Loot. Sort. Survive. Somewhere in Bavaria.

About the game
Something happened around Schmutterwang. The valley is a Zone now, the villages are empty, and the things that live in the beer cellars are not the regulars. You play a retired staff sergeant, a peddler or a mechanic who intends to get out — eventually, with as much loot as the pack can hold.
Every run starts at the mission board: a place like Possum Holler or Upper Grumble Creek, a route drawn across a topographic map, an enemy family, a risk and a loot forecast. You choose weapons, ammo, provisions and a stance, then the expedition resolves on its own — waves of enemies, a grub break when health drops, loot decisions when the bag fills up.
Back at camp the real game begins: sorting a grid inventory, forging and brewing at the field workshop, haggling with Trader Earl whose prices depend on how much he likes you, and sending your jackalope out to scavenge. Achievements, a bestiary and a chronicle keep score of everything you've survived so far.
What you actually do
- 01
Expedition dossiers
Twelve places, twelve sites, four difficulties. Each mission shows enemy family, expected fights, risk and loot before you commit.
- 02
Grid inventory
Cells, not lists. Weight, space and a travelling bag that decides what comes home.
- 03
The Field Workshop
The Anvil, The Still and The Sewin' Box. Three stations, three tiers from apprentice to master craft.
- 04
Trader Earl
Reputation ranks from Stranger to Kinfolk. The better he knows you, the better the prices — and the stranger the gambling games in the back room.
- 05
A jackalope of your own
Send it scavenging. It doesn't need much, but what it brings back is a bit random.
- 06
Bilingual flavour
Bavarian in German, Appalachian in English. Same monsters, different accents.
Screenshots




