Card Survival: Tropical Island

Card Survival: Tropical Island

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[Moved to helping Wiki] The (in)complete guide to survival
Por Jazmine
A guide made to keep track of discoveries, updates and recipes in place of the game lacking a wiki, But now it has one!
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Premio
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Updates, overview and the future
Welcome to my guide, and if you are returning, thanks for both being patient with me and for playing the game endlessly.

The main point of this guide has been completed, the game now has a wiki over at:
https://cardsurvival.fandom.com/wiki/CardSurvival_Wiki

I will be moving my help over there since I found out about it from Neomare

I took a break from the internet a few months ago, and a bit before that I was struggling with updating this guide due to how 'in progress' the game was at the time, overhaul of some systems, addition of new locations and just the density of information the devs have managed to put into this game.


Now for the overview. This guide was built as an early wiki, designed for beginners and people who just needed a bit more information who didn't want to jump into game files to learn every single part of the game.

Moving forward I will be attempting to keep a bit of that spirit in the guide with a few exceptions.
I no longer plan to add a complete crafting guide, due to the intensity of work that would require from me, if I had additional help it would be more viable, but for one person it is unrealistic.


Moving towards the future is going to be an interesting prospect. At this moment in time the Devs haven't expressed any intent to 'complete' this game to my limited knowledge, not directly following the games developers on media platforms and the like. The game wiki will be the new hub of information for players.
Opening, Summary and General Observations.
THIS GUIDE IS IN THE PROCESS OF BEING UPDATED TO V29

SPOILER WARNING
So, believe it or not this guide has SPOILERS. Yeah you heard that right, SPOILERS. The kind that SPOIL things by overly explaining that which doesn't need explaining.

THIS GUIDE WILL SPOIL YOU. I will be displaying information, progression, areas and information that you would normally find out yourself. I would recommend playing till AL LEAST day 30-50 before reading this guide if you intend to keep yourself away from the majority of spoilers. I considered making a fandom wiki but honestly I'm not sure I care enough to do even more html editing and formatting, this was the best accessible place to help the most people.

Now we have the SPOILER warning out of the way (And yes I'll stop doing that bold/underline thing), Lets talk about this guide, and the game.

Card Survival is a pretty interesting game, it has some interesting interactions, is being actively developed and even though its in early access, the Dev has been working on helping it develop. IT seems to be a solo dev and I haven't found a way to directly contact them, joining a discord or anything of the sort. So instead I'll be leaving ideas, concepts and other stuff in the final chapter of this 'guide'. Things I hope could have some consideration among other things.

Now we only need more people writing 50,000 word essays to remind me how to do recipes I did once by accident. This guide won't be the answer to life, the universe and everything but it'll try and come close, a sort of 41 out of 42 maybe.

THIS IS AN IN DEVELOPMENT GAME, Information in this guide will get outdated pretty quickly without YOUR help, I can't check everything in the game after every new update. I will (hopefully) try to keep things in exact values. This means using the game files to find the exact number of a condition like hunger, and use those as a descriptor.

Disclaimer This guide was started in version 6, the game has updated 23 times since I started, I will be recompiling all the features, skills and tips for game version 29-30 due to having time to put work back into this. I am still looking for collaborators who wish to assist in this task.

For people wondering on the current progress of the remake, currently I need to replay the game to visit every location again, a lot has changed map-wise in the game as well as the developer facilitating people to play differently in some cases with new tools and materials.

Currently finished section, working from top, down is [Contt. Stats interactions and details]
Stats list [Part 1]
These next two/three 'Chapters' will be a ton of text about the 172 counted variables the game tracks, which are directly impacting your character, I only plan to show the statistics the player directly has control over, or become values you actively manage, like hunger.
I might miss a few but I have no intention of revealing mechanics that are not in the game yet. If I miss one this was intentional due to not having encountered it myself, please tell me and I will add it once I know it is current.

It is worth noting there is 'population' stats for things like bugs and boars, I have no idea how these impact the game at all, I may do some testing later with an extremely high boar population.

For people who care to spoil all 173 variables along with their save file, I found mine in:
Users/User/AppData/LocalLow/WinterSpring Games/Card Survival - Tropical Island


