Camp Keepalive
FILE FILE CK-03

Core Mechanics

Five systems carry the whole game: squad drafting, action points, the save-before-you-lose objective, terrain & traps, and intel.

“Took me seven deaths to get it: this is not a tower defense, it is an escort job. The moment campers are asleep is the moment you actually won the turn.”
—— survivor "PillowCounter", fifth playthrough

Camp Layout

Full tactical map — two rivers cut the camp into defensible sectors
▲ Steam — Full tactical map — two rivers cut the camp into defensible sectors

▲ Rivers are only crossable at bridges; mountains are impassable — approach routes are fixed by terrain

Four-Counselor Squad

  • ▸Before each level you draft 4 counselors from the roster (confirmed on the select screen: "Select Four Counselors").
  • ▸The roster has 9 slots: 3 starters + 6 unlockables, each with a unique ability.
  • ▸Abilities define roles: Dave herds and escorts, Wyatt runs trap attrition — drafting your squad means choosing the level's game plan.
  • ▸Horror archetypes are the power formula: the original game's design philosophy ("the jock runs faster, the kissing couple manipulates monsters") carries into this remake.

Turns & Action Points

  • ▸Turn-based flow: counselors act one by one, with remaining action points shown on the STAFF panel.
  • ▸The three core commands (confirmed by official screenshots): Gather, Trap, Pass.
  • ▸Pass is not a waste — once your defense is shaped, holding position is often optimal.
  • ▸After your counselors act, all monsters resolve simultaneously: plan for the board as it will look AFTER they move.

Objectives & Medals

  • ▸Level objective (confirmed on the level-select screen): save 5 / 10 / 20 campers before losing 10 — the three medal tiers.
  • ▸"Saving" means escorting campers back to their beds and cabins — not killing every monster.
  • ▸The loss quota is 10: it is both a floor and a resource — sometimes outer-ring campers must buy order for the core.
  • ▸Endless Summer mode: after the 30 levels, chase an endless wave high score.

Terrain & Traps

  • ▸Confirmed terrain intel: Mountains are impassable to all units; rivers are crossable only at bridges.
  • ▸Bridges are natural chokepoints: monsters are forced across single-file — the premium trap-line location.
  • ▸Cabins are strategic resupply points: Wyatt restocks all his traps by visiting a cabin or a burned-down cabin.
  • ▸Procedurally generated maps: rivers, woods and camp shapes differ every run. Memorizing layouts fails; understanding terrain principles works.

Vision & Intel

  • ▸The minimap (top right) shows the global situation in real time — read it before every turn; it is free intelligence.
  • ▸Clicking terrain or monsters reveals intel tooltips (e.g. "Mountain: impassable", "Toxic Horror: moves randomly").
  • ▸The top timeline bar shows turn order and threat states (skull / first-aid icons) — judge who is in most danger this turn.
  • ▸Randomly-moving monsters cannot be predicted, but they can be exploited: seed traps across the fan of tiles they might wander through.

Turn Flow in Action

The STAFF panel with Gather / Trap / Pass actions
▲ Steam — The STAFF panel with Gather / Trap / Pass actions

▲ The STAFF panel: Gather / Trap / Pass with visible action pips — Pass is often the optimal play