Evidence state
Demo verifiedConfirmed now
- The demo covers the beginning through The Town introduction.
- Crafting, scavenging, graveyard work, and an army introduction are present.
- The demo save is intended to carry into the full game.
Launch check
- Final tutorial order and balance.
- Whether demo Tech Tree costs and progression gates match 1.0.
- Any transfer edge cases on Sep 22.
A confirmed system does not make its numbers confirmed.
FIELD DECISION / 01
Steps to follow
- Follow the opening objectivesUse the quest log and on-screen prompts as the dependency chain. If a recipe is missing, inspect the related Tech Tree, inspiration, mastery, or objective before gathering more of the same material.
- Protect the energy loopGather nearby edible resources, group jobs by area, and avoid spending the last energy on a task that leaves you far from recovery. Player demonstrations show that early routing matters more than a speculative min-max sequence.
- Repair the graveyard deliberatelyInspect corpse skulls and damaged fixtures before burial. Player demonstrations show repair and replacement affecting rating, but exact formulas remain unpublished.
- Spend tech only on a named blockerOpen the relevant branch and confirm what the node unlocks. Fishing reports, for example, point to Fishing I on the Farming branch rather than an automatic rod at the start.
- Stop at the demo boundaryThe official demo ends around The Town introduction. Keep the save and avoid treating unreachable full-game systems as broken demo quests.
WHY THIS WORKS
Why this route is reliable
The route follows visible dependencies—objective, unlock, workstation, material, action—without claiming one player’s path is universally optimal. It also preserves resources and a transferable save for the full build.
IF IT DOES NOT WORK
Failure states and fixes
| Symptom | Check | Next move |
|---|---|---|
| A recipe does not appear after gathering materials. | Inspect the related Tech Tree, mastery, inspiration, and active objective. | Unlock the dependency first; inventory quantity alone may not reveal the recipe. |
| Energy collapses before a task chain is complete. | Review travel, food, and recovery access. | Shorten the loop and recover before starting another distant chain. |
| A demo objective appears impossible to finish. | Compare it with the official demo endpoint and current objective text. | Record it as launch-pending rather than assuming an item or NPC exists in the demo. |
LEDGER NOTE / 02
What the demo teaches first
The official scope includes crafting, scavenging, graveyard digging and decorating, plus a first army experience. That makes the demo useful for learning the sequel’s interface and dependencies even though it cannot prove late-game balance.
LEDGER NOTE / 03
Fishing and early tech
A player-recorded guide shows Fishing I on the Farming tree and a Basic Fishing Rod associated with the blacksmith twins at Twins Land. This is useful demo evidence, but it remains player-reported until reproduced against a named build and platform.
LEDGER NOTE / 04
Zombies and combat
The demo announcement promises a first army experience, while the Sep 18 official devlog explains the broader combat system. Do not import full-game squad, fortification, or sewer details into the demo unless they are actually visible there.
LEDGER NOTE / 05
Launch-day recheck
On Sep 22 the opening route, costs, Tech Tree, food values, graveyard effects, fishing controls, and save migration will all be checked again against the shipping build before this page claims full-build verification.
