Saturday, August 08, 2026

Sons of the Forest: Welcome to Paradise. Please Ignore the Cannibals.

 

There comes a point in every long-running gaming group when someone looks at the current game, surveys the accumulated infrastructure, livestock, machinery, weapons, unfinished construction projects and several hundred hours of collective bad decisions, and says:

Perhaps it is time for something new.

And so, after our lengthy expedition to Icarus, the Crypt Creep Forces packed away the zebras, abandoned the industrial-scale mining operation, waved goodbye to Winchester and went looking for somewhere a little more relaxing.

Somewhere tropical.

Somewhere with beaches.

Somewhere with zip lines, hang gliders, weather effects, houseboats and tree houses.

A game that promises so much fun.

Sons of the Forest.

On paper, it sounds magnificent.

There are zip lines.

There are hang gliders, which we enjoyed immensely in Enshrouded.

There are golf carts.

There are electric bikes.

There are tree houses.

There are houseboats.

There is fishing.

There is farming.

There is coffee.

There is vodka.

There are cannibals.

Did we mention the cannibals?

No?

Well.

There are quite a lot of cannibals.

Still, what's not to love?

The Crypt Creep Forces therefore boarded the metaphorical aircraft of optimism, carefully stowed all previous experience in the overhead lockers, and prepared to discover exactly how badly four men with nearly three decades of cooperative gaming experience could manage a tropical holiday.

Quite badly, as it turns out.

How the Game Starts

The premise is straightforward.

You are a billionaire.

You are on a resort island.

Something has gone terribly wrong and you need extraction for yourself and your family.

Naturally, when you're a billionaire trapped on a remote island crawling with unpleasant things, you don't ring the police, the military or some discreet international private security organisation.

You call the Crypt Creep Forces.

Because when competence is optional but enthusiasm is guaranteed, CCF is apparently what appears in the brochure.

Unfortunately, something went wrong.

Our helicopter crashed on the island.

Then somebody stole our advanced gear, weapons and armour, leaving us scattered around the crash site with little more than a basic survival kit and a growing suspicion that the travel agent had omitted several important details from the resort description.

Just a regular CCF mission, then.

When CCF crashes, there really is nobody else to call.

Technically, we could call Sturnim.

But that would be like asking Craig to resist temptation.

We aren't doing that again.

Night was approaching, so there was no time to sit around analysing precisely which subsection of the operation had already gone catastrophically wrong.

We had to deal with the three basic human survival requirements:

  • Shelter.

  • Food.

  • Water.

And, although not listed in most survival manuals:

  • Try not to be eaten by the locals.

The New Organisational Structure

Naturally, we had designated roles.

CCF works best when everybody understands their responsibilities, ignores everybody else's responsibilities and then blames Myles when the resulting system collapses.

This time, however, we decided to shake things up.

A little.

Not much.

Dave became the Gatherer.

Myles remained the Medic.

Zaph became the Hunter.

And Craig became the Builder.

Yes.

Craig.

Builder.

The man whose previous architectural contributions have included ladders to nowhere, holes nobody requested and structures whose primary function appears to be challenging local planning regulations.

We gave him construction.

This was a deliberate decision made by adults.

History will judge us.

Dave Does Research

Whenever CCF starts a new game, Dave likes to perform some basic research.

Nothing excessive.

A few beginner guides.

Perhaps Ten Things You Should Know Before Starting Sons of the Forest.

Maybe Things The Game Doesn't Tell You.

A little preparation so that we don't spend the first six hours unknowingly drinking sewage and punching trees.

The guides provided several useful pieces of information.

First:

Get to a 3D printer as soon as possible and make canteens.

Apparently, this prevents you having to drink untreated water and getting dysentery.

Because, unsurprisingly, the cannibals have not invested heavily in municipal sanitation.

Second:

Build defences before shelter.

This struck us as an unusual recommendation.

Normally, survival games encourage the player to build a small hut, light a cheerful fire and begin the gentle process of gathering resources.

Sons of the Forest apparently prefers:

Before considering somewhere to sleep, build fortifications because THEY ARE COMING.

Third:

There is coffee.

Good.

There is vodka.

Also good.

There is no beer.

Civilisation has clearly collapsed.

There were other recommendations.

Blah, blah, gather things, craft things, explore things.

Wait.

Did that guide say cannibals?

What sort of tropical resort paradise island had we crashed on?

And more importantly:

Would we actually enjoy Sons of the Forest?

The CCF Fun Equation

Every new CCF game must pass a simple mathematical test.

The amount of Fun must exceed the combined volume of:

Craig's moaning + Myles's swearing + Zaph's motion sickness + Dave's boredom.

This is less a formula and more a warning label.

Fortunately, Sons of the Forest appeared to offer something for everybody.

Craig Fun Possibilities

Craig discovered that there are no vertical building limits.

This was extremely concerning.

You can build tree houses.

You can connect them with rope walkways.

