Seasons of Solitude

(Unreleased)
(Unreleased)

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Face the Elder’s Trials

Seasons of Solitude is a turn-based strategy and resource management game set in a prehistoric world inspired by Estonian nature and myth. In each trial, the Exile prepares rites for food, water, and materials, while their Echo completes them later to claim the yield. You reveal the land, choose which areas to rely on, and secure the required resources in shelter before the trial closes around you.

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, exploit Area Traits, and reshape tiles into new states so they carry you a little further each season. When temptation deals appear, you can bend the rules for a price, or walk away and keep your run stable.

Gather With Purpose:  Food, water, and materials are never guaranteed. Tiles deplete and can return in new forms. 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. Many actions offer a real tradeoff: take more now and strain the land, take less to keep the area steady, or invest extra effort to improve what the tile becomes next.

Secure Your Gains: Your hard-won resources are not automatically safe. Animals take what they need, eating food and drinking water you worked to secure, leaving tiles exhausted. Hazards strike struggling areas, blocking access but opening new interactions through tools and traits. 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 divided into local areas, each with its own strengths, pressure, and limits. The rites you run there shape what the area can support next. Seasons shift what is available, hazards disrupt stable plans, and worn ground must be restored if you want the cycle to hold. Tools widen your options: recover exhausted land, answer wildlife pressure, and manage areas before they fail you.

Key Features

  • Every Trial is a Designed Challenge
    Each map is an Elder’s trial, a compact strategy challenge built around how you treat the land. Shifting seasons, animals, hazards, Area Traits, and tool unlocks keep trials replayable, 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

  • Tools That Change How You Play

  • Temptation Deals With Real Costs

  • A Land That Remembers
    Areas track how you use them. Push too hard and yields weaken, pressure rises, and recovery becomes harder. Restore worn ground, manage local pressure, and rotate your rites if you want the land to keep providing through the trial.

  • 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.




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