The skies are dark. Sand covers the earth.

Mine for Oil. Obey the law of hospitality. Excavate long-forgotten horrors. Witness the end. Time and time again.


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Content

  • 11 Camp and Sands Events
  • 5 Salvage Events
  • 5 Tomes (2 hidden)
  • 2 Endings
  • 1 Hidden Truth

(Last updated: xx/xx/2024)

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Discord

StatusReleased
PlatformsHTML5
Rating
Rated 4.9 out of 5 stars
(7 total ratings)
Authorsuperobot1
GenreRole Playing
TagsDark, Horror, Internet, Management, Meaningful Choices, Narrative, Post-apocalyptic, Roguelite, Sci-fi, storygame
Average sessionAbout a half-hour
LanguagesEnglish
InputsMouse
AccessibilityColor-blind friendly, Subtitles

Development log

Comments

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(+1)

Good vibes! This is a good use of text-only medium.

(1 edit) (+1)

Cool game, it has weird vibe I like.

(+1)

This is very much my kind of game; I played through several loops, but it’s addictive enough that I see myself replaying it for several more. Really nice worldbuilding, certainly has some Dark Room vibes, but without the “idle” mechanics, which makes Oil Pit more immersive to me. I liked the connection between the events, kept things interesting even after running into them again. Time to decipher those tomes!

(1 edit)

I'm really glad to hear that, sounds like exactly the experience I was striving to deliver with this game (': Thank you a lot for playing it for the kind words!!

(+1)

Drew me in quickly, great UI, and pretty addictive choice-mechanic. Reminds me a bit of A Dark Room, and I loved that back in the day. Thanks for sharing!

Thank you so much for the kind comment!! It was very much inspired by A Dark Room when I made this, I was trying to explore the same idea of limited interaction with meaningful outcome (I wrote a bit about it in the devlog too!) so hearing it compared to A Dark Room is high praise (':

(+1)

Reminded me of another game I used to play a long time ago but forgot the name of. Very fun and nostalgic!

Thank you a lot for checking it out Kotge! :D maybe the game is called "A Dark Room"? if not and you ever recall the game's name, I'd love to check it out (:

took me many tries as often i was stuck in death loops where no matter what i did i was guaranteed to die however i did get ending #1 would definitely stay to find more but i'm afraid i'd rather not see the game over message anymore

Thank you for playing it!

Both death loops (the robot war machine and starvation due to unbalanced population) can be avoided if you have enough Hunter-Guards, or enough Hunter Guards compared to the rest of the population with starvation.

That being said I might want to tone down the death-loops or add ways to escape them in future versions of the games maybe

Perhaps for the starvation death-loop, you could provide the player with the ability to ration food - let someone else starve to keep the Hunter-Guards alive until you return to equilibrium. Killing at random means I wound up, for example, rolling dead Hunter-Guards eight times until I wound up with none at all.

I know it doesn't make sense on a pragmatic level that Hunter-Guards can die of starvation too, but one occupation having privileges above another (like getting access to food first) doesn't make sense to me within the world Oil-Pit exists in; If you got food in case of starvation as a Hunter-Guard, wouldn't you idolize Hunter-Guards and want to be one to avoid a fate of dying due to starvation? wouldn't that create an imbalance at the heart of the group?

(Still planning on addressing those death loops at a later point though).

(+2)

Great concept and worldbuilding, had a lot of fun learning the game's rules over multiple runs!

Thank you a lot Ferrohl! (:

(+2)

Havent seen text games in a while. I.. kinda liked it alot. interesting universe, even if i was exposed to it for 5 minutes. Is it from the book or something?
I liked that there is mood syste, but i never encountered any influence from it?
Very cool.

(+1)

Thank you for checking it out and for the kind comment!

The worldbuilding is original - It started off with a premise of having a limited number of "occupations" and then figuring out what they'd mean in the context of the world, building on from there. Some things like the Hidden Truth (an event that's rarely unlocked with the right random equipment / events coming together and explains an aspect of the world) do take inspiration from other media.

If your mood is too low people will begin to leave which might create issues with the delicate balance of food or cause a GAME OVER, and low mood can also affect the "final encounter" negatively. I might add future events or choices which make the mood even more relevant... maybe!

(+2)

definitely flesh it out via book and design documents. and visaully, aswell. I got Flesh pit vibes https://www.mysteryfleshpitnationalpark.com/  . Definitely improve upon this concept. it is worth it in long run. 

(+1)

I love mystery flesh pit so this is an awesome comment to get ((: another pit-based setting, even if it's very different haha

Would be fun to expand the worldbuilding (many aspects of the setting that haven't been explored enough in-game) and maybe make some visuals for it, though not sure if they'd be canonical - player's imagination has to come first.