You can build zip lines.

And there is an enormous mountain.

Somewhere in Craig's brain, a construction project was already being designed which would eventually require its own weather system.

Dave Fun Possibilities

The guide specifically says:

Gather everything.

Dave required no further convincing.

There are plants to collect.

There are crops to grow.

There is coffee.

There is vodka.

There are zip lines.

There are houseboats.

Essentially, someone had built a survival game around Dave's natural instinct to wander into the undergrowth and return forty minutes later carrying seventeen mushrooms, some leaves and an object nobody else knew existed.

Myles Fun Possibilities

There are hang gliders.

There are electric bikes.

There is no in-game cash economy, other than money you can find and apparently use to light fires.

Excellent.

No spreadsheets.

No shopkeepers.

No careful economic optimisation.

The medicine is even premade.

Myles doesn't have to construct antibiotics from berries, sulphur and the powdered toenail of an endangered yak.

We just have to find it.

And there are maps.

And GPS.

Surely nothing could go wrong.

Zaph Fun Possibilities

Golf carts.

Hang gliders.

Animals to hunt.

Fish to catch.

Cannibals to shoot.

Zaph's requirements had been met with admirable efficiency.

So Is Night-Time Fun in Sons of the Forest?

No.

Next question.

The game apparently gives new players a short grace period.

For the first two nights, cannibals don't attack.

This would have been useful information to experience personally.

Unfortunately, Dave was otherwise occupied and didn't join us until around 9pm.

By the time he arrived, it was Night 4.

The house was a one-room log cabin.

The palisade was unfinished.

There were no traps.

Large parts of the camp possessed the defensive integrity of a garden shed after a moderately aggressive possum encounter.

And the cannibals were swarming.

This was also when we discovered something curious about the basic survival axe.

It can fell a tree.

A whole tree.

A large tree.

You can swing it into several feet of solid timber and eventually bring the entire thing crashing to the ground.

Swing it at a cannibal, however, and it appears to be made from Nerf.

The axe bounces off.

The cannibal punches you.

You fall over.

And you wake up tied to a log in a cannibal camp, presumably waiting to become the evening special.

No problem.

Grab the knife.

Cut yourself free.

Find your gear.

Return to base.

Get punched again.

Wake up tied to another log.

Escape again.

Return to base.

Repeat.

CCF had discovered the island's first public transport network.

Dave had been playing for approximately thirty minutes when he delivered his initial assessment:

"this game sucks, I want to quit and find something fun to do."

A promising start.

Eventually, somehow, Night 4 ended.

The sun rose.

We had survived.

Technically.

Day 5 – Dave Mutinies

Dave woke early on Day 5 and surveyed the camp.

The walls were damaged.

The traps were half-built.

Several defensive structures existed chiefly as conceptual art.

Breakfast was fish.

Again.

Something inside Dave broke.

Rather than spend another day participating in the defence of Fort Questionable, he simply left.

Dave went walkabout.

He persuaded Zaph to head out exploring as well, and soon the two of them were roaming the island.

Dave picked berries.

Dave avoided cannibals.

Dave ate mushrooms.

Dave drank from streams.

The warnings concerning dysentery apparently no longer mattered because freedom has a price.

For a brief, shining moment, life was good.

Zaph headed off in another direction.

Then Zaph found a golf cart.

Things were definitely looking up.

Night 5 – Raft Time

As the sun started falling, Dave and Zaph headed back towards camp.

The news was not encouraging.

Progress on the base had been slow.

Very slow.

The fortifications still did not look remotely capable of surviving another night.

And the cannibals get progressively worse.

Dave assessed the situation with the calm strategic insight of an experienced survival-game veteran.

There was only one solution.

Raft.

If the cannibals were on land, then logically we should stop being on land.

Dave convinced Zaph that this was the future of CCF defensive doctrine.

Dave laid out the blueprint.

Zaph chopped trees.

And before long, the good raft lollypop was floating serenely on the calm ocean, tethered to shore by a rope.

Craig and Myles joined them.

Four hardened adventurers.

Veterans of alien planets, fantasy kingdoms and the grim darkness of the far future.

Huddled together on a small raft just offshore.

Waiting for bedtime.

The cannibals arrived.

They swarmed up and down the beach.

They ran backwards.

They ran forwards.

They glared at us.

They presumably discussed local zoning regulations.

But they couldn't reach us.

For the first time since arriving on the island, CCF had constructed a defensive system that actually worked.

Our revolutionary technological breakthrough was:

water.

Day 6 – Houseboat and Exploring

The small raft had been successful.

Dave therefore immediately invoked the ancient engineering principle known as bigger-is-better.

If a raft was good, then obviously what we needed was a houseboat.

Dave slapped down a blueprint.

Zaph chopped trees.

Dave and Craig built the houseboat.

Myles stayed at camp working on traps, presumably trying to make land once again vaguely habitable.

Eventually the houseboat was completed.

