0 / 800 km

A new horizon?

Your current expedition will be replaced.

Journey records

By default, records of decisions, outcomes and resources stay on this computer. The local game server automatically saves journey files in files/playtests/automatic. Export JSON is still available for manual copies.

How to play

Reach Bellwater, 800 km east, before Khorkhoi catches you.

Walk conserves strength. Gallop is faster but uses more water and stamina. Rest restores stamina; time and supplies still run down. Without food or water, every timed action drains extra stamina, including Rest.

Havens offer supplies and rest. Use several services if needed, then Walk or Gallop to leave. Plan path chooses your next route. Hover or focus a route to preview the next walk; choosing a route does not move you.

Encounters offer choices. Investigating a distant find takes time and effort. Your equipment may reveal extra options.

Previews: hover or focus an action to see its movement and resource changes. Move away to clear the preview. Tooltips list costs. Red on the stamina bar marks hunger and thirst; a red cap marks a refill that will not fit. Khorkhoi keeps moving while you stop.

Works on computers and smartphones; computer controls are currently more comfortable.

Keys 1–3: Walk, Gallop, Rest. Keys 4–9: extra choices. ?: this guide.

An independent homage to Cary Torkelson’s Camel and Desert Trek.