What We Leave Behind
Demonstração disponível
About the game
Um jogo implacável de sobrevivência entre gerações, nas regiões selvagens do Alasca. Mantém o fogo aceso, prepara comida e constrói um refúgio para quem vier a seguir. Cada nova vida perde as suas habilidades, mas deixa uma marca no mundo. Vais morrer. O que construíres permanecerá.
Descrição original no Steam
You will die. What you build will remain.
What We Leave Behind is a hardcore generational survival game set in the Alaskan wilderness. You play a succession of vulnerable people, each trying to survive at the same refuge. Keep the cabin warm, prepare food, learn what this life can learn, and leave something for the person who follows.
When a survivor dies, their skills die with them. The world keeps their physical legacy: the woodshed, the smoker, the wall someone repaired, the stores they gathered and the damage nobody got round to fixing.
The next survivor begins beside a dark, cold refuge. What the previous person built can help them survive, but it cannot give them back the skills that were lost. There are no skill books or journals that restore experience. A new life must find its own way.
Build, maintain and improve the structures around the cabin. Everything decays, repairs take work, and a ruin can be rebuilt. The choice is always personal: protect what another life left behind, or develop the skills to add something new.
The chronicle records each survivor: their name, how long they lived, what killed them and what they contributed. A building becomes part of someone's story.
The White Death is rare. White rabbits with red eyes come through the clearing in a mass, threatening your stores, your structures and whoever is still alive inside them.
The refuge you have spent lives building is what stands between this survivor and the night.
Dry ink, gouache and paper define the visual direction. Outside, the wilderness is rendered in greys, with red reserved for blood and danger. Inside the cabin, muted colour returns as the room warms.
Bruc is a solo project. AI image tools are used during development to create visual assets under the developer's direction, selection and revision. Nothing is generated while you play.
Single player. Offline. No in-game purchases.
Every life leaves something behind.
What We Leave Behind is a hardcore generational survival game set in the Alaskan wilderness. You play a succession of vulnerable people, each trying to survive at the same refuge. Keep the cabin warm, prepare food, learn what this life can learn, and leave something for the person who follows.
You inherit a woodshed, not a stat
When a survivor dies, their skills die with them. The world keeps their physical legacy: the woodshed, the smoker, the wall someone repaired, the stores they gathered and the damage nobody got round to fixing.
The next survivor begins beside a dark, cold refuge. What the previous person built can help them survive, but it cannot give them back the skills that were lost. There are no skill books or journals that restore experience. A new life must find its own way.
The cold is the constant enemy
- Keep warmth, water, food, rest and health in balance. A full stomach is not a solved winter.
- Gather wood and tend the fire. Melting snow costs fuel, and the cabin keeps cooling while you sleep.
- Hunt, forage and prepare your food. Cooking, smoking, drying and fermenting involve different costs and risks.
- Read the consequences of wet clothes, exhaustion, wounds and illness before they become fatal.
- Prepare before resting. You can die in your sleep if the fire goes out and the room becomes too cold.
The refuge is the record
Build, maintain and improve the structures around the cabin. Everything decays, repairs take work, and a ruin can be rebuilt. The choice is always personal: protect what another life left behind, or develop the skills to add something new.
The chronicle records each survivor: their name, how long they lived, what killed them and what they contributed. A building becomes part of someone's story.
And then the snow moves
The White Death is rare. White rabbits with red eyes come through the clearing in a mass, threatening your stores, your structures and whoever is still alive inside them.
The refuge you have spent lives building is what stands between this survivor and the night.
When the snow moves, it is already too late.
Ink, snow and the warmth inside
Dry ink, gouache and paper define the visual direction. Outside, the wilderness is rendered in greys, with red reserved for blood and danger. Inside the cabin, muted colour returns as the room warms.
Made by Bruc
Bruc is a solo project. AI image tools are used during development to create visual assets under the developer's direction, selection and revision. Nothing is generated while you play.
Single player. Offline. No in-game purchases.
Every life leaves something behind.





Informações sobre a demo e o lançamento
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Informações e imagens: Steam · Última verificação UTC