1
SurvivorWoodsman
Day 1Daylight
70
Pinewood · Clear skies
The road ahead

The Hollow StagEnraged
NESW
Level up
0/8
100 / 100
LV1
You're down A teammate can stand next to you to revive you.
Watching a teammate
Room
Outpost camp
Fuel
Health

PackEverything you carry

Last Ember

Guest

Mode

No survivor yet
1

Co-op · up to 4

Public games

Connecting…

Map

Difficulty

Twists optional

Embers carry over between runs.0

Permanent upgrades

Class upgrades

Keep the fire alive

The fire in the middle is your life. If it goes out, the run ends. Gather wood by day, then click the fire (or press E beside it) to feed it. Your wood stays with you until you choose to burn it, so you can keep some for torches, camps and crafting. Night is when the dark comes for you.

Controls

    Your survivor grows

    Survivor XP comes in as you play: kills, days, bosses, objectives and Blood Moons all count, and the bar under your portrait fills toward the next level. A level you reach mid-run counts right then. Each level gives 3 attribute points and a skill tree point to spend after the run. Your second ability unlocks at level 3 and your ultimate at level 8, mid-run too: hit the level and it's ready on the spot. At 12 points in the tree you specialize: pick one of your class's three branches, and its special takes the place of your second ability. Every class has three specials, so two survivors of the same class can fight completely differently. Resetting the tree is free if you want to try another.

    Every attribute opens a milestone at 10, 25 and 50 points: Might gives Heavy Hands, Executioner and Titan's Grip, Agility gives Light Feet, Evasion and Blur, Intellect gives Focus, Overflow and Archmage, Vitality gives Hardy, Iron Skin and Undying, and Spirit gives Kindler, Hearth Glow and Living Flame. The Attributes page shows what you have and what's next.

    Save up to three builds (your attributes and tree together) from the Attributes or Skill tree page, then switch between them in one click, free. Level-ups in a run offer more too: picks only your class gets, a mastery pick for your special once you've specialized, and now and then a gold rare pick that's far stronger than the rest. You can keep up to 24 survivors.

    Life skills

    Woodcutting, Firemaking, Mining, Fishing, Foraging, Cooking and Crafting each level from 1 to 50. Chop trees, mine ore, fish the ponds and pick plants. Stand at any fire (the main fire or a lit camp) with something raw and a Cook button shows up: one press (K) cooks everything, and the food heals. E only ever feeds the fire, so stoking never cooks by accident. Craft bandages, tonics, bombs and gear anywhere from your pack: every recipe shows what you have in green and what you're short in red.

    Catch-up: a newer survivor learns a life skill three times as fast until it reaches half the level your best survivor has in it, so a new character never starts from scratch.

    Camps and defenses

    Light any of the six outpost camps with wood for a safe pocket of light, and every lit camp makes the main fire burn slower. Each camp holds one defense (Ballista, Ward Stones, Palisade or Flame Brazier) and one support (Healing Hearth, Woodcutter's Hut, Watchtower or Larder), each upgradable to level 3. Camps have health: anything that finds a camp nobody is guarding tears into it, and brutes go out of their way to smash them. Repair them with wood. If a camp falls, its fire goes out and everything there loses a level.

    Gear and loot

    Elites, bosses and chests drop gear in five rarities, every piece made for your class. Gear on the ground doesn't wait forever: commons fade in 20 seconds, uncommons in 30, rares in 90, epics in 3 minutes, and legendaries stay for the whole run. Anything you drop from your pack is gone in 15 seconds. Whatever you carry home is yours to keep. Equip a weapon, armor and a charm on the Survivor screen, and salvage the rest for embers. Mass salvage on the Gear page clears out a lot at once: pick pieces, or a whole group (commons, other classes' gear, anything weaker than what you wear), and salvage them in one click. Gear stays with the survivor who found it.

    What you wear shows. Your weapon takes its metal's color (copper, iron, silver or emberite) and grows with it, rare and better gear glows in its rarity's color, and epic and legendary weapons carry a light and shed sparks. Armor shows by its weight: plate pauldrons, leather pads and bracers, or a mantle over robes, set with gems from epic up. A charm hangs on your chest. Pick a piece in your stash on the Gear page to try it on before you wear it.

    The Ember shop

    Embers buy more than upgrades. The Camp tab's Room, Wardrobe and Flames pages sell room for your survivor (a bigger stash, up to 60 pieces, and a bigger loot bag that brings up to 24 pieces of gear home from a run) and looks for your whole account: six palettes to wear and five flame colors. Every fire you keep burns in your flame, the main fire, the camps and your torches, for everyone in your run. Switching between your own colors is free.

    The world

    Six outpost camps you can light and build on, three shrines, old ruins and a cabin with chests, and a landmark that calls a challenge for great loot. Every 5th night a boss comes. Every 7th is a Blood Moon.

    Bosses have a second phase. At half health a boss roars (a red ring closes around it, so step out), glows red, gets faster and learns a new move: the stags charge twice, the wolves lunge three times, the colossi send aftershocks out with every slam, the brood mothers rain acid and the Lantern Eaters pulse darkness. The bar says Enraged and the music changes, so you always know.

