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YES/ NO

Trap Placement Decision:

Condition: The player possesses a trap item.

Journal Entry: "A small game animal is spotted nearby. Should we set a trap to catch it?"

Good Outcome (Yes): The trap successfully catches the animal, providing food for the shelter. Shelter morale increases, and food supply improves.

Bad Outcome (Yes): The trap malfunctions or scares away the animal, resulting in wasted resources. Shelter morale decreases slightly.

Outcome (No): The shelter decides not to set a trap, potentially missing out on food. Shelter morale remains unchanged.

Storm Preparation Decision:

Condition: The player has access to shelter-building materials.

Journal Entry: "Dark clouds are gathering in the sky. Should we reinforce our shelter for an incoming storm?"

Good Outcome (Yes): The shelter is reinforced, protecting it from the storm's effects. Shelter morale increases, and shelter durability improves.

Bad Outcome (Yes): The shelter is not reinforced, leading to damage and discomfort during the storm. Shelter morale decreases, and shelter durability decreases.

Outcome (No): The shelter decides not to reinforce, risking damage during the storm. Shelter morale remains unchanged.

Exploration Party Formation:

Condition: The player has more than one survivor available.

Journal Entry: "There's an unexplored area nearby. Should we form an exploration party to investigate?"

Good Outcome (Yes): An exploration party is formed, discovering valuable resources and information. Shelter morale increases, and new items may be obtained.

Bad Outcome (Yes): The exploration party encounters dangers or gets lost, resulting in injuries or lost resources. Shelter morale decreases, and potential injuries occur.

Outcome (No): The shelter decides not to explore, avoiding potential risks but missing out on potential rewards. Shelter morale remains unchanged.

Medication Sharing Decision:

Condition: The player possesses medical supplies.

Journal Entry: "A survivor is injured and requires medication. Should we use our medical supplies to treat them?"

Good Outcome (Yes): The survivor is successfully treated, preventing further complications. Shelter morale increases, and the injured survivor's relationship improves.

Bad Outcome (Yes): The medication is used incorrectly or is ineffective, resulting in prolonged suffering for the injured survivor. Shelter morale decreases, and medical supplies are wasted.

Outcome (No): The shelter decides not to use medication, risking the injured survivor's health but preserving medical supplies. Shelter morale remains unchanged.

Firewood Collection Decision:

Condition: The player has access to a firestarter kit.

Journal Entry: "The temperature is dropping. Should we gather firewood to keep warm?"

Good Outcome (Yes): Firewood is successfully gathered, ensuring warmth for the shelter. Shelter morale increases, and comfort levels improve.

Bad Outcome (Yes): The firewood gathering attempt fails or is insufficient, leaving the shelter cold and uncomfortable. Shelter morale decreases, and comfort levels decrease.

Outcome (No): The shelter decides not to gather firewood, risking discomfort from the cold but conserving energy. Shelter morale remains unchanged.

Water Purification Decision:

Condition: The player has access to a water purifier.

Journal Entry: "Our water supply is running low. Should we purify water from nearby sources?"

Good Outcome (Yes): Water is successfully purified, ensuring safe drinking water for the shelter. Shelter morale increases, and hydration levels improve.

Bad Outcome (Yes): The water purification attempt fails or is contaminated, risking illness for the shelter. Shelter morale decreases, and hydration levels decrease.

Outcome (No): The shelter decides not to purify water, risking dehydration but conserving resources. Shelter morale remains unchanged.

Scavenging Decision:

Condition: The player has a scavenging item.

Journal Entry: "An abandoned area is nearby. Should we send someone to scavenge for supplies?"

Good Outcome (Yes): The scavenger returns with useful items, improving resources for the shelter. Shelter morale increases, and new items may be obtained.

Bad Outcome (Yes): The scavenger returns empty-handed or encounters dangers, resulting in wasted time or injuries. Shelter morale decreases, and potential injuries occur.

