Frequently asked questions
A few things
worth knowing.
Before you entrust the last fortnight of civilisation to a shopping trolley.
Can I change an item after locking it?
No. Every selected item stays in your kit for that attempt. You can start a fresh kit whenever you like, but your previous attempt is not saved.
How many times can I spin?
Each of the six slots gets three offers: the initial offer and two rerolls. Each offer contains three distinct choices. A reroll uses up the current offer, and the next offer stays hidden.
Can I pack the same food more than once?
Yes. Different food slots can contain the same food. More variety may be helpful; three identical food stashes can become rather monotonous.
Why did a good kit fail?
The equipment changes your chances, but does not guarantee useful finds or safe encounters. The same kit can have different outcomes on different attempts. Each disaster also rewards different strengths.
Does Skip to end change my result?
No. Each attempt has one seeded outcome. The journal and Skip to end reveal the same run.
Is reaching day 14 enough?
You must complete all 14 days. An attempt ending during day 14 has completed 13 full days. Both reached and completed days are shown on your result.
Where is my previous run?
Gameplay exists only in this page’s memory. Reloading or closing the page resets it. There are no player profiles, saved histories or online leaderboards. You can keep a downloaded survival card.
Are there adverts in the game?
Google AdSense adverts appear on the homepage, The Kit and How to play. The /play/ game and result screens do not load AdSense code. Google and its advertising partners may process device and network information or use cookies and similar identifiers for advertising, subject to your consent choices. See Privacy & cookies for details.
Is Andy a real person?
Andy is a fictional character created for DAY14. His adventures, survival journals and disaster experiences are invented for this game.
Can this teach me real disaster survival?
No. All ratings, supplies, events and outcomes are invented for a deliberately difficult game. They are not real preparedness or survival advice.