It had walls.

It had space.

It floated.

By CCF construction standards this was practically the Sydney Opera House.

Dave then made an important tactical error.

He left Craig unsupervised.

Dave and Zaph headed out exploring, hoping to finally locate a 3D printer so we could manufacture the canteens required to purify water.

The mission was unsuccessful.

Eventually, however, we identified the underlying navigational problem.

Dave had been reading the map wrong.

This turns out to make finding things surprisingly difficult.

Cartographers have been warning humanity about this for centuries.

Night 6 – Hiding in a Houseboat

The houseboat proved even better than the raft.

Not because it possessed terrifying weapon systems.

Not because we'd developed superior fortifications.

Not because Craig had somehow invented naval artillery.

The cannibals simply couldn't see us inside it.

And if the cannibals couldn't see us, they didn't swarm the beach.

And if they didn't swarm the beach, they didn't attack the camp.

CCF had finally perfected stealth technology.

It looked remarkably like four men hiding in a wooden box floating ten metres offshore.

Day 7 – The Scenic Tour

Now that we had finally worked out where we were on the map, we had a much better idea where we needed to go.

So we climbed into the golf buggy.

Dave drove.

The plan was simple.

Find a dirt trail.

Follow it in roughly the correct direction.

Reach the destination.

Unfortunately, Sons of the Forest contains trees.

Many trees.

Also rocks.

Dave merely wanted a dirt trail headed in the right direction.

The island repeatedly insisted on placing large immovable objects between the golf cart and Dave's preferred interpretation of geography.

Eventually we stopped at a burial site.

Naturally, we looted it.

Bones.

Cloth.

Rope.

A virtual treasure trove of useful bits.

We even found a coffin containing cash.

Actual paper money.

This is surprisingly useful in Sons of the Forest because you can burn it.

American paper currency finally discovers its ultimate survivalist purpose.

Australian polymer banknotes would be considerably less useful.

You can't light a fire with Australian plastic currency.

The local cannibals, however, objected to our archaeological methodology.

Apparently, "finders keepers" is not recognised under island burial law.

They attacked.

We jumped into the golf buggy and attempted to flee.

This was when we discovered two important details about golf-cart operation.

First:

Cannibals can knock passengers off the back.

Second:

Trees can knock everybody else out of the buggy.

Especially when you don't dodge them.

There was a collision.

There was darkness.

And once again, all four members of the Crypt Creep Forces woke up strapped to logs.

At this point we were becoming familiar with the escape procedure.

Knife.

Rope.

Gear.

Run.

Someone really should have started a loyalty card.

We continued driving.

Eventually we travelled a fair distance and discovered hang gliders sitting on top of a cliff.

Excellent.

We loved hang gliders in Enshrouded.

Everyone grabbed one.

Then we discovered that Sons of the Forest hang gliders are somewhat less forgiving.

The scientific process used to establish this consisted primarily of Zaph jumping off a cliff.

Zaph plummeted to the ground.

Observation recorded.

Experiment complete.

We packed the gliders away and filed the entire subject under:

Lesson for another day.

Our target location was close to the ocean, so rather than continue, we headed home with a new plan.

Tomorrow we would return.

In the houseboat.

Day 8 – Perhaps There Is a Closer Location

The next day somebody looked at the map again.

Properly.

It turned out there was another bunker.

Much closer.

Located not very far away.

Up a stream.

Excellent.

The previous day's cross-island expedition had therefore been an extended sightseeing tour with added grave robbery.

We set off on foot.

Zaph ran ahead.

Dave occupied the middle of the group, picking berries as he went.

Myles and Craig were tailgate Charlie, bringing up the rear.

Eventually we found a digger.

It didn't work.

We found three golf buggies.

Two didn't work.

One did.

So naturally we looted the other two for parts.

Myles eventually found the bunker.

Success.

There was just one minor problem.

We needed a shovel to get inside.

A shovel.

A stick with a shaped piece of material on the end.

Human civilisation invented versions of this concept thousands of years ago.

In Icarus, stranded on a hostile alien world, CCF could manufacture an astonishing array of tools from raw materials.

In Sons of the Forest, apparently, the combined engineering expertise of Dave, Zaph, Myles and Craig is insufficient to invent digging.

We had to find one.

Somewhere.

On the island.

Of course we did.

Tonight's CCF Campfire Song

By this stage we had established several important themes.

We were Crypt Creeps.

We were hunters.

We were gatherers.

We were lumberjacks.

We spent an extraordinary amount of time chopping trees.

And nearly everything wanted to eat us.

So the evening campfire naturally required an original CCF anthem:

Some people know us as the Crypt Creeps,
Four professionals, more or less.
We hunt, we gather, we flatten forests,
Then somehow call the result "progress".

Don't drink the creek,
Don't eat the meat,
Don't wave at cannibals,
And wipe your muddy feet.

