Bad BloodThe Ashwater Reach

How to play. Ten minutes of reading, and you will not waste your first run.

What you are doing

The wells run green from here to the flats. Two holds share the water and blame each other for it: Kettle Bluff up on the rock, and Wick down in the wet, where the changed live. Saltgate in the middle trades with both and takes no side.

Something upstream keeps making more of whatever is in the water. Seven errands take you to it. What you do when you get there is the game.

Getting on the map

The reach is hexes, so there is no north and no south - six ways to go and nothing else. The keys sit under your left hand in the shape of the compass:

GoKeyGoKey
North-westWNorth-eastE
WestAEastD
South-westZSouth-eastX

Everything else is one key. F uses whatever is in front of you - a door, a well, a body, the relay. T talks. I opens the pack, Q the tasks. Space starts a fight with whatever is next to you.

The arrow keys pan the view rather than walk you, so you can look down a road before you commit to it. Drag the map to do the same with a mouse. The wheel zooms, or + and -. C or a double-click snaps the camera back to you.

E is north-east, not "use". If you came from a game where E interacts, this is the one thing that will trip you for the first five minutes. Interact is F.

Staying alive

Body, hunger and thirst run down the panel on the right. Thirst runs fastest, and in the harder seasons it runs faster still. Rations and flasks are cheap in all three towns and you should never walk out of one without both. Bandages stop a bad fight from becoming a dead one.

You only mend when you are fed, watered and alone. Body comes back on its own, but only while hunger and thirst are both below 85 and nothing hostile is within six hexes. Limping onward with an empty flask heals nothing - stop, drink, eat, and let the road clear.

The clock never stops. Four game minutes pass every tick, three hundred and sixty ticks make a day, and travelling, talking, trading and fighting all spend them. A campaign runs twelve to fifteen days if you are efficient.

The taint gauge

This is the game. Everything else is arrangement around it.

The vial on the right is your blood. Ashfall, slag, the green wells and anything tainted that lands a blow on you all push it up. It does not come back down on its own. What it buys you:

AtYou gainWhat it means
25Nightsightthe dark stops mattering
45Thick hideskin plates over, +2 soak
68Blood rage+3 damage, and your appetite doubles
88Foul marrowthe blood turns on you

And what it costs: every point of taint loses you standing at Kettle Bluff and earns it at Wick. The bluff can see it on you. So the gauge is not a power bar - it is a slider between the two holds, and it only ever moves one way.

Blood rage is a trap in a thin season. Doubling your appetite at 68 taint means doubling a food bill you may not be able to pay. Take it when your pack is full, not when it is empty.

Fighting

Blows are exchanged in a panel of its own, one round at a time, and the rest of the reach waits while it runs. Walk into something, press Space, or let something hit you - all three open the same panel, and anything that joins in is dragged into it.

KeyRound
1Strike, or close in if you are not adjacent yet
2Shoot - spends a quarrel, and needs the crossbow to be worth carrying
3Give ground - puts hexes between you, and enough of it breaks off the fight
4Hold
Or spend a stimshot, bandage, phial, ration or flask

Nothing else happens mid-fight. You cannot travel, talk or tinker your way out of one - only win it, or give ground until it lets go.

The seven errands

They unlock in order. Q shows where you are.

  1. Bad water - recover the filter core from Cistern Row and bring it back to an elder.
  2. The courier - take the courier satchel back from the raiders at Bonefield Station.
  3. Two bloods - carry the Harrow ledger to the other hold and hear them out.
  4. The Aviary - fit a charge cell and an antenna spar to the relay.
  5. The marrow key - bring Dr. Imogen Kass at Saltgate three vials of tainted blood.
  6. Harrow - go in with the marrow key and take the sump codes from Warden Cole.
  7. The Sump - go down, and decide what to do with the strain.

Buy the charge cell and the antenna spar from Juno Ferris at Saltgate the moment you can afford them. Both are also findable, but a run that walks into the Aviary without them has wasted the trip.

How it ends

The console in the Sump offers four answers, and which of them it will accept depends on your taint and on your standing with both holds - the meter you have been managing all game decides the finale. Tempered, purged and spilled each want something of you first; purging and spilling both want a hold to have your word on it, which is an errand in itself and not something taint alone will buy.

Walking away is always available. It is a real ending, not a failure.

Which start to take

KinWhat it means
Bluff-bornStart clean. The bluff trusts you and Wick does not. The harder line - your taint climbs from zero, and every point of it spends the trust you started with.
Wick-bornStart changed. Wick trusts you, the bluff does not, and the blood sits easier on you. Softer through the middle - but you begin partway up a gauge that never falls, and in a Sump year that head start becomes the liability.

Four seasons set how fast the reach kills you: Thin season, The reach, Bad blood, Sump year. Take Thin season first. The reach is the honest one. Sump year is brutal on either kin and roughly even between them, which is the point of it.

Saving

The game keeps one run in your browser and saves as you go; Save in the topbar forces it, and the title screen offers to take up the last run. New run throws it away. Nothing is sent anywhere - the whole game is one page and it never touches the network.

A first ten minutes

  1. Take Bluff-born and Thin season. Walk out.
  2. Talk to everyone in your home hold. T, then work the keywords.
  3. Buy rations, flasks and bandages before anything else. Armour before a better weapon.
  4. Take the first errand and walk to Cistern Row. Fight only what is between you and it.
  5. Drink from a green well only when the alternative is dying of thirst. That is the whole bargain of this game, and you will make it eventually - just make it on purpose.

Version 2.0 run tools

The Run tab tracks your world seed, score, travel, searches, explored locations, item use, rests, kills, completed tasks, and achievements. Entering the same world seed when starting a new run recreates the same procedural reach. Reduced Motion and Larger Interface Text can be set on the cover before you walk out.