Wander, find, catch, carry, house, sell, sleep. End to end, with the whole roster out there to be found.
Survival and permadeath
Supplies that run down everyday, a calendar with real seasons, hunger, and "death moths" that stay spent.
Ranks and post
Somewhere to file your discoveries, and postcards between people working the same case.
A dissection table
Cabin furniture that allows you to discover things about your bugs you couldn't otherwise.
Trust and progression
The network learns to trust you. Better prices, longer legs before you tire, and a few doors that were closed to you before.
Weather
Rain, snow and fog that roll in and out over the day, and a garden that feels them as much as you do.
Deciding who you are
Choose the person who walks out of that cabin: skin, eyes, brows, hair, clothes and colours, before the first step outside.
BEING BUILT
Steam
So the season you played, and the name you filed it under, are still yours when the demo ends.
PLANNED
Evidence, and breaking into the Office
They left their own infrastructure standing in the garden. The proof that this clearing is illegal is sitting inside it, and getting at it should be something you actually do.
The case file
One page that tells you what the survey still needs, what you have already proven, and how close the season is to closing.
An ending you can choose
Three things the case could be worth. Stop at any one of them and take that outcome.
Planting to draw them in
Plant the right thing and the right bugs come to you.
Fire-bug and the black market
A second address,listed nowhere, that you have to already know to get in. It pays better, it sells stranger things, and it is the only place anyone will sell you another "death moth".
Trading with the rest of us
A real economy between the people out there, and rocks worth hauling up out of the caves to sell and trade.