THESE ARE THE VALUES AT GAME START, Day 1, 6am (No traits) (Split due to character limit)
Variable
Starting Value
Changes by
Alcohol
BaseValue":0.0
BaseRate":-1.0
AloeVeraGelProtection
BaseValue":0.0
BaseRate":-1.0
Ambrosia
BaseValue":0.0
BaseRate":0.0
Analgesia
BaseValue":0.0
BaseRate":-1.0
AntibioticsEffect
BaseValue":0.0
BaseRate":-1.0
AntiSeasickness
BaseValue":0.0
BaseRate":-1.0
AnxietyCounter
BaseValue":96.0
BaseRate":-1.0
Appetite
BaseValue":100.0
BaseRate":0.0
Armor
BaseValue":0.0
BaseRate":0.0
BackPain
BaseValue":0.0
BaseRate":-1.0
BacteriaDiarrhoea
BaseValue":0.0
BaseRate":0.0
BacteriaFever
BaseValue":0.0
BaseRate":0.0
BacteriaSurface
BaseValue":0.0
BaseRate":0.0
BacteriaTyphus
BaseValue":0.0
BaseRate":0.0
BacteriaTyphusPackage
BaseValue":674.0
BaseRate":0.0
Blood
BaseValue":100.0
BaseRate":1.0
BloodClotting
BaseValue":0.0
BaseRate":0.0
BloodLoss
BaseValue":0.0
BaseRate":0.0
BoarDeathAlarm
BaseValue":0.0
BaseRate":0.0
Bruising
BaseValue":0.0
BaseRate":-1.0
BugBites
BaseValue":0.0
BaseRate":-1.0
BugPopulation
BaseValue":0.0
BaseRate":0.0
BugProtection
BaseValue":0.0
BaseRate":-1.0
Burns
BaseValue":0.0
BaseRate":-1.0
Caffeine
BaseValue":0.0
BaseRate":-1.0
CallousesFeet
BaseValue":0.0
BaseRate":-0.10000000149011612
CallousesHands
BaseValue":0.0
BaseRate":-0.10000000149011612
Capsaicin
BaseValue":0.0
BaseRate":-1.0
CaptainCompany
BaseValue":0.0
BaseRate":-1.0
CaptainPropinquity
BaseValue":0.0
BaseRate":0.0
Clouds
BaseValue":0.0
BaseRate":1.0
Counter
BaseValue":0.0
BaseRate":1.0
Courage
BaseValue":0.0
BaseRate":-1.0
DeepPregnancy
BaseValue":0.0
BaseRate":0.0
DepressionCounter
BaseValue":33.0
BaseRate":-1.0
Determination
BaseValue":0.0
BaseRate":0.0
Diarrhoea
BaseValue":0.0
BaseRate":-0.75
Distance
BaseValue":0.0
BaseRate":0.0
DreamAvailable
BaseValue":0.0
BaseRate":0.0
DroneRaidCounter
BaseValue":0.0
BaseRate":0.0
Encumbrance
BaseValue":0.0
BaseRate":0.0
EngineOn
BaseValue":0.0
BaseRate":0.0
Exploration_Beach
BaseValue":0.0
BaseRate":0.0
Exploration_Jungle
BaseValue":0.0
BaseRate":0.0
Exploration_JungleOutskirts
BaseValue":0.0
BaseRate":0.0
Exploration_Mangroves
BaseValue":0.0
BaseRate":0.0
Exploration_Rocks
BaseValue":0.0
BaseRate":0.0
Exploration_Sea
BaseValue":0.0
BaseRate":0.0
Exploration_SmallIsland
BaseValue":0.0
BaseRate":0.0
Exploration_Wetlands
BaseValue":0.0
BaseRate":0.0
EyeDamage
BaseValue":0.0
BaseRate":0.0
FaintCounter
BaseValue":0.0
BaseRate":-1.0
Fever
BaseValue":0.0
BaseRate":-8.0
Filth
BaseValue":350.0
BaseRate":0.0
FirstMonthCounter
BaseValue":0.0
BaseRate":1.0
FootDamage
BaseValue":0.0
BaseRate":-1.0
FootHardness
BaseValue":0.0
BaseRate":0.0
FootProtection
BaseValue":0.0
BaseRate":0.0
FuelTankFull
BaseValue":0.0
BaseRate":0.0
GingerEffect
BaseValue":0.0
BaseRate":-1.0
HandDamage
BaseValue":0.0
BaseRate":-1.0
Headache
BaseValue":0.0
BaseRate":-1.0
Hydration
BaseValue":180.0
BaseRate":-1.0
Hyperthermia
BaseValue":0.0
BaseRate":-25.0
Hypothermia
BaseValue":0.0
BaseRate":-25.0
IfKidneys
BaseValue":0.0
BaseRate":0.0
ImmuneSystem
BaseValue":150.0
BaseRate":0.0
InDarkPlace
BaseValue":0.0
BaseRate":0.0
Insanity
BaseValue":0.0
BaseRate":-1.0
InsulationCold
BaseValue":0.0
BaseRate":0.0
InsulationHeat
BaseValue":0.0
BaseRate":0.0
Irrigated
BaseValue":0.0
BaseRate":0.0
IsNight
BaseValue":0.0
BaseRate":0.0
JasmineEffect
BaseValue":0.0
BaseRate":-1.0
LegProtection
BaseValue":0.0
BaseRate":0.0
Light
BaseValue":0.0
BaseRate":0.0
MacaqueFear
BaseValue":1500.0
BaseRate":-1.0
MacaqueRaidCounter
BaseValue":0.0
BaseRate":1.0
ModifierClimb
BaseValue":0.0
BaseRate":0.0
ModifierHand
BaseValue":0.0
BaseRate":0.0
ModifierLeg
BaseValue":0.0
BaseRate":0.0
ModifierTravel
BaseValue":0.0
BaseRate":0.0
MonitorRaidCounter
BaseValue":0.0
BaseRate":0.0
MoodOscillator
BaseValue":0.0
BaseRate":0.0
MouseDamageCounter
BaseValue":0.0
BaseRate":1.0
MudProtection
BaseValue":0.0
BaseRate":-1.0
Stats list [Part 2]
Variable
Starting Value
Changes by
Myopia
BaseValue":0.0
BaseRate":0.0
Nausea
BaseValue":0.0
BaseRate":-1.0
NerveDamageLHand
BaseValue":0.0
BaseRate":-1.0
NerveDamageLHandPermanent
BaseValue":0.0
BaseRate":0.0
NerveDamageLLeg
BaseValue":0.0
BaseRate":-1.0
NerveDamageLLegPermanent
BaseValue":0.0
BaseRate":0.0
NerveDamageRHand
BaseValue":0.0
BaseRate":-1.0
NerveDamageRHandPermanent
BaseValue":0.0
BaseRate":0.0
NerveDamageRLeg
BaseValue":0.0
BaseRate":-1.0
NerveDamageRLegPermanent
BaseValue":0.0
BaseRate":0.0
OnCoconutHit
BaseValue":0.0
BaseRate":0.0
OnNotAxeAdv
BaseValue":0.0
BaseRate":0.0
OnRaft
BaseValue":0.0
BaseRate":0.0
Pain
BaseValue":0.0
BaseRate":0.0
PalmTreeKiller
BaseValue":4.0
BaseRate":0.0
Parasites
BaseValue":0.0
BaseRate":0.0
PsychoCounter
BaseValue":0.0
BaseRate":-1.0
RainCounter
BaseValue":400.0
BaseRate":2.0
RainKiller
BaseValue":0.0
BaseRate":0.0
RainValue
BaseValue":0.0
BaseRate":0.0
RainWetValue
BaseValue":0.0
BaseRate":0.0
Sailed
BaseValue":0.0
BaseRate":0.0
Satiation
BaseValue":49.0
BaseRate":0.0
SeaAgitation
BaseValue":0.0
BaseRate":0.0
SeagullFear
BaseValue":1500.0
BaseRate":-1.0
SeagullNestKiller
BaseValue":0.0
BaseRate":0.0
SeagullRaidCounter
BaseValue":0.0
BaseRate":1.0
SeaSickness
BaseValue":0.0
BaseRate":-1.0
SeaSicknessResistance
BaseValue":0.0
BaseRate":-0.15000000596046449
Seasons
BaseValue":0.0
BaseRate":1.0
Sheltered
BaseValue":0.0
BaseRate":0.0
SkinHumidity
BaseValue":64.0
BaseRate":2.0
SkinIntegrity
BaseValue":5.0
BaseRate":0.0
Sodium
BaseValue":0.0
BaseRate":-1.0
SpiderLilyEffect
BaseValue":0.0
BaseRate":-1.0
SpiderWound
BaseValue":0.0
BaseRate":-1.0
Stamina
BaseValue":32.0
BaseRate":2.0
Start_Jungle
BaseValue":0.0
BaseRate":0.0
Start_Rocks
BaseValue":0.0
BaseRate":0.0
Start_Wetlands
BaseValue":0.0
BaseRate":0.0
StormCounter
BaseValue":0.0
BaseRate":-1.0
Storm_Beach
BaseValue":0.0
BaseRate":0.0
Storm_Mangroves
BaseValue":0.0
BaseRate":0.0
Storm_Outskirts
BaseValue":0.0
BaseRate":0.0
Storm_Rocks
BaseValue":0.0
BaseRate":0.0
SunAllergy
BaseValue":0.0
BaseRate":-200.0
Sunburn
BaseValue":0.0
BaseRate":0.0
SunDamage
BaseValue":0.0
BaseRate":0.0
SunProtection
BaseValue":0.0
BaseRate":0.0
SunScreenApplied
BaseValue":0.0
BaseRate":-1.0
SupplyChestCount
BaseValue":0.0
BaseRate":0.0
Tanning
BaseValue":0.0
BaseRate":-0.25
TemperaturePerceived
BaseValue":0.0
BaseRate":0.0
TickCounter
BaseValue":0.0
BaseRate":1.0
TormCounter
BaseValue":0.0
BaseRate":-1.0
TV_CounterRush
BaseValue":0.0
BaseRate":0.0
TV_CounterWait
BaseValue":0.0
BaseRate":0.0
TV_CrateKiller
BaseValue":0.0
BaseRate":0.0
TV_Grasslands
BaseValue":0.0
BaseRate":0.0
TV_GrasslandsExplore
BaseValue":0.0
BaseRate":0.0
TV_Highlands
BaseValue":0.0
BaseRate":0.0
TV_HighlandsExplore
BaseValue":0.0
BaseRate":0.0
TV_Jungle
BaseValue":0.0
BaseRate":0.0
TV_JungleExplore
BaseValue":0.0
BaseRate":0.0
TV_Lives
BaseValue":4.0
BaseRate":0.0
TV_Mangroves
BaseValue":0.0
BaseRate":0.0
TV_MangrovesExplore
BaseValue":0.0
BaseRate":0.0
TV_Rocks
BaseValue":0.0
BaseRate":0.0
TV_RocksExplore
BaseValue":0.0
BaseRate":0.0
TV_Stage
BaseValue":0.0
BaseRate":0.0
UrchinWound
BaseValue":0.0
BaseRate":-1.0
VenomKrait
BaseValue":0.0
BaseRate":-1.0
VenomKraitInjector
BaseValue":0.0
BaseRate":-1.0
VenomKraitResistance
BaseValue":0.0
BaseRate":-128.0
VomitCounter
BaseValue":0.0
BaseRate":-1.0
WaveCounter
BaseValue":0.0
BaseRate":-1.0
Weight
BaseValue":2500.0
BaseRate":0.0
WestonAlive
BaseValue":0.0
BaseRate":0.0
WestonCompany
BaseValue":0.0
BaseRate":-1.0
WestonDetermination
BaseValue":0.0
BaseRate":0.0
WestonHappiness
BaseValue":0.0
BaseRate":1.0
WestonPropinquity
BaseValue":0.0
BaseRate":0.0
WestonSpecial
BaseValue":0.0
BaseRate":0.0
Wetness
BaseValue":0.0
BaseRate":-20.0
Wind
BaseValue":0.0
BaseRate":0.0
Wounds
BaseValue":0.0
BaseRate":0.0
YamEffect
BaseValue":0.0
BaseRate":-1.0
Trainable Skills/Knowledges
The list of skills, including what I expect are hidden ones and currently unused skills are as follows

