Occasionally, the player will randomly encounter Events. These events present a situation, and task the player in choosing how to proceed with the event, whether that be in pursuing a course of action or purchasing from a traveling Nomad.

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 even 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 room or in village. [1]

Your 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. Although 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 them only once[3]

Noises OutsideEdit

You will hear noises outside "through the walls". The options given are to investigate or ignore the noises. Ignoring the noises seems to have no effect, whereas investigating gives a small chance of receiving a bundle of sticks wrapped in furs, which are a slight boost to your inventory.

Noises InsideEdit

You will hear noises in the store room. After investigating, you will notice missing wood and leftover teeth or scales, or the noises will just stop.

The BeggarEdit

A beggar comes begging for furs to keep him warm through the night.
For 50 or 100 furs the beggar will thank you and leave a random amount of Teeth, Cloth or Scales, relative to the amount 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 give either 100 or 500 wood, with a 30% or 50% chance of receiving a larger amount in return later on respectively.

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 give either 100 or 500 fur, with a 30% or 50% chance of receiving a larger amount in return later on respectively.

The ScoutEdit

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

  • 200 Fur and 10 Scales uncovers an 11x11 diamond randomly placed on the world map.
  • 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 offer to teach you 1 perk in exchange: Evasion, Precision, or Force.

The Sick ManEdit

A man will hobble up, 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, or "weird metal", which is alien alloy. Telling him to leave has no lasting repercussions.

Events that can occur Outside (in The Village)Edit

Events in The Village 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 67% 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

This event occurs randomly in your settlement, a text box appears explaining the village was attacked by feral beasts. It will kill 1-11[6].

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

A Military Raid[8]Edit


  • 1 population

From 1 to 41[9] will die through a military skirmish.

You will get 10 bullets and 50 cured meat as reward[10]

A SicknessEdit


  • 11 population min
  • 49 population max
  • 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.

Chance for the plague event independent from this event.

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 will mean that only 2 to 7[14] population are killed by the plague, while ignoring it will mean that many more will 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.



Ad blocker interference detected!

Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.