You are exiled. Seasons of Solitude is a quiet, turn-based strategy and resource management game where every move shapes a fragile landscape. Seasons shift, the land reacts to your choices, and balance is your way home in a hand-painted world inspired by Estonian myth.

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“A soulful balance of survival game and turn-based strategy.”
Rock Paper Shotgun

“A small, quiet kind of strategy game where every move has weight and the map pushes back.”
Turn-Based Lovers

Om dette spil

Face the Elder’s Trials

Seasons of Solitude is a quiet, turn-based strategy and resource management game set in a prehistoric world inspired by Estonian nature and myth. You are in exile, acting through two versions of yourself, the Exile and their Echo. Together, you read the land, plan your routes, and keep its fragile balance as shifting seasons slowly change what each step is worth. Survival is a consequence of how well you understand the land, not a timer shouting in your ear.

Plan the Unknown: Every trial starts in unfamiliar land. Planning means learning what each tile can offer, when to gather, and when to leave resources untouched to ease the strain on an area. You are not building a city, you are shaping routes and pockets of safety. Position the Exile and Echo to set up linked effects that reward efficient use of the land, and reshape tiles into new states so they carry you a little further each season.

Gather With Purpose: Food, water, and materials are never guaranteed. Tiles deplete and return in new forms, and over time you learn how each area of land tends to cycle. Push too hard and tiles slip into barren grassland, weakening yields and stressing their local area. Restore worn ground to keep the cycle flowing. Seasons change what is available and when, so your gather plan shifts from summer abundance to autumn scarcity. Staying alive, progressing your tools, and keeping the land that feeds you in reasonable shape are all part of the same decision.

Secure Your Gains: Your hard-won resources are not automatically safe. Animals take what they need, eating food and drinking water you worked to grow. Drive them away too often and they starve, leaving tiles depleted instead of shared. Hazards strike struggling areas, blocking access but opening new interactions through tools. You decide what to defend, what to let go, and which losses are acceptable if the wider land stays workable.

Adapt and Evolve: The land is built from local areas that grow and shrink with how you use them. Growing an area brings stronger rewards but wider risk, while keeping it small limits damage when something goes wrong. Isolated pockets can thrive for a long time, but collapse fast if you neglect them. Every area feeds into the global land-state, which quietly shifts how forgiving renewal is and how harsh mistakes feel. Tools let you steer that state: restore barren ground, bypass renewal cycles, convert materials into land tokens, trap over-eager animals for food, or lean into hazards to gain rare resources. The pace is calm, but if you stop paying attention, the map closes in around you.

Key Features

  • Every Trial is a Designed Challenge
    Each map is an Elder’s trial, a compact survival challenge built around how you treat the land. Shifting seasons, animals, hazards, and tool unlocks keep trials re playable, with multiple viable lines of play instead of a single solution.

  • Seasons That Fight Back
    Summer feeds you, autumn leans on your stores. Bogs slow your steps, frost closes paths, and drought steals your water. Each shift changes what tiles can offer and which routes make sense, so a path that was safe a few turns ago may no longer be worth the cost.

  • Two-pawn tactics

    Act through the Exile and their Echo. You share one pool of hunger and thirst, but each has their own actions. The Exile keeps you alive by taking what you need, while the Echo looks ahead, mending worn ground, marking tiles, and tuning areas so they do not fail you when you need them most.

  • Tools That Change How You Play

    Unlock tools inside each trial to gain new actions. Each one alters how the land feels to play on, opening shortcuts, softening risks, or giving you tighter control over how tiles renew and how areas evolve. A different tool set turns the same map into a different kind of challenge.

  • A Land That Remembers
    The world is formed from areas that track how you have treated them. Nurture an area and it renews with better yields. Grow it wider when you need more, knowing that overuse will cause it to shrink or wither, increasing local danger and lowering its ability to recover. These local shifts feed the global land-state and change overall conditions, from how often tiles come back strong to how often hazards appear.

  • A World Worth Walking
    Hand-painted art, inspired by Estonian nature and mythology gives each trial its own mood. Forest clearings, bog edges, rocky ground and open grassland become a readable board you trace and reshape, turn by turn.

A World Where Solitude Keeps Score
No tribe at your back, only the land and your Echo. Every decision leaves a mark, on the map and on your chances of returning home. Take your time, plan your steps, and see how far this exile can carry you.

Systemkrav

    Minimum:
    • Kræver en 64-bit processor og operativsystem
    • Styresystem: Windows 10 (64-bit)
    • Processor: Intel Core i5-6400 / AMD Ryzen 3 1200
    • Hukommelse: 8 GB RAM
    • Grafik: NVIDIA GeForce GTX 960 / AMD Radeon RX 560
    • DirectX: Version 11
    • Diskplads: 2 GB tilgængelig plads
    Anbefalet:
    • Kræver en 64-bit processor og operativsystem
    • Styresystem: Windows 10 64-bit
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Hukommelse: 16 GB RAM
    • Grafik: NVIDIA GTX 2060 or AMD RX 5700 / RX 6600
    • Diskplads: 2 GB tilgængelig plads
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