Scouts no longer die. A scout who drops to zero health is knocked out and taken off the field. A bus comes at noon to collect them. Send them to the medic and they rest for a day, then come back the same scout, with their badges and perks. Anyone still on the bus at dusk goes home for good. The run ends when no scout is left standing.
Every night comes with a forecast. A card under the clock says how many raiders the dens will send and whether the camp is READY, SHAKY or OUTMATCHED, with the first thing holding it back. A night plan suggests a few moves before dusk, each showing the grade it would lift.
Den raids are events now. A raiding party takes a while and the den fights back, but a den raided by day sends only half its raiders that night. The first raid each day can also pay popcorn, carried home on the scouts' backs.
The HQ grows in three levels, and its level decides what the camp can build: shelters and campfires first, then the wall and the workshops, then the training buildings. Each level needs scouts with the Architecture badge and a material found out in the world.
The Troop tab on the HQ board shows every scout as a card. Open one to see their perks, needs, bed, and how much damage they deal, with what is adding to it. Five rows of pips show how well each scout fits each job.
Alphas arrive once the ordinary raid is beaten, and every one of them has its own look. The Desert has a new animal, the warthog, and a new alpha, THE TUSKER, which guards its front: hit it from the side or from behind.
The camp looks different. Buildings, trees and scouts cast shadows that move with the sun. The workshops, walls and towers have new art, and every scout rolls their own look from five skin tones, eight hair colors and nineteen hairstyles.
The maps go further. Scouts plant seeds themselves. A new resource, fur, comes from the animals that carry it. Poison lasts and stacks. The Tundra is cold enough at night to chill a scout who strays too far from a fire.
No more difficulty settings. Every run plays the game as it is balanced. Once you beat your first alpha, the Pact lets you take on harder conditions for a run.
A new main menu: a camp at dusk on the map you played last, with the scouts round the fire and the menu pinned to a notice board. The game can also be played with a controller or on a Steam Deck.
This build went to the playtesters.