The snow keeps no promises. Leave one more set of footprints.
I / THE LONG ROAD
THE WIDE COUNTRY
An original, seeded road. Ink, snow, and one more mile. 128 km of road through a country three hundred kilometres wide.
WHAT YOU CARRY
The satchel
Enough for the next mile. Perhaps.
MAKE SOMETHING USEFUL
A fire kit
Timber wrapped in cloth. A small argument against the cold.
Take the kit to the stone fire ring by the road.
THE ROAD REMEMBERS
A longer journey
North is up. Red: you. Pale square: your cart. Circles: nearby stops. Diamonds: discoveries. Click the map to mark a walking waypoint.
The wide country
About 1.4 km across. Dark ground is unexplored. Crossed circles: horror dens. Triangles: bandit camps. Pale rings: settler camps. Click to set a far marker; a crimson arrow at your feet points the way.
A TEMPORARY HOME
Against the cold
Light steadies your resolve. Fuel burns even after you leave a camp.
ART DIRECTION / LIVE CONTROLS
Ink & snow
Judge the moving scene, not just a still.
Mouse wheel: zoom · H: restore interface Settings are local to this browser.
A FIELD GUIDE
The next mile
Walk the road. Gather enough to make a fire. Restore the three northern bells, or simply explore.
WASD / arrows
Walk relative to the camera
Z
Auto-fight on/off: strike hostiles in reach, turn and answer whoever hits you, brace blows you face
C
Crafting: every recipe, what you can make now and where (at a fire: camp)
1-6
Hotbar: use food, remedies, torches; right-click satchel items to assign
F2
Field goals
Y
Mount or dismount a tamed stag, ox or camel (needs a saddle)
R
Hunter's sense: show fresh tracks toward nearby animals
E at water
Fish at ice holes and fen pools (needs a rod); E again to strike
Left click
Find a safe route to a point
Shift / double-click
Run; uses breath
Hold Ctrl
Crouch-walk quietly; reduces animal detection
Right click
Context actions; walk into range before interacting
P / N / O
Skills / company / recipe book
G / R
Build and farm / rotate blueprint
E
Gather, read, trade or ring a bell
Space
Staff strike; 12 breath
X
Draw the hunting bow at a clear wild target; 1 arrow + 8 breath
Q
Quick step; 20 breath, one-second cooldown
L
Lantern off / dim / bright; underground it controls the mine lamp and burns the same fuel
Old Cut mines
Open Places or right-click the mine entrance to descend; E works rock or exits, Escape returns to the road
I / C / M
Satchel / camp / map and journal
B
Camp: pitch the moving camp away from the road; at the camp, open it to tend the fire, sleep, pack up or found a settlement
T / Shift+T
Take or park the handcart / open the train: carriers, the shared stash, caches and vehicles
Shift+B / F
Bandage / ration
V / H
Visual settings / hide interface
K / Escape
Save / pause
A red ring warns before a prowler lunges. Bright light holds them back, but consumes fuel. Build a barricade before choosing a night watch. Pitch camp (B) each evening; permanent buildings go inside a settlement you found from the camp. All panels pause the world.
Plant assets: FABOTANIC (AMIX) — amix-design.com
THE PROVISIONER
Something to spare
"Nothing here is new. Everything here might keep you alive."
Stock is limited for each provisioner and saved with your journey. Trades require enough carrying space.
A WAYSIDE DECISION
What the snow kept
A small supply box has frozen shut. Its handle is splintered. The seam could be worked loose, or forced.
This choice can be made once. The result stays in your journal.
THE OLD STONES
Travel on
Stones you have touched answer one another. Travel costs rations and time; the road walks with you.
KEEP THE JOURNEY
Open a saved road
The current journey is not replaced until you confirm. A separate pre-import backup is retained in this browser. Earlier valid Road PX saves can be migrated.