$14.99Curious Expedition Expeditions Where Sanity Runs Out First
Lead a crew of famous explorers into procedurally generated wilds, where every turn-based run brings new maps, rival expeditions and spectacular ways to fail.
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Sanity is your map budget
Every step costs sanity. Flat ground is cheap, but jungle, desert and hills eat your purple gauge fast, and below a certain point bad things start happening to your crew and your cargo. So the whole game becomes a planning puzzle: you weigh a shortcut through the hills against a longer, safer route, you hunt for waterfalls and lakes to camp at, and you decide whether that temple on the horizon is worth the sanity it will burn. Back at port you buy supplies, but every item your crew carries takes up shared carrying space, so the chocolate that restores sanity competes with the machetes and the treasure you came for. Run out completely and the expedition keeps moving, with consequences you would rather not read about.
Combat with dice, like a board game
Fights are settled by rolling dice, and each companion brings their own dice types, so who you hire changes what faces you can roll. You line up your dice against the enemy's, trying to build attacks and defences from whatever comes up, and it plays out like a tabletop session more than an action game. The wilds supply plenty of opponents: wild animals, mystical creatures and, yes, dinosaurs, some of which you can recruit and ride. Combat can be punishing and luck does its part, but planning ahead pays off. Bring machetes to the jungle and the odds tilt your way; arrive empty-handed and you will learn why the port sells machetes.


















