Outpost: Dead Ground

Outpost: Dead Ground

Hold the line. Ship the ore.

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Details

  • Released
  • Updated
  • August 29, 2026
  • September 4, 2026

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About

You drop a colony onto a hex world that is already dying. The blight is not an enemy AI. It is a spreading rot that advances a few hexes every turn, deterministically, and eats the ground you are standing on. It cannot be stopped — suppressors only ever delay it — so every turn is the same question asked harder: reach for richer ore, or consolidate what you can still defend? Ship your quota and you are out. Lose the landing site and the run is over. There is no turn limit, because the blight is the clock. · Five worlds — the Shelf, Tidewrack, Overgrowth, Ironpan, the Basin — each a different shape of problem rather than the same sector with the numbers turned up. Only the Shelf is open until your first win; the rest unlock permanently after that. · Six buildings. Ore is the currency, power is the throughput cap — overbuild and you will watch something go dark and understand exactly why. · The game explains itself as you play. Power, permanence, the blight and the quota each arrive at the moment the board raises them, pointed at the ground or the number they are about. Nothing is explained twice. · Procedurally generated sectors. One seed reproduces a world exactly. · Three charters, each a different opening rather than a better one. · Upgrades that carry between runs, so a loss still moves you forward. You keep what you shipped. · A daily sector, chosen by the date — the same ground for everyone, no account and no server. · Runs take ten to fifteen minutes. Built for one hand, in portrait. Every balance number in the game was measured, not guessed: a headless harness plays a thousand seeded runs against a reference bot and the win rates are asserted in the test suite. The blight rate, the quota curve, and what each charter costs you were all set that way. Terms of Use (EULA): https://www.apple.com/legal/internet-services/itunes/dev/stdeula/
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What's New in Outpost

0.2.0

September 4, 2026

FIVE WORLDS The depth ladder is gone. In its place are five worlds — the Shelf, Tidewrack, Overgrowth, Ironpan, and the Basin — each a different shape of problem rather than the same sector with the numbers turned up. Only the Shelf is open until your first win. The other four unlock permanently after that. Their difficulty was measured rather than guessed, across six hundred simulated runs per setting. Overgrowth is the hardest opening in the game and is probably never a good first drop. The Basin looks generous and is not: its ore sits under your colony, so the blight eats the worthless rim first and the run stays alive long after it should have ended. THE GAME TEACHES ITSELF NOW A new colonist is walked through the whole run, not just the opening. Claiming, building and ending a turn come first, then power, permanence, the blight and the quota — each one explained at the moment the board raises it, and pointed at the ground or the readout it is about. Nothing is explained twice. If you already know it, you will not be told. ALSO IN THIS VERSION - The lander now comes down on the map instead of being assembled alongside the board. - A new app icon. - Losing a tile says what it cost you, and the spread is named on screen. - Redrawn store and settings icons. - Terms of Use and the Privacy Policy are readable inside the app. - An App Clip: an outpost.faithdev.co link opens a real, playable sector without installing anything. If you install afterwards, the game picks up where the trial left off and does not re-teach you what you were just shown.

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