Occasionally, the player will randomly encounter Events. These events present a situation, and generally task the player with choosing how to proceed with the event.

Most events are specific to the location that the player is currently in.

Events that can occur in The RoomEdit

Events in the Room offer the player chances to acquire resources, supplies, or perks. If an exchange occurs, it always occurs at a better exchange rate than what is offered by the Trading Post (with the exception of the Mysterious Wanderer, which are gambles).

The NomadEdit

The Nomad is a traveling merchant that offers to trade with the player at a better exchange rate than the buying from the local merchants at the Trading Post. He offers a variety of wares:

  • Scales: 100 fur
  • Teeth: 200 fur
  • Bait: 5 fur
  • Compass: 300 fur, 15 scales, 5 teeth

The ThiefEdit

This event will occur while you are in the Room or in the Village. [1]

The villagers will present you with a man who has been hiding in the store room, stealing your supplies. You have the option to hang him, or let him go free. If you let him go free, he teaches you stealth, which you can use on The Dusty Path. If you hang him, all of the supplies stolen from you will be returned to your inventory.[2]

Regardless of your decision to hang or to free him, you will encounter him only once.[3]

Noises OutsideEdit

You hear noises through the walls. The options given are to investigate or ignore the noises. Ignoring the noises has no effect, and investigating gives a small chance of receiving 100 wood and 10 fur.

Noises InsideEdit

You hear noises in the store room. If you investigate, you may notice missing wood and leftover teeth, scales or cloth.

The BeggarEdit

A beggar comes begging for furs to keep him warm through the night.
You can choose to leave 50 or 100 furs. If you do, the beggar will thank you and leave a random amount of teeth, cloth or scales, unrelated to the number of furs given.

The Mysterious Wanderer: WoodEdit

A mysterious wanderer arrives with a cart- he asks for wood and promises to come back with more.
The player can choose to ignore them, give 100 wood for a 50% chance of receiving 300 wood, or give 500 wood for a 30% chance of receiving 1500 wood.

The Mysterious Wanderer: FurEdit

A mysterious wanderer arrives with a cart. She asks for fur and promises to come back with more. The player can choose to ignore them, give 100 fur for a 50% chance of receiving 300 fur, or give 500 fur for a 30% chance of receiving 1500 fur.

The ScoutEdit

A scout stays the night, offering to teach you what she knows in exchange for resources;

  • Giving 200 Fur and 10 Scales uncovers an 11x11 diamond randomly placed on the world map.
  • Giving 1000 Fur, 50 Scales, and 20 Teeth unlocks the scout perk.

The Wandering MasterEdit

An old wanderer will arrive, asking for lodgings for the night. If you give him 100 Cured Meat, 100 Fur, and 1 Torch, he will teach you 1 perk in exchange: Evasion, Precision, or Force.

The Sick ManEdit

A man hobbles, coughing and asking for medicine. If you give him 1 medicine, there is a chance that he will give you some "glowing boxes" he found, which are energy cells, "weird metal", which is alien alloy, or a random amount of scales. He may not give anything. Telling him to leave has no lasting repercussions.

Events that can occur Outside (in The Village)Edit

Events in The Village may result in the loss of either villagers or traps, but can reward the player with some resources after the event ends.

A Ruined TrapEdit


  • 1 trap in your buildings

1-all[4] of your traps are destroyed. If you track the pawprints, there is a 2/3 chance you can find the beast that destroyed them and get 100 fur, 100 meat and 10 teeth.

A Beast Attack[5]Edit


  • 1 population

Your village was attacked by feral beasts. It will kill 1-11 of the population.[6].

You will get 100 fur, 100 meat, 10 teeth as reward[7]

A Military Raid[8]Edit


  • 1 population

1-41 of the population[9] will die through a military skirmish.

You will get 10 bullets and 50 cured meat.[10]

A SicknessEdit


  • 11-49 population
  • 1 medicine in inventory

You will be told there is a sickness spreading through the village and asked for 1 Medicine for the sick villager. Providing it will "catch the sickness in time" while ignoring it will cause 1-21 deaths[11] immediately.

A Plague[12]Edit


  • 51[13] population min (you will be unaffected by both plague and sickness if you have exactly 50 population)
  • 1 medicine in inventory

When this event occurs, you will be given the option to provide the village with 5 Medicine or ignore the event. Providing the Medicine causes only 2-7[14] of the population are killed by the plague, while ignoring it makes many more die off. 0/80 is an example of the results of ignoring the event: this event will kill from 10 to maximum of your population.[15]

Chance for the sickness event independent from this event.



  • 1 hut in village

In this event, a text box will appear telling you that a fire has started and destroyed a hut. You will lose exactly one hut and 4 villagers[16]. This event will occur when you spend longer on the Village tab than in your room.