Outcome (No): The shelter decides not to scavenge, avoiding potential risks but missing out on potential rewards. Shelter morale remains unchanged.

Fish Catching Decision:

Condition: The player has access to a fishing rod.

Journal Entry: "A nearby stream appears to be teeming with fish. Should we attempt to catch some?"

Good Outcome (Yes): Fish are successfully caught, providing food for the shelter. Shelter morale increases, and food supply improves.

Bad Outcome (Yes): The fishing attempt fails or scares away the fish, resulting in wasted time. Shelter morale decreases slightly.

Outcome (No): The shelter decides not to fish, potentially missing out on food but conserving energy. Shelter morale remains unchanged.

Security Check Decision:

Condition: The player has access to defensive items.

Journal Entry: "Unfamiliar tracks are spotted near the shelter. Should we conduct a security check?"

Good Outcome (Yes): The security check reveals no immediate threats, ensuring safety for the shelter. Shelter morale increases, and security levels improve.

Bad Outcome (Yes): The security check reveals dangerous wildlife or intruders, leading to heightened alertness or potential conflicts. Shelter morale decreases, and defensive items may be consumed.

Outcome (No): The shelter decides not to conduct a security check, risking potential threats but conserving resources. Shelter morale remains unchanged.

Crop Planting Decision:

Condition: The player has access to seeds.

Journal Entry: "The soil seems fertile. Should we plant crops for future food production?"

Good Outcome (Yes): Crops are successfully planted, ensuring future food sustainability for the shelter. Shelter morale increases, and future food supply improves.

Bad Outcome (Yes): The crop planting attempt fails or is disrupted, resulting in wasted resources. Shelter morale decreases slightly.

Outcome (No): The shelter decides not to plant crops, risking future food shortages but conserving resources. Shelter morale remains unchanged.

Berry Picking Decision:

Condition: The player is near a berry bush.

Journal Entry: "A bush with ripe berries is nearby. Should we pick some?"

Good Outcome (Yes): Berries are successfully picked, providing a nutritious snack for the shelter. Shelter morale increases, and hunger levels decrease.

Bad Outcome (Yes): The berry picking attempt results in spoiled or poisonous berries, causing illness for the shelter. Shelter morale decreases, and health levels decrease.

Outcome (No): The shelter decides not to pick berries, potentially missing out on food but avoiding potential risks. Shelter morale remains unchanged.

Tool Repair Decision:

Condition: The player has a broken tool.

Journal Entry: "One of our tools is broken. Should we attempt to repair it?"

Good Outcome (Yes): The tool is successfully repaired, restoring its functionality for use. Shelter morale increases, and productivity improves.

Bad Outcome (Yes): The repair attempt fails or damages the tool further, rendering it unusable. Shelter morale decreases, and resources are wasted.

Outcome (No): The shelter decides not to repair the tool, risking reduced productivity but conserving resources. Shelter morale remains unchanged.

Herb Gathering Decision:

Condition: The player is near a patch of herbs.

Journal Entry: "A patch of useful herbs is nearby. Should we gather some for medicinal purposes?"

Good Outcome (Yes): Herbs are successfully gathered, providing medicinal ingredients for the shelter. Shelter morale increases, and medical supplies improve.

Bad Outcome (Yes): The herb gathering attempt results in poisonous or ineffective herbs, wasting resources. Shelter morale decreases, and medical supplies are wasted.

Outcome (No): The shelter decides not to gather herbs, potentially missing out on medicinal ingredients but avoiding potential risks. Shelter morale remains unchanged.

Weather Observation Decision:

Condition: The player notices changes in weather patterns.

Journal Entry: "The weather seems unpredictable. Should we observe it closely for potential hazards?"

Good Outcome (Yes): Close observation helps predict and prepare for upcoming weather changes, ensuring shelter safety. Shelter morale increases, and preparedness improves.