Variable
Starting Value
Changes by
Skill_Archery
BaseValue":0.0
BaseRate":0.0
Skill_Clay
BaseValue":0.0
BaseRate":0.0
Skill_Climbing
BaseValue":0.0
BaseRate":0.0
Skill_Cooking
BaseValue":0.0
BaseRate":0.0
Skill_Crafting
BaseValue":0.0
BaseRate":0.0
Skill_Fishing
BaseValue":0.0
BaseRate":0.0
Skill_Handguns
BaseValue":0.0
BaseRate":0.0
Skill_Herbology
BaseValue":0.0
BaseRate":0.0
Skill_Insight
BaseValue":0.0
BaseRate":0.0
Skill_Percussion
BaseValue":0.0
BaseRate":0.0
Skill_RockThrowing
BaseValue":0.0
BaseRate":0.0
Skill_Sling
BaseValue":0.0
BaseRate":0.0
Skill_SpearFighting
BaseValue":0.0
BaseRate":0.0
Skill_SpearFishing
BaseValue":0.0
BaseRate":0.0
Skill_Stealth
BaseValue":0.0
BaseRate":0.0
Skill_Swimming
BaseValue":0.0
BaseRate":0.0
Skill_Tailoring
BaseValue":0.0
BaseRate":0.0
Skill_Trapping
BaseValue":0.0
BaseRate":0.0
Skill_Woodworking
BaseValue":0.0
BaseRate":0.0

