Choose a material, recipe, equipment item or guide to open its page.
Wood
The camp’s essential fuel and building material. Gather nearby sticks and keep some stock for stoking.
One Flame Remains / Field notes
A reference. Your save stays on your device.Search the reference, or choose a topic below.
Recipe answers and later discoveries are hidden until you choose to reveal them.
The reference could not load. Reload to try again; the static handbook remains below.
Start here
Find what a material can become, read an exact crafting pattern or learn how your camp works. Follow the useful things, one discovery at a time.
Start with wood, hide and raw meat. Look up their sources and uses.
Browse materials →Find combinations and exact arrangements when you want a helping hand.
Open the recipe book →Understand the fire, shared stock and the small rules that matter.
Read the handbook →Use the combination table to try a pair. Answers wait behind your spoiler choice.
Current game reference: 0.4.2, Android build 9. This wiki covers implemented prototype mechanics. Broader worlds, combat, rankings and online services remain future work.
Crafting / Two-material experiments
Choose two materials to look up their current Workshop result. Order does not matter; two of the same material means two separate units.
Enable spoilers when you want to see the result of an experiment.
Crafting / The recipe book
Browse current combinations and equipment. Exact 2×2 patterns are read across the top row, then the bottom row; rotating or mirroring does not work.
The answers are here when you want them. Choose Show spoilers to open the recipe book.
Equipment / The material plan
Choose equipment for its exact arrangement, raw-material totals and preparation steps. A plan is a checklist, rather than a check of your game inventory.
Reveal equipment when you are ready to see its pattern and requirements.
Materials already in your camp can be subtracted from the totals. Unlocks, construction costs and wood reserved for the fire are separate. Crafting and equipment are run-local.
Reference / Materials
Open a material to follow its sources, crafting uses and related guides. Later discoveries stay hidden until you ask for them.
The camp’s essential fuel and building material. Gather nearby sticks and keep some stock for stoking.
A trap-caught material used in crafting and camp construction.
A trap-caught material ready to prepare for travel.
Camp / Projects & workplaces
Look up each project’s costs, requirements and present benefits. Buildings and crafting use the same stock as the fire.
Loading source-checked camp projects…
Learn / Practical guides
Understand one useful task at a time. The fire, camp stock, equipment and expeditions all work together.
01 / Survival
Gathering puts wood into the shared camp stock. Stoking moves wood into the fire. Building and crafting draw from that same stock, so a new project can leave less fuel for later.
A cooldown measures when an action is ready. Fuel time measures how long the fire will last. Always check which one you are reading.
If the fire goes out, the run ends. A free restart begins a new run. Future paid continuation is not part of the current playable prototype.
02 / Company
A visitor can wait at the edge of the camp. Inviting or turning them away is an explicit choice. Your first companion has one job at a time, so gathering and fire tending are a meaningful trade-off.
The first visitor appears after six completed manual gathers. If turned away, another offer becomes possible after three more completed gathers.
A gathering companion brings back 1 wood every minute. A shelter costs 24 wood and unlocks tending. While tending, the companion stops gathering and uses camp wood to stoke when fuel reaches 5 minutes.
Switching jobs cancels unfinished companion gathering time. Tending consumes a finite stock, cannot revive an extinguished fire and does not guarantee permanent survival. The survival estimate assumes your current stock and assignments.
03 / Discovery
The Workshop separates two-item experiments from equipment crafting. Combinations use two selected materials in either order. Equipment uses an exact 2×2 arrangement, read left to right, top row first.
Tap a slot then a material, or drag materials into place. Moving ingredients does not spend them. The explicit Combine or Craft action checks and pays the actual arranged recipe. Unknown combinations, unknown patterns and unaffordable crafts spend nothing.
Recipe discoveries belong to the current run. They are not permanent knowledge carried into a restart. This guide is an optional reference for when you want a helping hand.
The first companion unlocks the Workshop. Build one trap for 12 wood, arm it for 1 wood, then collect 2 hide and 1 raw meat after 20 seconds. A ready catch waits without expiring. Collect before explicitly rearming.
Construction, trap collection and crafting require you to be physically at camp. Simply opening the Workshop while exploring does not return you home.
04 / The loadout
Workshop → Pack separates Materials and Gear. The main adventurer has five slots: Weapon, Tool, Armour, Bag and Ring. Equip and remove gear at camp. Replacing an item returns the old one to the shared gear inventory.
Each piece of equipment is unique within a run. There is no random rarity, durability or hidden combat statistic in the current catalogue.
An equipped satchel permits an 8-space forest trip. An equipped reinforced pack provides 12 spaces. An explicitly provisioned departure spends 1 ration for 4 extra spaces on that trip.
An equipped stone hatchet opens hardwood harvesting. Owning the hatchet still meets permanent building requirements when it is unequipped.
A wooden sword, leather armour and carved ring can be crafted, equipped and saved. Their encounter effects are future work; the current prototype has no combat.
Original bags and tools equip conveniently when first crafted. A reinforced pack replaces an equipped satchel without deleting it. New weapons, armour and rings enter inventory for you to equip.
05 / Beyond the clearing
The current forest is a finite, seeded 33×33 region. It remembers visited ground and harvested resources throughout your run. There are no wandering enemies or combat in this slice.
Departure requires a living fire, an equipped bag and no manual gather in progress. Collected resources stay in your expedition pack until you use Return to camp. Changing tabs neither deposits your pack nor teleports you home.
Harvesting checks the space for the whole reward before depleting a node. A full pack preserves the resource. Fire controls and worker management remain accessible during a trip; nearby manual gathering, building and crafting require a return.
| Find | Whole reward |
|---|---|
| Wood | 2 wood + 1 bark |
| Stone | 2 stone + 1 flint |
| Fibre | 3 fibre |
| Bark | 2 bark |
| Hardwood | 4 wood + 2 bark · equipped hatchet required |
| Waystone | 3 stone + 1 flint |
| Pool | 4 fibre + 2 bark |
| Old grove | 4 wood + 3 bark · equipped hatchet required |
The three modest landmarks offer useful finds and recipe hints. Resource regeneration and wider playable regions have not been implemented.
06 / Shared work
The original companion continues to choose between wood gathering and fire tending. Additional residents work finite orders at built workplaces. They do not produce unlimited resources while idle.
A hut requires a shelter and an owned satchel, and costs 30 wood + 2 hide + 4 stone. Each hut adds one resident place; two huts support two additional residents. Construction brings a waiting visitor who still needs an explicit invitation.
| Workplace | Build cost | One cycle |
|---|---|---|
| Woodcutter’s hut | 24 wood + 4 stone; owned hatchet required | 3 wood / 30 seconds |
| Tannery | 20 wood + 3 stone | 1 hide + 1 bark → 1 leather / 15 seconds |
| Butchery | 16 wood + 2 stone | 1 raw meat → 2 rations / 15 seconds |
Each additional resident has one job at a time. Orders run for up to six cycles, with processing inputs reserved upfront. Cancelling or changing work refunds unfinished inputs and discards unfinished cycle time. Completed outputs stay earned. Two residents can share a workplace if each order has its own paid inputs.
Questions / A helping hand
Answers about crafting, equipment, travelling, the fire and what is still unfinished.
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Choose a material, recipe, equipment item or guide to open its page.