Chop, chop, chop, another tree goes down,
Chop, chop, chop, we've cleared half the town,
Chop, chop, chop, Craig needs seventeen more,
Chop, chop, chop — what was the forest for?

It was beautiful.

Possibly not musically.

But spiritually.

Did We Learn or Achieve Anything This Week?

Yes.

Technically.

We Learnt That We Miss Icarus

This came as something of a surprise.

Icarus contains hostile alien wildlife, storms, predators, poisonous creatures and enormous monsters that occasionally emerge from the ground with the express purpose of ruining your evening.

And yet:

Wild animals beat cannibals any day of the week.

Icarus has better defences.

Night is survivable.

You can craft basic equipment.

If you require a simple tool, the game generally assumes your character possesses the intellectual capacity to attach one object to another.

Sons of the Forest has apparently decided the shovel is sacred technology.

We Learnt About Zaph's Driving

Having Zaph drive is like having a driver with their eyes closed.

Every tree becomes something to bounce off.

Every rock is a slalom gate.

And a creek is not an obstacle.

A creek is an opportunity to investigate whether golf carts float.

This is science.

We Learnt That Cannibals Can't Swim

This is perhaps the single most strategically useful fact discovered all week.

Forget fortifications.

Forget traps.

Forget weapons.

Forget the elaborate palisade Craig may eventually finish.

Water defeats cannibals.

Our most sophisticated defence system remains standing somewhere wet.

We Learnt That Golf Buggies Are Faster Than Cannibals

This is excellent news.

With one minor qualification.

Golf buggies are faster than cannibals provided you don't keep stopping for trees.

This qualification has proven operationally significant.

Achievement Unlocked

Despite everything, every member of CCF achieved:

Survivor – Survive Day 1

Admittedly, we're now on Day 8.

And we spent several nights hiding offshore.

And all four of us have repeatedly woken up tied to logs in cannibal camps.

And Dave wanted to quit after thirty minutes.

And we still don't have a canteen.

And we still haven't successfully entered a bunker.

And apparently the technological pinnacle of our civilisation is currently a shovel we cannot manufacture.

But the achievement says Survivor.

So officially:

Mission accomplished.

Tune in next week to discover whether the Crypt Creeps can actually locate a bunker, manufacture a canteen, find the mythical shovel and perhaps spend one complete evening without becoming somebody else's dinner.

Or whether Craig discovers those unlimited vertical building rules.

Frankly, the cannibals may be the smaller problem.







Saturday, August 01, 2026

Icarus: So Long, and Thanks for All the Fish


And we do mean all the fish.

Seven advanced fish traps’ worth, cleared three times during the evening. Each trap contained, on average, nine fish, plus weeds, useless sponges and whatever else the aquatic ecosystem had decided to surrender rather than continue living near us.

Seven traps.

Nine fish per trap.

Three collections.

That is 189 fish, assuming the traps had maintained something resembling statistical discipline. This did not include the weeds, the miscellaneous organic debris or the sponges, which were, as usual, stored in Craig’s cupboard.

Nobody had instructed Craig to maintain a strategic sponge reserve. Nobody had even suggested that sponges might be useful. Nevertheless, there they remained, carefully preserved beside whatever other objects Craig had decided would become essential moments after everyone else threw them away.

This was our final night on Icarus.

After seven months and roughly 600 hours, the campaign was coming to an end. There would be one final mission, one last return to Winchester, one final group photograph and, provided nobody did anything catastrophically stupid, a quiet departure from the planet.

This was, in retrospect, an ambitious agenda.

Myles kicked off the final mission in the Great Hunt. While he and Zaph ran around the landscape carrying a scanner and attempting to triangulate the source of the disturbance, Dave and Craig remained at Winchester to manage the catering operation.

They collected fish.

They filleted fish.

They steamed fish.

They grilled fish.

They salted fish.

They put fish in the fridge until we were ready to leave.

Had the mission required defeating the enemy through omega-3 saturation, we were already overprepared.

The rest of the supplies were distributed according to the group’s established tactical doctrine, which was less a doctrine and more a collection of dangerous objects entrusted to the people most likely to misuse them.

Zaph took the grenades manufactured the previous week.

Myles grabbed the hedgehogs, because somebody had to carry the large sharpened defensive obstacles and apparently that somebody was the medic.

Dave packed the automated turrets.

Craig harvested the coffee, watered the crops and packed his house on the hill for redeployment. This was the house he had spent several weeks constructing in the manner of a man who believed zoning regulations were a personal insult. It sat above Winchester like a monument to unrestricted planning approval.

Dave made ammunition.

More specifically, Dave cooked up a fresh batch of barely stable volatile substance and dipped bullets into it to manufacture explosive rounds.

There are gunsmiths who carefully measure propellant, inspect cartridge tolerances and observe recognised principles of ammunition safety.

Dave marinated the bullets in boom sauce.

And with that, the group was ready for the final mission.

Here Is How It Ends — Earthquake

The mission appeared simple.