The skills you can buy to raise your skills, are only the list that follows however:
Archery
Climbing
Cooking
Crafting
Fishing
Herbology
SpearFighting
SpearFishing
Swimming
Tailoring
Trapping

All of these skills if you take the relevant perk will instead start at 75.
(Cont.) Stats interactions and details
For the skill perks, interestingly some skills aren't granted checkpoints.
People cannot have a potter backstory, hobbyist gunman nor be skilled at throwing things like knives or rocks. These are skills you will always have to level up per run, and for the most part, might not be worth focusing on some of them like rock throwing when spears replace many of its functions and later bows with archery.

I won't go over what things like 'hunger' are, but I will note a few about wounds and damage.
It is worth noting, unless you are bleeding to death directly, everything should be killing you slowly. The only reason for 'sudden death' is entirely due to you taking actions that further hurt you. Even events like stepping on an urchin or falling from things high up, will not outright kill you unless other factors are also at play.

Interestingly, some of the variables are stationary when I would usually expect them to change, such as the ones related to sun damage/sun burns which would usually be expected to 'heal' over time. It is also worth noting you gain stamina by default meaning resting isn't the only answer to regaining it. An important end game note is that 'Courage' has no base gain rate.

As a side note/survival tip, food seems to be represented by both Satiation and Nutrition. Nutrition is likely the variable which allows you to stay hungry without starving to death. Water on the other hand has no 'protection in this manner, making food something you can ignore early in the game if needed.

