$1.99 (−80%)Project Winter Survive the cold, not your friends
Eight people stranded in the snow, a cabin radio to fix, and two of you lying about it. Project Winter is a co-op survival game about chopping wood and fixing objectives with friends while traitors quietly undo the work. It is at its best as a full lobby of co-op friends talking, accusing, and second-guessing every kindness.
Is Project Winter worth it?
Project Winter is worth it if…
- you have a group of 6 to 8 co-op friends for regular lobbies
- you like splitting tasks, sharing resources, and talking through plans
- you enjoy social deception where anyone might be lying
- you want short, repeatable rounds with a different traitor story each time
Screenshots
Fix the radio and call for rescue
You start cold and hungry in a frozen map dotted with cabins and crates. As a survivor, you break rocks, cut trees, pick berries and herbs, and search buildings for tools and parts. Those materials go into objectives that restore the cabin radio, which lets you call one of several rescue vehicles and get out.
The work needs bodies. One person gathers while another repairs, someone else keeps watch for wildlife and the cold. A blizzard can force everyone back together, which is helpful for survival and terrible for trust.
Smile, gather wood, sabotage everything
Hidden among the group are traitors who know each other from the start, marked by a red symbol only they see. They chop the same firewood and carry the same boxes while opening traitor crates, slipping through hatches, and using a red radio to coordinate.
The fun is how ordinary betrayal looks. A repair stalls, supplies go missing, someone leads the group slightly the wrong way. Survivors have to decide who to believe, who to exile, and when gathering together is safer than splitting up to finish the work.
Talk it out, then vote someone into the snow
Communication is the actual game. Proximity voice means arguments happen face to face, with radio channels, text chat, and emotes for wider coordination and quieter scheming. You make plans, report what you found, and explain why you were standing near that broken objective with an empty backpack.
Cabin Fever keeps rounds fast and easy to learn, Classic is slower and more punishing, and custom rules let the lobby tune the paranoia. Cosmetics from the store, progression trees, and drops change how your survivor looks, not how guilty you look.
What should co-op friends know before starting?
How many people do you need for a proper match?
Eight is the intended lobby, built around survivors outnumbering a small traitor team. It works best as a closed group of co-op friends, since random lobbies can turn into silent gathering or instant accusations. With friends, even a failed escape gives you something to argue about on the walk back.
What can traitors actually do?
Traitors win by stopping the escape without being identified or killed. They start knowing their teammates and share a separate radio channel, plus access to traitor crates and hatches around the map for gear and movement. Survival does not end when suspects die, so suspicion can linger after the supposed culprits are gone.
How do you actually escape?
Survivors repair objectives to bring the cabin radio back online, then call in rescue. There is more than one rescue vehicle option, so the end of the match depends on what the group repaired and held together long enough to use. Crafting materials from rocks, trees, berries, and herbs keep both people and repairs going.
Which mode should new groups pick?
Cabin Fever is the streamlined version, made to teach the loop and reach accusations faster. Classic keeps the harsher survival pressure and demands tighter coordination. Custom games let the host adjust the rules, which is useful when half the lobby wants chaos and the other half wants to actually fix things.



