It had a clear objective.

The required equipment had been supplied.

This should have worried us immediately.

Our task was to track down the source of the quarrite disturbance. Myles and Zaph moved through the region with the scanner, taking readings from different positions and gradually narrowing the search area.

For once, the device did not make a noise that annoyed every living creature within several kilometres.

This represented significant technological progress.

After much scanning, repositioning, muttering and staring at coloured indicators, the location was triangulated in the desert. It was close to the old zebra rescue house and almost directly on top of our titanium mine.

Of course it was.

After months of travelling across hostile biomes, establishing industrial infrastructure and constructing shelters in places no sensible planning authority would approve, the final threat had decided to live beneath one of our existing properties.

Dave and Craig loaded the prepared fish and headed out to join Myles and Zaph.

Craig had manufactured three orbital beacons because Myles had become tired of abandoning temporary houses that we were never going to use again.

This was a reasonable concern. Across seven months, the group had built a small planetary portfolio of redundant real estate: huts, cabins, bunkers, emergency shelters, mining outposts and at least one building whose primary purpose seemed to be proving that Craig could put a roof there.

The orbital beacons meant the latest buildings could be redeployed rather than left behind as another archaeological puzzle for future prospectors.

The group converged at the titanium mine, where Craig began assembling our final house.

It was the twelfth house we had built.

Twelve.

Not counting partial structures, defensive shacks, mining shelters or anything Craig described as “temporary” before adding three storeys and a balcony.

Beds were installed. Equipment was unloaded. A stable was built for the animals. Everything was put in place for what should have been a straightforward strike against the source of the disturbance.

Then, almost immediately after setting out, we were ambushed by an ancient shade worm.

This was Icarus offering a small farewell gift.

The worm attacked with the enthusiasm of a creature that had spent several geological eras waiting specifically for us. We dealt with it, restored some dignity to the expedition and continued toward the mission site.

What followed became known as:

Operation SNAFU

The mission was renamed to reflect reality.

Step 1 — Enter the Cave

We entered the cave.

It was an instanced cave.

That can’t be good.

The entrance sealed the group away from the ordinary world and placed us inside a private combat arena designed exclusively for whatever fresh indignity the developers had prepared.

No passing wildlife.

No outside assistance.

No convenient escape route.

Just four ageing gamers, several hundred fish and enough explosive ammunition to concern an international monitoring agency.

Step 2 — Locate the Enemy

We found it.

At the far end of the cavern sat a huge unstable Quarrite.

It was big.

It was mean.

It was heavily armoured.

Not looking good.

The creature resembled a mineral deposit that had become angry about mining royalties. Thick plates of stone protected its body. Its bulk filled the cavern, and every movement suggested that the cave had been constructed around it rather than the other way around.

The scanner had technically succeeded.

There is no achievement for wishing it hadn’t.

Step 3 — Prepare

We established defensive positions.

Multiple rows of hedgehogs were deployed across the cavern floor, their sharpened timbers positioned to stop or at least inconvenience anything attempting to charge through them.

Two automated turrets were placed behind the barriers.

Fallback positions were identified.

Lines of fire were considered.

Ammunition was loaded.

The group looked across the fortifications with the misplaced confidence of people who had mistaken owning equipment for understanding the encounter.

How naïve we were.

Step 4 — Annoy the Boss

Zaph shot it to get its attention.

This was a sensible division of labour. If something absolutely had to be annoyed, it was best done from a distance by the man most likely to hit a vulnerable spot.

Our good ole sniper lad, master of the one-shot kill, lined up the target and fired.

The shot barely nicked its armour.

That can’t be good.

The Quarrite slowly turned.

It had noticed us.

Step 5 — Die a Lot

The unstable Quarrite growled.

The cave shook.

Then it rolled towards us.

Not lumbered.

Not charged.

Rolled.

The creature tucked itself into an armoured mass, gathered speed and came down the cavern like an avalanche that had read our medical records.

Then it leapt into the air and pounced.

The hedgehogs, turrets and defensive positions abruptly became less of a fortification and more of an elaborate diagram showing where we had once hoped to stand.

We opened fire.

Dave’s explosive bullets detonated across the creature’s armour.

Zaph fired grenades.

The turrets hammered away.

Fragments of armour cracked and scattered across the cavern. For a moment, the plan appeared to be working. We stripped away sections of its protection and chipped a little health from the enormous bar hovering above it.

Then the Quarrite rolled over us.

Half our health vanished.

The creature reversed to finish the job.

People dropped like noobs while whoever remained upright sprinted around trying to revive the fallen.

Myles would pull someone back to their feet, only to watch another body collapse nearby. Craig would begin reviving someone and then discover that the enormous rolling rock monster had returned. Dave would stand up, fire several explosive rounds and immediately attract every hostile object in the cave.

The Quarrite eventually returned to its lair to repair its armour.

This should have provided a pause.

Instead, cave worms spawned and killed us before we could heal.