From my testing, you can change these values to make yourself gain/lose things like Skills. It is amusing to see every skill grow at the same time but the popups get overwhelming when all of them trigger at once. The game seems to have developed a very good crafting menu now however which has streamlined a lot of searching. The addition of a search bar however and giving some items tags like 'container' might facilitate that further.

As far as I know, each 15 minutes counts as a 'turn', this means all values in this list, and the ones I didn't show; change by the BaseRate per 15 minutes/One Turn in game.
Perks Quick Guide
Perk Name
Requirement
Description
Suggested Solution to unlock
Points Change
Life Raft
Plastic Sheet
Life Raft full of Supplies
Found by Exploring the Rocks location for the shipwreck
-1500
Parachute
Survey the island from its highest point
Start in the jungle with a parachute
Adventure through the jungle up to the highlands to explore for the peak.
1000
Plane Crash
Jerrycan filled with fuel
Start in a crash plane in the wetlands
Found by Exploring the Rocks location for the shipwreck
750
Birthday Suit
Rip some of your clothes
Start completely naked
When something like your shirt reaches less than 10% rip it up and make a new one, or if you are sure you will die.
750
Islander
Reach the Deep Jungle
One of the original inhabitants of the islands
Make an axe and adventure through the jungle outskirts to the deep jungle
-1500
Tourist
Make Aloe Vera Gel
Start with Tourist equipment
Find any aloe vera plant, harvest it and process with a sharpened stone
-750
Military
Hunt a Wild Boar
Start with military equipment
Best bet is either to train archery pretty high or making a stone spear with a sharp stone, cord and a long stick.
-1500
Bleeding
Get an extreme laceration
Start with a bleeding wound
Likely to be an injury gained from failing to climb something, or from hunting boars
1500
Pale Skin
Get extremely sunburnt
Very Vulnerable to sunburn
Sleep on the beach/rocks in the sun on a new character for a few days, living off crabs or something
500
Dark Skin
Get badly sunburnt
Protects against sunburn
Similar solution as above
-500
Overweight
Become Famished
Takes longer to starve
Starve to death
-750
Underweight
Become overweight
Start malnourished
Grab the overweight trait and eat coconuts till you die
1250
Shortsighted
Enter the dark cave
Lowers your chances of finding good things especially when not wearing glasses
Explore past the deep jungle into the wetlands to find the dark cave.
500
Optimistic
Become self-destructive
A positive personality
Your best bet is to sleep on the rocks location, step on an urchin before getting sunburnt and going into the jungle to be bitten by bugs while failing to climb up to the highlands. Might need a bandage or two to prevent major bleeding from killing you. The idea is to stack as many negative attributes on the character.
-1000
Pessimistic
Become euphoric
A negative personality
This is probably the only challenging one for new players, to survive, and well. Don't waste time trying to progress until you have a very stable situation, prioritise fish traps to fuel seagull traps, use conches from the rocks location and keep a fire going by cutting down nearly found jungle palm trees. Hammocks work wonders in the jungle outskirts I've found. If water is a problem, amass a large number of coconut flasks as well as grabbing enough clay to make a vase or two and kiln, vases can purity a lot of water at once, and making two fills both campfire slots.
1250
Strong Immune System
Get a fever
Resistant to disease
Since the update I haven't come across how to get this one. If I had to guess it involves getting stung a bit too much and falling ill. Luckily achievements currently don't seem to require you to survive to unlock things.
-750
Weak Immune system
Get Delirious
Vulnerable to disease
Again, I've not really fallen to illness before but this one might tie into the insanity stat or just involve blood loss on top of a fever and maybe some other attributes?
750
Bug Resistant
Craft Bug Repellant
Bugs tend to leave you alone
Go into the jungle and make some bug repellant with snake grass and a rock
-500
Bug Attractant
Max bug bites
Bugs love you
Honestly, just go sleep in the deep jungle in a hammock. AA snake grass bed or a shelter of some kind might protect you too much
500
Rough Sleeper
Max backpain
Immune to back pain
Go take a long sleep on the rocks area, where you do specific actions changes the values gained. It is worth noting the trait lies, you are only resistant, not immune to back pain.
-750


Now people are gonna ask "What about the 9 skill traits"
Lets be honest, they are all the same so I'll boil it down like this
Each 'Main' skill requires you to max that skill out by surviving and training it up, its worth -500 points per trait

Some special items have additional uses:
[Life Raft] can be cut up into two [Plastic Sheets] if you take an hour with a cutting edge.
The [Tourist] perk gives you a free backpack, which could arguably be the best item in the game for 4 free inventory slots, without taking up a hand slot due to it being an equippable.
[Military Knife]s similar to copper tools can be sharpened once their durability reaches 0%.
Areas, Details, Information Summary
For the next few sections I will be using a bit of save file editing to gather information. I will note the areas, their checkpoints, and the outcome of 100 searches in the location at 100% progress. I will be also making sure all my skills remain at 0 by giving them a negative gain value.
I was going to put all of the locations into one section but separating each location is smarter.

