It only counts in the south
Carry the ladle back south across the trench to win. There is no other way to score it, and no credit for getting close.
How a run goes · about ten minutes
One run, in order: who you meet, the five biomes, what zombies can hear, where you can rest, what happens when you fill the ladle, and what dying costs.
Everything here is in the game. The numbers are the game's own, and every image is a screenshot.
No name over their head, no team colour, no map marker. To learn anything about someone, you have to get close.
Offer a handshake to someone a few metres in front of you. If they accept within three seconds, you're allies until the match ends. You see their name over their head out to 100 m, and nobody else does. Everyone else stays anonymous.
North of the trench, nothing stops an ally from shooting you in the back. There's no penalty, and the game won't warn you. South of it, nobody can hurt you.
Every player's eyes glow a colour set by the server. Nobody can hide or change it.
Forty minutes together through the snow. They saved you from a pack twice. You were 400 m from the volcano when they stopped walking.
The game didn't script that. Two players did.

2 · The world
Everything you can see, you have to walk.
The meadow, the desert and the volcano are one continuous world, with no loading screens and no fast travel, including on the way home.

Meadows and ruined towns. Zombie packs are small and easy to spot. This is where you break a stick off a bush, find your first bow, and maybe meet your first ally.

Open dunes where anyone can see you coming, and canyons you can get lost in. There's little cover.

Snow hills, tundra and dark pine forest. The ground is pale, so anything moving on it, including you, can be seen from far away.

Dead forest and bare mountainside under constant cloud. It has the most zombies in the world, and the gloom makes them hard to see.

One peak with a lava crater at the top, its smoke visible from where you spawned. Everyone still alive is heading for the same slope.
A ring on the ground shows how far your noise carries right now. It shrinks when you crouch, grows when you sprint, and grows at night, when zombies hear better. It uses the same number the zombies do, so the ring is exactly how far they can hear you.
Every way of reaching a player can also draw zombies.

4 · After dark
Some nights you don't travel at all.
At night the fog thickens, you lose the horizon, and zombies hear further. Travel by day. Spend the night at a safe spot you lit yourself.
Safe spots run up the middle of the world. Each has a lamp house, an armory with a bow and arrows, a chest house, and a landmark (a watchtower, shrine, ruined tower or mill). Half start each match unlit, with a zombie nest in them, so lighting one means a fight. Once the lamp is lit, zombies won't come inside its light.
Refill your arrows in the armory. Open the chest and pick an augment. Spend levels you earned in the field. If the landmark is a watchtower, climb it to see the ground you cross next.
Zombies gather in the dark outside but won't come in. It's the one quiet part of a run, and a good time to talk.
A lit lamp can be seen from far away at night, and players come to them. You lit it, but you don't own it.
"That'll hold. While it burns."
THE NARRATOR, THE FIRST TIME YOU LIGHT A LAMP
At the volcano you fill a ladle of molten metal. That's the easy half.
Carry the ladle back south across the trench to win. There is no other way to score it, and no credit for getting close.
From the moment you fill it, every player sees your rough position, updated every two seconds and slightly out of date. Enough to hunt you, not enough for a clean ambush.
Everyone spent half an hour walking north. Now they have a reason to come after you, and your allies see your position too.
"Somebody's got a ladle. They're turning around now."
WHAT EVERY OTHER PLAYER HEARS

6 · The way home
Going north is the easy part.
Everything you crossed on the way up is now between you and the finish: the dark, the cold, the dunes, and the other players. You carry the one thing worth killing for, and everyone can see roughly where you are. The last 70 m is an open bridge over the trench with no cover.
Your name goes on a leaderboard that outlasts the match. The first delivery starts a ten-minute timer, so the match ends with everyone still carrying a ladle racing south. Runs are timed from when each player joined, so late joiners can still place.
Finished runs stay on the leaderboard after the match ends and the world changes.
You lose your gear and every soul you carry. Your augments and levels go back to what you had at the last safe spot you visited, and you choose which of your safe spots to respawn at. How far you push between them is the gamble.
The game pauses for 60 seconds to show the results, and everyone votes on two changes for the next match, like a longer run, more safe spots or wider rivers. Then a new world is generated.
"It set. That one's yours."
THE NARRATOR, WHEN YOU GET ONE HOME