Factions & Territory
Other survivors are the second antagonist — territory is claimed, and the deep districts are not neutral ground.
Official material repeatedly places "warring factions" and "faction-controlled territories" inside the world: the frozen city is not empty, it is contested.
The developer frames the game as "grounded" — "no constant gunfire". Faction pressure is territorial and economic before it is combat.
That makes territory a risk curve: the deeper and richer the district, the more likely someone else considers it theirs.
Mechanics
- Risk scales with depth: shallow ruins are scavenging, deep districts are faction-controlled and cost more to enter.
- Territory interacts with the cold — the richest salvage sits where the exposure bill is highest, so faction risk and cold risk stack.
- In co-op the calculus changes: four players can hold ground that one cannot, but holding ground is still a fuel and food expense.
Unmeasured
Not published, not inferable, not guessed:
- Number and identity of factions
- Reputation or hostility mechanics
- Whether territory can be contested or taken
- Stealth versus combat viability
Data version 2026.09.24 · reviewed 24 September 2026.