For people who are unfamiliar with save editing or game file manipulation, it can completely ruin the game for you, this game has a few issues if you raise some stats too high, you will not get the 'checkpoints' for that area, making it impossible to progress potentially. I do not recommend it if you value having a fun experience in this game, exploring and learning on your own.

Each 'location' will be split up into 3 groups:
Special things revealed at 'checkpoints' while exploring increases to 100%
Random events, whatever random stuff will be found at the location
Area limitations, objects in the top bar which have a limit to their count, like the inability to find another Palm tree on the beach till the first is gone. (Might be a bug, will check back next update for this)
A final note I didn't realise till just now: Discovering new areas gives a slight bit of happiness.
Personal Survival Tips
In this section I'll be listing things I've noticed, realised or some to appreciate in the game as potentially really smart actions to take.

  • Using a stone axe in place of a sharpened stone for things like peeling Coconut husks doesn't damage the axe (Possibly a bug?)
  • Altering ANY item resets all durability's associated with it. A sharpened stone for an Axe will reset the durability, same goes for cooking any food or transferring water between containers.
  • Conches should be a last resort for food. They never decay till they are broken, and have use near clay sources. They should potentially be a priority to collect
  • Mining Copper veins should be done with a random stone where needed. They take the same duration as using an axe but have none of the penalties against durability.
  • Diving on the Beach has a small chance to find a rock if you need one in a hurry but can't risk Urchins from the Rocks location.
  • You are able to divide rope back into yarn and cords making it an efficient way to move a large amount of things.
  • Hammocks are the most portable bed, with no back pain, only costing a large piece of cloth and 2 ropes.
  • Sunburn only goes away after applying Aloe, Aloe cannot be cut using an axe, only a sharpened stone or potentially a knife. (Might be an oversight)
  • Birds Nests are a source of tinder. Not gonna solve all your problems, but can be useful up in the highlands.
  • A campfire with charcoal prepared can be harvested for ash, but placing charcoal back inside the fire will reset that, allowing you to generate 2 ash every 15 minutes/1 turn in game without spending any fuel.
  • Copper tools along with the military knife can be sharpened once they reach 0% durability








Location 'Time Groups'
Heres a quick list of locations and the time it takes to travel between them, I'll be listing groups of 0 time along with if you take walking damage, as well as skill checks and time required / time of day

I'm going to make a little key
/ = Free travel
\\\ = Harmful free travel (Like foot damage)

Each 'turn' taken is 15 in game minutes, the 'penalties' column specifically applies in order for any harmful effects.

Turns
Between locations
Penalties/limitations
0
The Cave / Rocks \\\ Beach / Jungle Outskirts
Foot Damage
2
Jungle Outskirts \\\ Deep Jungle
Foot Damage
0
Deep Jungle \\\ Wetland Jungle / Dark Cave
Foot Damage
1
Deep Jungle \\\ Highlands
[Climbing Skill Check]Chance to fall, Foot Damage, Dirt.
In addition On Fail: Abrasion and Bruising


Rocks/Beach causes slight foot damage, otherwise movement is free. If there was some long term method of making a path the beach cave would be a great spot to live. if you can put up with a lot of loading between each zone.

It is also worth noting there is almost no reason to settle in the highlands due to it becoming impossible to traverse during any wet weather, even at maxed skill. Due to there being no rope ladder or otherwise that can be installed.


This means that in my mind the Dark cave, along with the Wetland jungle and rarely the Deep jungle makes one of the best locations to stay, due to the quick access to mud and clay, as well as shelter, and later water.
The only downside would be the lack of salt, something you could make a stockpile of in the Jungle outskirts to haul boars across for half an hour of travel. It would be recommended to make a large stockpile of salt (10 per boar) to just salt all the meat for the future. Can be applied quickly and turn a nearly decayed boar meat into a fresh one processing to salted. It might also be worth making up to 12 cloth bags to aid transporting objects between the Outskirts and Deep jungle since this is the only actual time limitation you will encounter frequently.
By the time the player is able to fully set up a partridge coop in the highlands or elsewhere, you could likely be investing the time into getting off the island with boar hunting.
Location: Beach
From what I've noticed through multiple playthroughs, Conches do not appear till after 100% exploration. The beach has many valuable resources but seems to be lacking a few potentially important items the developer has yet to include. (Will be put in final notes)


Discovery
Percent
Jungle Outskirts
33%
Rocks
66%
Area Explored
100%

Random Events:
Items
Found per card
Max exist
Palm Tree
1
99+
Lemon Grass
1
99+
Palm Fronds
2-3
99+
Pretty Seashells
1
99+
Crab
1
99+
Conch
1
99+
Husked Coconut
1
9?
Aloe Vera
1
2
Stone
1
4

Area Limitations:
Location Interactable
Count Limit
Jungle Outskirts
1
Rocks
1
Sea
1
Sand
1
Palm Tree
1
Aloe Vera
2?
Lemon grass
99+
Location: Jungle Outskirts
If you have an [Axe] you can always 'Cut Wood' at the [Jungle Outskirts]

