$9.99Project Winter Survive the cold, not your friends
Gather, craft and repair your way to rescue while traitors among the eight work against you in the snow.
Is Project Winter worth it?
Project Winter is worth it if…
- you like social deduction where the lying happens out loud, over voice, face to face
- you want survival crafting with a knife hidden in it: gather, craft, and wonder who is on your side
- you enjoy tense rounds where every decision can be the one that gets someone killed
- you like replayable matches that play out differently every single time
Screenshots
Trust, then betrayal
Every match starts the same way: a group of survivors stranded in the snow, chopping firewood and sharing supplies like decent people. Then the traitors get to work. They know each other from minute one, they talk over secret red radios, and their whole job is to blend in, earn trust, and strike when it hurts most. As a survivor, anyone could be the enemy, and that suspicion seeps into everything: who took the last medkit, why they went into that building alone, who was standing next to the radio when it broke. As a traitor, you lie. Constantly. It is a game about persuasion as much as survival, and the arguments afterwards are half the fun.
Survive the wilderness first
Before anyone can point fingers, everyone has to stay alive. You break rocks, cut down trees, and harvest berries and herbs for crafting materials, then spend them on repairs and on keeping yourself warm and fed. Crates hidden in the buildings scattered across the map hold items that can save your run. The cold and the wildlife do not care about your politics: survivors have to fend off animals and endure the elements together, which is exactly why the traitors are so dangerous. You need these people. One of them needs you dead.
Escape is the win condition
Survivors win by completing a series of objectives: repair them all, restore the cabin radio, and call in one of several rescue vehicles. That gives every match a shape and a clock. Traitors cannot just hide; they have to sabotage, mislead, and eliminate their allies before the objectives are done, and even a traitor who gets caught still has options, from running and stealing resources to stirring up suspicion between innocents. The game does not end the moment the traitors are found, so paranoia lingers long after the obvious villains are gone. Getting eight people onto that rescue is harder than it sounds.
Gather, craft, repair
For anyone in the mood for survival crafting, this is the loop: bare hands, a hostile winter, and a map full of things to harvest. Trees become wood, rocks become materials, berries and herbs keep you going, and everything you gather feeds into repairing the objectives or simply staying alive. Crates in the scattered buildings reward exploration with useful items, and the snowy map gives you plenty of reasons to leave the cabin. The twist is that your crafting and gathering happen under watch: the traitor gathering wood next to you might be stockpiling for sabotage, not shelter.
Better with a full lobby of friends
This is a game built for a group: up to eight players, coordination is essential, and the whole thing runs on talking. Proximity voice means you hear people only when you stand near them, radio channels carry longer-range conversations, and text chat and emotes fill the gaps. It works with strangers too, though going in alone is harder: the game leans on communication, and a lobby of silent players makes for a rougher ride.





























