Across the river
Ferry waiting0 / 2 households equipped
A cache gives one household a kit for the wet spell. It must leave on the ferry.
A cache sent here cannot cover nights at camp.
The camp is built. What is it for?
Two households are waiting across the river.
Your camp needs supplies for four wet nights.
One cache can only go one way.
START HERE
A cache needs more timber and salvage. Gather some, or ask Meryem to handle one cache while you work.
0 complete caches available
0 / 2 households equipped
A cache gives one household a kit for the wet spell. It must leave on the ferry.
A cache sent here cannot cover nights at camp.
0 / 4 wet nights supplied
A cache provides two nights of camp supplies. You can keep packing after the ferry leaves.
A cache kept here cannot equip a household.
Allocations are final. Only completed caches count; supplies reserved for unfinished work do not. Allocating takes no extra time.
AT THE END OF THE AFTERNOON
Each one uses 6 timber + 3 salvage, then paid assembly time.
Reserved materials are already removed below. Food supports both people.How you feel · estimates
Her reported condition · estimates
Your job and Meryem’s can run together. A request covers one cache, including her gathering and recovery.
Rest reduces fatigue while hunger and world time continue. A meal needs its full interval and one available food portion. Light food gathering remains possible when heavy work is blocked. Canceling returns materials; elapsed work and practice remain paid.
Same established opening, fresh decisions. Download this save first if you want to keep it.
Play the original continuing worksite to build from a clearing with no deadline.
The woodshed, workbench and garden are already built. Timber trips bring 4 bundles, food trips bring 3 portions, and the workbench shortens assembly. Your starting condition and materials come from paid work in a reproducible opening.
At 90 minutes the ferry waits for your allocation decision. Send it to resume work. At 180 minutes, work stops for the day; you can still assign caches to camp, then see the result. An unfinished job remains unfinished. A job can continue after the ferry checkpoint but cannot finish after dusk in this episode.
1× plays one simulated minute per second, 4× plays four. Both checkpoints always pause. Switching tabs pauses; there is no offline progress. Original Common Ground saves use a separate format and remain on their original page.
This is an authored game, not a calibrated model of human behavior. The unchanged Human 0.1.0 handles body, capacity and paid practice; Common Ground 0.1.0 owns the work, materials, yields, Meryem’s choices and consent. This episode adds two allocation outcomes and timing checkpoints. Rain, the ferry and households are authored stakes, not a weather model or additional simulated people.
No LLM, random outcome, morality score, faith measurement or religious evaluator is used. Reported condition is approximate. The result shows what these rules produce; it cannot establish enjoyment or model realism. The original worksite and Solo Repair remain separate controls.