Learn what the mountain is made of by risking your hands on it, then abandon everything you built before the frost finishes learning your name.
The Kestrel Range used to have four seasons. A geothermal drilling operation went wrong nine years ago and seeded the rock with rimeglass — a crystal that grows toward cold and standing structures, and hasn't stopped since. The government pulled out. You didn't get a map, a recipe book, or a radio contact. What you know, you'll learn by burning your hand on it.
Unlabeled ore chips, a fibrous strip that smells like ozone, forty minutes of daylight. Nothing tells you what they make together. You note the weight, the smell, and commit. The bench sparks — a heat conductor, not the rope you guessed. You write down what you learned, in your own words, because the game never will.
Camp in a hollow — lean-to, fire pit, drying rack. The frost line has been creeping toward your fire all afternoon; it's eight meters out now. One more gamble, a fire starter that just barely works, then you tear down and haul north before the hollow goes under. The lean-to is already sugared with crystal behind you. You won't see it again.
| Risk | Type | Mitigation |
|---|---|---|
| Blind crafting reads as guesswork | Design | Week 1 tests tell legibility alone, before any other system |
| Relocation feels punishing, not purposeful | Design | Generous early timers, visible spread rate, timer-extension assist option |
| Single-player pricing limits revenue | Market | Priced against The Long Dark / Firewatch-tier premium single-player, not live-service scale |
| Fixed ending caps replay hours | Market | Seeded valley variation, New Game+, expedition-time leaderboards |
| Three interacting systems is real scope | Scope | Prototype order tests the novel system (crafting) first; frost and weather use established patterns |