Tap a place. Times are from camp, at a jog and at a walk; one real second is twelve in the valley.
Ridge lookout
The ground is drawn from the measured coordinates of the shipped world. The places, distances and walk times are the game's own.
VI · The night
The cold adds up
Cold is a dose. Every hour your core spends below 35 °C counts against you, degree by degree, and warmth pays it back. A dry night costs you sleep. A wet night, with no fire and no shelter, takes you before dawn.
You are shivering. Warmth comes before anything else.The game, after midnight
Try it: make camp, then sleep
Will you see the morning?
20:00
The sky
Your camp
Your day
Cold dose: hours below 35 °C, counted by the degree
Choose the sky, your camp and your day, then sleep. Every card that comes up is a real one from the game.
That is the whole end card: a cause and a time. Begin again and the world is new, but your field log survives every death.
VII · The second morning
Far off, something heavy is moving. The high ground to the south-west would show it.10:00, day two
Mammoths.
A herd of them, a calf among them, grazing the meadow below.
A log that outlives you
Every animal you meet gets a page. You earn its stars by what you do: seen, tracked, trapped or hunted, trained. Tracked means creeping close while it keeps grazing, and that only happens crouched, crawling or downwind.
The log is written the moment you earn a star. It survives every death and every new run. It pays out nothing. It is simply the record of what you managed, out here.
Try it: turn the pages
The valley so far
Five builds in, it is alive
The first giantsThe first toolsThe night can be lostThe first huntThe first snareThe first mealThe bull answersA spear of your own
VIII · What comes next
Something is circling
The first big hunt
The carcass is a clock
Bring down a bison, a horse or a camel and you have a week of food and the hide for a blanket. Butchering it takes hours. Teratorns start to circle. At dusk, the dire wolves come.
Predators and the fire
The dark has teeth
A pack that tests the edge of your firelight. A bear that robs your snares. A sabretooth that waits at the water when the light goes.
The long game
Make one of them yours
A dire wolf pup taken at a price. A foal raised to carry. And one day, a mammoth calf that grows up to haul your timber.
Over the pass
Find out why nobody came
The keepers left stations behind: notes whose dates stop, collars, a radio that only hisses. At the far ridge, one last choice.
Get back to the fire.
The reels
Every build, uncut
Five · stone, wood and sinewA spear made from nothing, then the herd.Four · hunger and the first snareA snare at dusk, a meal at dawn, the mammoths.Three · hands on the controlsZoom, a stalk, two throws, a wet night.Two · the night can be lostOne night lost, one survived.One · walk the basinThe valley, and the light going.