Discovery
Percent
Deep Jungle Path
50%
Area Explored
100%

Random Events:
Items
Found per card
Max exist
Palm Tree
1
99+
Small Tree
1
99+
Sticks
1
99+
Palm Fronds
2-3
99+
Wood
1
99+
Lemon Grass
1
99+
Dry Leaves
1
99+
Aloe Vera
1
5

Area Limitations:
Location Interactable
Count Limit
Beach
1
Deep Jungle Path
1
Palm Tree
1
Small Tree
1
Aloe Vera
5
Lemon grass
99+
XXX
X
XXX
X
Cause and Effect, (Unlockables/Checkpoints)
This category will be for all the items you have to pick up, and what it unlocks by doing so. Crafts gained from skills will be in another table.


Item
Unlocks
Wood
Building:Campfire
Cord
Clothing:Grass Skirt
XXX
XXX
XXX
XXX
XXX
XXX
Mechanics, Notes and Information
This section will be later about my notes on mechanics like illness, wounds and otherwise. As well as noting things like the bandage plant being just as effective as the life raft trait bandages for some reason, making them nearly useless besides the lack of a decade timer.
Decay Timers and Fuel Costs
Basic summary of fuel consumption, timings and otherwise to make planning easier.

Kiln - 25 hours / 100 turns
Campfire - Approx 23 hours?
Thoughts, Development and ideas
Heres my rambling section, where I with my survival knowledge, list off way too many things for a single Dev to do or include in a game. Most of them being things players should be able to do with a bit of knowledge and/or luck.
It is also worth noting, the Dev has made some of their intentions clear, such as not adding a river to the island among other things. Suggestions here are at best that, suggestions. I do not expect them to get added to the game at all. At best they might be a nice read for survival-minded people who got interested in this game due to how well it shows some of the survival aspects.

AGAIN from v6, it is worth noting I made this list and only plan to add to it, things might be added/removed, not my problem. Just take it as some interesting survival-centric ramblings.

Idea
Use + Benefits
Downsides
Final Notes
Seaweed(Green seaweed/kelp/irish moss, etc)
Good food source, provides iodine, vitamin C and other minerals. Can be dried for later use. Can also exist in fresh water.
Large quantities produce a laxative effect.
Can sometimes be found spoiled or decayed. Methods of processing vary and can be added to a large number of foods including soups or broths.
Bamboo
Fast growing, quick spears for fishing, endless supply, food source
Would potentially overcrowd an island if not forced back. Depending on the location of the island and also the types of rainforest the island has, might not be suitable for much of it
A really useful survival plant, if you had bamboo half your life is solved, great for building, spears, bows, containers for water, grows quickly. Might be too 'strong' for a survival island, plus the island might not be near the area bamboo is commonly found.
Campsite Flooding
None :D
Damage to a building on low ground or in an area without drainage nearby and loss of items not in containers
Rainforests, moreso when it heavily rains easily can flood.
Stationary containers
Could be as simple as nailing a cloth bag to a tree. Prevents losing items due to scavengers or weather.
Adds a new location based interactable with non way to access them properly due to containers opening up over the middle section so you can't take things out of bags and put them on the floor at the same time
Would be an interesting addition, forcing people to not leave around fresh fruit/veg/meats while they spend days away from their campsite.
Campfires prevent insects
Smoke and campfires reducing the amount of insect bites, using ash
Could reduce stamina gain or wake someone up for being close to a fire
Overall an interesting little balance thing in addition to the protection sources from the plants would add more variety than wandering for 30 minutes and harvesting the first plant you see.
Coconut Sap
Harvesting a flowering palm tree can provide a sugary liquid which is extremely useful for survival, usually harvested twice a day, morning/night and can work on the same tree for decades, although stops it regrowing coconuts.
Requires a lot of skill climbing, a rope might help with climbing a tree here. Long investment time, it usually takes 2 times a day for at least 3 days before it starts producing sap, pruning the plant wrong can also prevent it from producing sap
Usually requires a container like bamboo to collect the sap over the course of the day. Has uses in sugar, vinegar and alcohol.
More food variety
Breadfruit, Mango, Yams, Bamboo, sugar cane
Game balance
Funnily enough jungle situations do wonders for food supplies, While I wouldn't expect many people to identify every plant, theres a ton of edible plants, for a small list of some I remember: Sweetsop, Taro, Wild Figs, Wild Rice. Theres a massive list people can rely on with a bit of knowledge
Honey
Sugar, nutrients with proper facilities to support them
Dangerous, might be nearly impossible to find a queen or take too long for them to find and migrate there during a mating season.
Natural bee hives would be an interesting addition for honey and other materials, wax for candles and otherwise, propolis to help with basically anything afflicting a person. It has uses as an antibacterial, antiseptic, anti-inflammatory, anti-fungal, even helps the immune system when eaten. Also Mead, because why not.
Ticks
None :D
In addition to just 'insect bites' ticks are common worldwide, although mainly in forests and grasslands. Would be a creature that lowers how quickly you regain blood, which could be a problem if you took a serious wound recently.
An interesting addition, would be potentially hard to remove them
Salt Water Bounties
Oysters, Clams, Limpets, Mussels, Snails. A variety of things to be found on the beach, in tide pools and many other places around the beaches.
Baracudas, Moray eels, Stingrays, Rabbitfish, Zebrafish, Stonefish, Surgeonfish all when diving or near shallows. Sea bass are a danger in deeper waters along with Sharks.
Interestingly Mussels may be poisonous in tropical zones during summer, would be an interesting thing to have players learn through experience. Some fish in the list might not be right for the islands location, which I don't know where it is but fish like stonefish are found in tropical waters. As an added bonus, can be fatal from a single misstep
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For people wondering about other things, heres a few things and why they wouldn't fit into the game