    The deep nights get meaner, not just bigger. From night 8 on, the dark sends fewer of the weak ones and more elites, and many of them carry an affix like a boss's (Ironhide, Stormcrowned, Cinderborn and the rest). From night 6 a champion can walk out of the dark: a named elite with two affixes, far tougher than the rest, and it always drops rare gear or better.

    Boss totems. From day 2 a horned totem can rise somewhere out in the wilds (red on the mini map). Taking one is your call: every totem adds a boss to the next boss night, up to three, and every boss a totem brings drops extra gear.

    The Ember Rift. At dawn on day 6 (and every fifth day after, until someone beats it) a burning rift tears open. It closes at dusk if nobody steps in. Step in and time stands still: three giga bosses come out of it one after another, each much tougher than a boss night's and wearing an affix. Beat all three and every survivor standing gets a legendary.

    Modes and ranks

    Expedition is the real game: you carry your ember across four maps, three nights on each with the map’s boss on the third night. When the boss falls you choose your road: two maps you haven’t crossed, each with a twist, and the hard roads come with a boon. After the fourth map comes the Dark Heart and the Last Dark, a night with no dawn. Beat it to open a harder tier: more enemies, less light, tougher monsters and twists that last the whole road. Survival is the classic run, and you can lay twists over it before you start: Elites Only (every enemy is an elite, a third as many, and gear drops far more often), Glass Cannon, Swarm, Red Sky and more. The Daily Challenge gives everyone the same map, the same world and two twists each day, and your first finished run goes on the board. The Long Night never sees the sun: a new wave every minute and a boss every fifth. Boss Rush sends all five bosses at you back to back. After every fight you pick a boon (Bloodletter, Phoenix Feather, Bosshunter and more). It has five tiers: from Rush II every boss brings an affix (Ironhide, Stormcrowned, Cinderborn, Bloodbound, Broodcaller or Frenzied), from Rush III a sixth fight sends two bosses at once, and in Rush V they make a last stand at a quarter health. Clear a tier to open the next. The Ranks tab has the boards.

    The Homestead

    Your home base, shared by every survivor on your account. Raw ore, fish, meat, hide, herbs and blooms still in your pack when a run ends go to the Storehouse, and every boss you bring down hangs its head in the Trophy Hall, where each trophy gives every survivor a small bonus. Build and raise seven buildings with what you bring home plus your survivor's embers. The Hearth sends more fire with you and caps every other building, the Forge crafts new gear out of your ore (up to rare) and tempers, reforges and masterworks what you have, the Smokehouse cures provisions you pack for the next run, the Merchant brings gear made for you every day, and the Garden grows while you're away. Your life skills decide what you can build and how well it works.

    Friends and lobbies

    Open Friends (top right) and pick a name: you get a tag like Ash#1234 to share. Add friends by their tag and you'll see who's online and what they're playing, and message them any time (mid-run too, from the pause menu). Host a lobby to gather a party: pick the mode and map, chat, swap survivors and ready up, then start. Invite online friends from the lobby, or send them the code. Public lobbies and open runs show under Public games on the Play tab.

    Icons from game-icons.net by Lorc, Delapouite and contributors, CC BY 3.0.

    PinewoodNormal
    Friends

    Sign in

    Save your survivors, levels, gear and embers to an account so they follow you to any device.

    New password

    Choose a new password for your account.

    New survivor

    Camp

    0

    Permanent upgrades

    Class upgrades

    Settings

    Screen shakeHow hard the camera kicks on hits, slams and explosions.
    Depth of fieldA soft focus on the menu backdrop and the opening shot of each run. Turn it off for a sharp picture everywhere.

    Click a key, then press the new one. Mouse side buttons work too. Esc cancels, Backspace clears.

    Invert camera tiltMiddle-drag up lowers the camera instead of raising it.

    Left-click walks and gathers, hold it to follow the cursor. Middle-drag turns and tilts the camera, scroll zooms. Esc always opens the menu.

    Move the HUDDrag any piece of the HUD anywhere on screen. Hide the ones you don't use.
    HUD sizeScales every panel and button in a run.
    100%
    Mini map turns with the cameraIn 3D, the way you face is always up on the mini map. Off keeps north up.
    Markers over things nearbySmall badges over ore, plants, fishing spots, chests and shrines you can use. A lock means your level is too low.
    Pack and camp windowsDrag them by their title bar to move them. Double-click the title to put them back.
    Reset the HUDEvery piece back where it started, at full size.
    SoundEverything: effects, the fire and the music.
    Volume
    MusicPlayed live: each map has its own key, nights get darker, bosses bring drums.
    Music volume
    Music styleStrings, harp and drums when it counts
    Battle musicRises with the enemies around you
    Menu musicMusic on the main menu. Runs keep theirs either way.

    The fire went out

    Score0
    +0

    Objectives, skills, loot and what came home

    Objectives

    Skills

    Loot

    Home to the storehouse

    Paused

    • Tap to walk or gather · Hold to follow your finger
    • Tap a button to use abilities, dash, eat or open your pack

    Lobby

    Room code ----

    The run

    Party

    Chat

    Invite friends

    Map
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