Rocks crashed from the ceiling.

The cavern floor became a moving exhibition of bodies, medical symbols, dropped weapons and people shouting directions that nobody could follow because they were dead.

We died repeatedly.

Yet somehow there was always one person still running around, avoiding the boss, dodging worms, escaping falling rocks and attempting to pick everyone else back up.

It was less like a battle and more like a particularly violent workplace first-aid course.

Step 6 — Total Party Wipe

The boss apparently became annoyed that the process was taking so long.

It rolled out to finish the job.

The hedgehogs splintered beneath it.

The turrets were destroyed.

The fallback positions turned out to be merely positions we fell back and died in.

Total party wipe.

Dave respawned outside the cave.

It was dark.

He had no equipment, no weapons and no obvious indication of where the cave entrance was. He fumbled around the landscape in his envirosuit, searching through the darkness for the entrance while everyone else remained scattered across the cavern floor.

Eventually, Dave found his way back inside and picked someone up.

That person revived another.

Then another.

Soon the whole group was standing again.

We healed.

We reloaded.

We prepared to resume the fight, having learned several valuable lessons that we immediately declined to apply.

Steps 7, 8, 9, 10 and 11 — Total Party Wipe

Because that never gets old.

There is a reason the military invented the acronym BOHICA.

The boss rolled out to demonstrate exactly why.

We wiped.

Then we got up again.

We wiped again.

Then we got up again.

Over and over and over.

Every attempt followed the same general pattern.

The group would recover its equipment.

Someone would revive the final body.

Food would be consumed.

Weapons would be reloaded.

A plan would be proposed.

The Quarrite would emerge, fold itself into an armoured sphere and convert the plan into a collection of emergency markers.

We would damage its armour.

The worms would appear.

Rocks would fall.

Someone would shout that the boss was returning to heal.

Someone else would shout that they were down.

Craig would announce that he was also down, usually in a location that required crossing the entire arena.

Zaph would continue firing because admitting the situation was hopeless would have been tactically inefficient.

Then the last standing member would disappear beneath several tonnes of furious geology.

Total party wipe.

Respawn.

Repeat.

We got knocked down.

We got back up.

The Quarrite, regrettably, was entirely capable of keeping us down. It simply preferred not to, because watching us stand up again gave it something to do.

Step 12 — Myles Swears

There is a threshold in every mission.

Below that threshold, Myles remains the reluctant adult in the room. He checks supplies, maps routes, coordinates movement and asks the group not to detonate explosives near critical infrastructure.

Above that threshold, the careful language disappears.

When the fecal matter hits the rotary impellor device, Myles starts cussing like there is no tomorrow.

The boss had taken so long to defeat that it had not merely repaired its armour.

It had healed back to full health.

Full.

Health.

Every grenade, explosive round, poison cloud, turret burst and desperate act of battlefield medicine had been converted into a lengthy warm-up exercise.

The Quarrite emerged from its hidey hole refreshed, restored and presumably pleased with the service.

Myles expressed his thoughts on this development with a precision and intensity not normally associated with cartography.

Step 13 — Change Tactic

The existing plan was clearly not working.

Dodging the boss, fighting cave worms and avoiding falling rocks while the Quarrite retreated to repair itself had produced little beyond an impressive collection of death markers.

We needed a new plan.

Dave and Zaph advanced, hunting for the creature’s hidey hole.

They found it.

Instead of waiting for the boss to return to the open cavern, they followed it inside and unleashed the full can of whoop arse.

This removed several of the creature’s advantages.

It could no longer roll across the entire arena.

It could not retreat far enough to repair in peace.

It also placed Dave and Zaph inside a cramped stone chamber with a furious armoured monster, which was not so much a plan as a different category of emergency.

Step 14 — Surround the Sucker

Myles and Craig advanced to the entrance of the hidey hole.

Their job was to wait outside and shoot the Quarrite when it emerged.

For a few moments, the tactic showed promise.

Dave and Zaph attacked from within.

Myles and Craig covered the exit.

The boss was trapped between two groups, neither of which had enough health, ammunition or sound judgement to be there.

Step 15 — Group Up for the Final Kill

Myles and Craig joined Dave and Zaph inside the hidey spot.

Now all four players, the boss, several explosions and a large quantity of questionable ammunition occupied the same confined space.

There was gunfire.

There were explosions.

There was screaming.

There was dying.

There was running.

There was dodging.

There was more dying.

All the good stuff.

The hidey hole became a cramped storm of muzzle flashes, poison damage, grenade detonations and people trying to revive one another while standing directly beneath the enemy.

The boss’s health finally began to fall.

Slowly.

Painfully.

But undeniably.

Steps 16 and 17 — Total Party Wipe

Because again, that never gets old.

Dave respawned outside the cave.

It was still dark.

It was as though time had stopped while we were inside the instanced cavern fighting the boss. Our lives had flickered before our eyes in seconds, although several of those lives had flickered more than once.

