Hardtack Games

WESTWARD!

— A Frontier Survival Sim · Anno 1848 —

Early Access · late 2026 · itch.io first, then Steam

The road west, simulated honestly

WESTWARD! is a historical survival sim set on the emigrant wagon road west in 1848 — the year the Treaty of Guadalupe Hidalgo ended the Mexican-American War, signed nine days after gold was found at Sutter's Mill and months before word of it reached the eastern states. Your company leaves Missouri knowing none of it. The goal is to arrive in Oregon with every one of them alive. Ideally intact.

It keeps the shape of the trail games you remember — outfitting a wagon, fording rivers, burying people you liked — and puts a genuine simulation underneath it.

Nobody in your company is a health bar. Each traveler rolls their own attributes, a background trade, a personal interest, a temper that governs how they behave when things go wrong, and a growth aptitude that determines who they become by Oregon. Two runs with the same profession play differently, because you are not travelling with the same people.

The company roster: five travelers with attributes, trade, temper, fitness and morale, each a person with a sheet.
The roster. Every number on it moves every day, and every one of them is somebody's.

The Storyteller decides how cruel the road is

Events are not a random table. A Storyteller sits above the simulation with sliders for frequency, severity, mercy, streakiness, pacing and brutality, and it shapes your journey's whole dramatic arc. Greenhorn's Guide will let you learn. The Undertaker will not. Pick the one you can survive, or the one you deserve.

Hunger, weather, and the slow accumulation of consequence

A decision card open over the trail scene, asking who steps up and what the company does about it.
Fate names a responder. You may send somebody else. Their attributes decide how much it costs.

The hunt is a decision, not a shooting gallery

Go afield and the day stops travelling. Choose who goes — more backs carry more meat home, but a crowd moves loud and the game thins. Read the ground when you arrive: fresh browse lines and rabbit runs mean something, and so do droppings gone white and bones bleaching in the grass. Some country is genuinely barren, and knowing when to pay an hour's walk for better ground is the whole skill.

Rounds take flight time, so you lead your target. The first shot spooks the entire field. You can only carry so much, and every hour afield is an hour the wagon does not travel. Come back with a great bull, or come back with nothing — and then decide how to keep what you brought: over a fire-frame tonight, in the sun over a standing halt, or on lines strung along the outside of the wagon as it rolls.

The hunt: a rifle raised on a buck at the tree line, the pouch and the carry limit read out along the top.
The hunt. Hold to bring the rifle up onto a mark; the sights only come into it then.

A wagon that obeys physics

Cargo, supplies and riders all weigh something, and your oxen can only pull so much. They also take up room: a wagon rated for a load of flour holds exactly that much flour under cover, and a stove, a plow, two tents and a spare wheel are forty cells of the bed before a single sack goes in. What does not fit rides lashed outside, in the weather. Overload the team and you travel slower while it wears down — a spiral that ends with a stranded family on an empty plain, waiting to see whether the next caravan sells you a team or robs you.

Wheels wear. Tyres shrink off their felloes in dry heat and throw on rough ground; you soak them at the river overnight or wedge them with timber and buy a few more days. Gear is a material crossed with a form, so a leather coat and a wool one protect against genuinely different things, and both degrade until somebody mends them.

A world worth looking at

Hand-built pixel country that changes as you cross it: prairie giving way to forest, the Rockies rising around mile one thousand, alkali flats, swamp at the historical sloughs, and settlements sized from a lone tradepost to a city. Clouds honestly herald tomorrow's weather. Lightning terminates on the actual skyline. Your dog rides ahead of the column and smells the rattlesnake before you do.

Play it your way

By the numbers

2,000miles
6storytellers
9trades
9tempers
20interests
13real 1840s books
7named river crossings
14tree species

The thirteen books ride at their true weight and do nothing until somebody literate reads one aloud of an evening. One of the guidebooks lies. A second honest guide is how you catch it.


Early Access, plainly

Fully playable start to finish. You outfit a company, make every decision on the road — pace, rations, who walks and who rides, who steps up when an event fires, every encounter choice — hunt for meat in a full playable hunting scene, save, quit and resume exactly where you left off, and arrive in Oregon City or fail to. The simulation is feature-complete for one full journey.

What is still thin: audio, the remaining encounter scenes, and the trail network beyond the first journey. The plan for 1.0 is the onward routes that unlock based on what you survived, the remaining playable scenes, and the settlement at the journey's end. The estimate is about twelve months, and it will be revised publicly rather than quietly if it changes.

Content note

This game depicts the death of characters from illness, injury, starvation and exposure, and portrays psychological breakdown under sustained hardship. It includes hunting animals with period firearms. No blood is depicted. It is fully offline and singleplayer, collects no data, and contains no real-money purchases of any kind beyond the game itself.

Where to get it

The trail does not care who you brought. It will find out anyway.