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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.