Dave stood outside with no gear, wearing only his envirosuit.

He fumbled through the darkness until he located the cave entrance.

Then he made his way through the cavern, still unarmed, navigating past the wreckage of our fortifications and toward the hidey hole.

He reached his body.

He grabbed his gear.

He picked someone up.

That person helped revive another.

The group reconstructed itself one casualty at a time.

Then it was on again.

Dave swapped to poison arrows.

Purple damage numbers began popping off the boss.

Good times.

Its health bar barely moved.

Still, the numbers were purple, and at this stage any visual indication that the creature recognised our existence counted as progress.

Step 18 — We Came, We Saw, We Kicked Its Arse

In the military, there is a saying: if you aren’t prepared to call a strike on yourself, you aren’t prepared to win.

Myles and Craig were down.

The boss was on its last legs.

Dave and Zaph remained standing as the Quarrite prepared one final pounce.

It launched itself at them.

Zaph dropped a grenade.

The explosion killed Dave.

It killed Zaph.

It killed the boss.

There are victories achieved through superior tactics, careful coordination and disciplined execution.

Then there are victories in which the final surviving combatant throws an explosive at his own feet and ensures that absolutely nobody walks away.

The Quarrite died.

The group died.

The mission was complete.

Technically.

Step 19 — Roll Credits

With the mission accomplished, the commander appeared on comms to congratulate us for a job well done.

There was nobody alive to take the call.

Had there been, we would have told him a few unpleasant truths.

The reward was 500 Ren.

Five hundred.

For that.

We had died enough times to establish a small religion around resurrection. We had consumed industrial quantities of food, destroyed turrets, shattered hedgehogs, fired expensive ammunition and surrendered several years of collective life expectancy.

Five hundred Ren.

Someone needs to take some dev’s out in a dark alley and discuss risk-reward ratios.

Step 20 — Dave Respawns

Dave respawned outside the cave.

He had no gear.

Still, the boss was dead, so at least the cave should have been safe to enter.

Right?

Right.

The cave was locked.

The boss would respawn in 60 minutes.

“WTF!!!” exclaimed Dave. “I want my gear.”

The game had congratulated us, issued the reward and then placed Dave’s entire inventory behind a locked door containing a monster scheduled for resurrection.

Zaph noted that it was our final night on Icarus, so technically we did not need our gear anymore.

This was logically correct.

Dave did not find it emotionally useful.

Without gear, however, we would not survive the journey back to Winchester for the final photographs. The planet did not care that the campaign was over. Wolves, worms and other creatures would continue attacking until the closing credits had been formally acknowledged.

Step 21 — Everyone Respawns

Zaph appeared outside the cave with Dave.

Myles and Craig respawned inside.

They gathered the scattered equipment and began lugging it back toward the exit.

Weapons.

Armour.

Ammunition.

Tools.

Food.

Everything that had fallen from four bodies during the final detonation had to be collected and carried out.

They missed Dave’s gear.

Outside, the remaining equipment was redistributed.

Dave, still annoyed about his missing belongings, attempted to enter the cave one final time.

The entrance still would not open.

However, the game now allowed him to reclaim his gear.

Why it had not provided this option earlier remained one of the many mysteries of Icarus, alongside why bears can open doors and why Craig still had a cupboard full of sponges.

Step 22 — Return Home

We ran back to the titanium mine house.

There, we collected the remaining supplies, mounted our animals and prepared for the final journey to Winchester.

The plan was simple.

Ride home.

Take photographs.

Have a cold one.

Leave the planet.

Craig immediately attempted to improve the transport arrangements.

He tried to convince Myles to borrow Zaph’s mount, “Mr Speedy”, and leave Zaph with Patch.

Patch was loyal, dependable and capable of reaching a respectable pace provided the destination was downhill and nobody was in a hurry.

Myles, too loyal for his own good, declined and rode Patch.

Craig, never one to give up on a bad idea, borrowed Mr Speedy.

This left Zaph to follow on Crossing.

The group set off across the landscape in a convoy organised according to the ancient principle that Craig gets the fastest vehicle and everyone else discovers the consequences later.

There Is Still Money to Be Made in Coffee

Before leaving, we harvested the coffee crop.

Myles took it to sell.

The coffee produced 905 Ren.

The final boss battle, with its repeated deaths, destroyed equipment, expended ammunition and hour-long lockout, had paid 500 Ren.

The coffee paid 905.

Clearly, we had been focused on other priorities than coffee.

Seven months of combat, exploration, mining, construction and planetary survival could apparently have been replaced by opening a moderately successful café.

The Quarrite had required explosives.

Coffee required watering.

Coffee won.

Final Photos

The group returned to Winchester and climbed onto the roof for the final photograph.

This was the settlement we had built, expanded, rebuilt, fortified and accidentally damaged across hundreds of hours. It held workshops, storage rooms, farms, bedrooms, power systems, beer, supplies and enough accumulated objects to furnish a regional hardware chain.