Bad Outcome (Yes): Failure to observe leads to unexpected weather events catching the shelter off guard, causing discomfort or damage. Shelter morale decreases, and resources may be lost.

Outcome (No): The shelter decides not to observe the weather, risking potential hazards but conserving energy. Shelter morale remains unchanged.

Constructing a Rainwater Collector Decision:

Condition: The player has access to materials for constructing a rainwater collector.

Journal Entry: "Rain is forecasted. Should we construct a rainwater collector to harvest water?"

Good Outcome (Yes): The rainwater collector is successfully constructed, providing a sustainable water source for the shelter. Shelter morale increases, and hydration levels improve.

Bad Outcome (Yes): The construction attempt fails or is incomplete, wasting resources and effort. Shelter morale decreases, and hydration levels remain unchanged.

Outcome (No): The shelter decides not to construct a rainwater collector, risking water scarcity but conserving resources. Shelter morale remains unchanged.

Sending a Search Party Decision:

Condition: The player has a missing survivor.

Journal Entry: "One of our survivors is missing. Should we send a search party to find them?"

Good Outcome (Yes): The search party successfully finds the missing survivor, ensuring their safety and improving morale. Shelter morale increases, and relationships improve.

Bad Outcome (Yes): The search party fails to locate the missing survivor, wasting time and resources. Shelter morale decreases, and morale of other survivors may decrease.

Outcome (No): The shelter decides not to send a search party, risking the missing survivor's safety but conserving resources. Shelter morale remains unchanged.

Beachcombing Decision:

Condition: The player is near a beach or shoreline.

Journal Entry: "The tide has brought in various items to the shore. Should we go beachcombing for potential treasures?"

Good Outcome (Yes): Beachcombing yields valuable items or resources washed ashore, improving shelter resources. Shelter morale increases, and new items may be obtained.

Bad Outcome (Yes): Beachcombing results in finding only useless or damaged items, wasting time and effort. Shelter morale decreases slightly.

Outcome (No): The shelter decides not to go beachcombing, potentially missing out on valuable finds but conserving energy. Shelter morale remains unchanged.

Guard Duty Decision:

Condition: The player has access to defensive items and a threat is perceived.

Journal Entry: "There are signs of potential danger nearby. Should we assign someone to guard duty?"

Good Outcome (Yes): Guard duty ensures shelter safety and early detection of threats, preventing potential dangers. Shelter morale increases, and security levels improve.

Bad Outcome (Yes): Failure to assign guard duty leads to vulnerability and unexpected attacks, causing damage or loss. Shelter morale decreases, and resources may be lost.

Outcome (No): The shelter decides not to assign guard duty, risking potential threats but conserving resources. Shelter morale remains unchanged.

Constructing a Smoke Signal Decision:

Condition: The player has access to materials for constructing a smoke signal.

Journal Entry: "We need help. Should we construct a smoke signal to signal for assistance?"

Good Outcome (Yes): The smoke signal is successfully constructed, attracting attention and potential rescue. Shelter morale increases, and hope for rescue improves.

Bad Outcome (Yes): The construction attempt fails or goes unnoticed, resulting in wasted resources. Shelter morale decreases, and hope for rescue diminishes.

Outcome (No): The shelter decides not to construct a smoke signal, risking missed opportunities for rescue but conserving resources. Shelter morale remains unchanged.

Berry Bush Cultivation Decision:

Condition: The player has access to berry seeds.

Journal Entry: "We've found berry seeds. Should we cultivate them to grow our own berry bushes?"

Good Outcome (Yes): Berry seeds are successfully cultivated, establishing a sustainable food source for the shelter. Shelter morale increases, and future food supply improves.

Bad Outcome (Yes): The cultivation attempt fails or yields inferior results, wasting resources. Shelter morale decreases slightly.

Outcome (No): The shelter decides not to cultivate berry seeds, risking future food shortages but conserving resources. Shelter morale remains unchanged.