Berry Bushes, plantain, nettles, cattails, wild onion/garlic, dandelions, Burdock, Amaranth, Asparagus. The list goes on; these are Temperate plants, they do not fit in with the style of a tropical deserted island. There might be one or two places you might find a few, but they would be extremely rare and in poor health.

22 comentarios
Neomare 16 DIC 2021 a las 10:47 a. m. 
Enoy the holidays :)
Jazmine  [autor] 16 DIC 2021 a las 4:05 a. m. 
In the end they didn't add me so I could ask and I think I'm too busy over the holidays to catch the guide up for version 15.
Neomare 2 DIC 2021 a las 6:57 a. m. 
Oh okey. Yes I agree you should not be breaking open the game.

Yes it seams Boars do not have a base growth rate indeed. I was thinking they do.
Oh well it is not really possible to know then how they reproduce :D.

Not with only looking at plan save files anyway.
Jazmine  [autor] 1 DIC 2021 a las 3:33 p. m. 
@TheNeomare Youtube
From memory I believe that was one of the game stats I intentionally overlooked because in a new game they start maxed and have no growth rate, the value starting at 6000 for boars in most main locations and not having a natural value change, meaning it is likely internal to the game.

The values in the stats list, the one for the save file specifically only alter how that game plays out and do not completely display the loss/gain if there is some external factor.

Basically, while I could make a character gain their whole health bar back per turn, it is impossible to prevent instant death if the game dealt more damage than the character could take in one turn because thats internal; which would involve breaking open the game, something you shouldn't; and something I don't want to do, since its usually extremely rude, which is why I'm only using the plaintext save files as the basis for a lot of this along with playing the game.
Neomare 1 DIC 2021 a las 10:22 a. m. 
@Jazmine, well yea that is what I was thinking that you can contant him/her and if there is shared interest to dig up this numbers and post them you can divide the work.

Personally I would not bother with numbers before the game is fully released... most of them anyway.

But there are some really interesting ones maybe you could do those..


For example i think knowing the populations of animals and plants and how fast they reproduce or grow would be pretty cool.
Jazmine  [autor] 28 NOV 2021 a las 10:53 p. m. 
@TheNeomare Youtube
I'll throw them a friend request and see where that ends up then.

Its probably best I talk with them before using any information they've posted anyway.

I was considering doing number crunching myself, but I didn't care too much this early into the game since the game doesn't display values. For the most part that means giving absolute values won't change the outcome people get while playing.

Considering the save file is in plain text, most of the number work should be mostly easy to solve by checking values at intervals. Its just a large task to achieve for a game that updates weekly.
Neomare 28 NOV 2021 a las 10:33 p. m. 
Ok so the discussion topic name is:
Some Nutrition numbers [SPOILERS]

and the person:
nachterg

Not sure how many hours played but by the sheer size of the posts and information in them probably quite a bit.

Good luck!
Neomare 28 NOV 2021 a las 10:30 p. m. 
Doing it every couple of updates is probably a better Idea yea. Would be cool if people could help out at least a litle bit.

I believe I saw a player in general discussion pulling out numbers from save file if you decide to get help maybe that would be a good starting point.

I am very bussy doing videos myself and I think game is maybe still a bit to volatile to pull all the numbers out regulary but some of the other information is super usefull it was an interesting read :).

Will check back in with the topic name if you wona contact him/her.
Jazmine  [autor] 26 NOV 2021 a las 1:50 a. m. 
Correction, I probably will revisit the guide at update 15, I thought we were on 18 right now not 12
Jazmine  [autor] 26 NOV 2021 a las 1:39 a. m. 
@TheNeomare Youtube
Yeah, I realised after the first two weeks I would run into a problem updating it weekly due the quantity of updates, I think I'll be redoing it for update 20 and try to stick to every 4-5 updates I summarise things up.

It is a lot of work for a girl like me to do alone though considering I have work and other stuff irl, so I have been considering recruiting a few others to potentially help out but I don't know many people who played this game for more than 20 or so hours.