Before the photograph could be taken, Dave noticed that the wind turbines were not working.

He fixed them.

He blamed Craig for shoddy workmanship.

This was an important final act of maintenance. No campaign should end until Dave has repaired something Craig had previously declared finished.

The group assembled on the roof.

The animals were positioned.

The cameras were aligned.

For one brief moment, Winchester stood complete beneath the alien sky, its turbines turning, its greenhouse intact and its cupboards safely indoors.

Then we began moving the drop-pods.

What Goes Up Comes Down in the Same Spot

With the photographs finished, Dave decided to reposition his drop-pod onto the large vacant stone section built the previous week.

The platform had been constructed specifically for this purpose.

There was ample space.

Dave tossed a recall beacon square in the middle.

His drop-pod rose gracefully into the sky on a pillar of flame.

It reached altitude.

It repositioned.

Then it descended nearby and crushed part of the greenhouse.

Specifically, it crushed the part Craig had repaired that night.

This was unfortunate, but it did establish that the orbital relocation system treated aiming as a suggestion.

Craig was next.

He tossed his beacon onto the house.

His drop-ship rose gracefully into the sky.

It hovered above Winchester.

Then it descended onto the house.

The impact crushed our personal cupboards.

It also destroyed the fridge full of beer.

Dave shot Craig.

There was no discussion.

No inquiry.

No attempt at mediation.

The fridge had contained the beer, Craig had summoned a spacecraft onto it, and Dave applied the established disciplinary procedure.

Zaph wanted in on the action.

He tossed a beacon onto the house.

His drop-pod was located on the other side of the planet, which should have made the exercise safer.

On the other side of Icarus, the pod rose into the sky on a pillar of fire.

It crossed the planet.

It descended onto the house.

The impact crushed our cement mixer and biofuel supply.

Myles was not impressed.

In the space of a few minutes, the group had transformed Winchester from a functioning settlement into a case study for restricting orbital access near residential buildings.

The greenhouse was damaged.

The cupboards were crushed.

The cement mixer was gone.

The biofuel supply was gone.

The fridge full of beer was gone.

The only remaining source of cold beer was now the space station.

Dave climbed into his drop-pod and departed.

The timing was understandable.

Tonight’s Campfire Song — By Dave

With the original performance adjusted into a legally distinct farewell anthem for four men who had spent 600 hours discovering that gravity, geology and Craig were all hostile game mechanics:

Six hundred hours beneath alien skies,
Building twelve houses of questionable size.
We mined every mountain and poisoned each round,
Then a furious boulder knocked everyone down.

Did Icarus matter? Of course, until late,
When the beer met a drop-pod and suffered its fate.
The mission paid five hundred; the coffee paid more,
And Craig parked a spacecraft where we kept the cold store.

So raise what remains of the drinks we once knew,
To the worms, bears and mammoths that repeatedly slew.
We fell, we respawned, and returned to the fight,
Mostly because Dave left his gear there that night.

The planet may keep every turret and spear,
The cupboards are flattened, the greenhouse unclear.
But coffee survives, so the future looks bright—
Unless Craig moves the drop-pods again before flight.

Did We Learn or Achieve Anything This Week?

We learnt how to unleash the full can of whoop arse.

This required finding the boss’s hidey hole, following it inside and compressing four players, one armoured monstrosity and several explosive devices into a space designed for none of them.

We learnt how to destroy a house using drop-pods.

Not one drop-pod.

Three.

Dave struck the greenhouse.

Craig destroyed the cupboards and the beer fridge.

Zaph travelled halfway around the planet to eliminate the cement mixer and biofuel.

This was not accidental damage. This was a coordinated orbital redevelopment programme.

We learnt that when all else fails — throw grenades.

If the grenade kills the boss, Dave, Zaph and anyone else nearby, the mission system still regards the objective as complete.

We learnt there are a lot of achievements in Icarus that we didn’t achieve.

Seventy-five percent of them.

After 600 hours.

This suggested either an extraordinarily generous quantity of content or a group that had spent too much time constructing houses, moving cupboards and storing sponges.

Probably both.

We learnt that in space, no one can hear you scream about the lack of cold beer.

But at least there is coffee.

We learnt that we can spend seven months playing the same game.

Seven months of expeditions, machinery, farming, mining, animal rescue, house construction, orbital logistics and repeatedly asking where Craig had gone.

And despite the damage, the deaths and the insultingly small payment, we did achieve something.

All four of us earned:

Fault Line — Defeat the Quarrite

And:

Hero of the Mines — Complete the Quarrite campaign

The Great Hunt was complete.

The Quarrite was dead.

The coffee had been sold.

Winchester was partially flattened.

Dave had escaped to the space station in search of cold beer.

There was nothing left to do but leave Icarus behind.

Tune in next week to see if the Crypt Creeps can survive Sons of the Forest.