Ashwinter Keep is a ten-day cold march. Four keepers, Sera, Bram, Io, and Nim, each take one task for the day. The hearth raises heat. The hunt fills food. Timber stocks the yard. A scout lifts hope. Heat, food, and hope fall a little every night. If heat or food runs thin, hope falls faster. Bars on the day screen show what is left.
Every third day a squall pulls heat. Spend eighteen timber to strengthen the wall, up to three times, and the squall hits for less. The same pile of timber can improve the hearth, so each keeper on the fire adds more heat. You choose the tasks, then solve the day. The log keeps the latest night.
Reach day ten with heat, food, and hope still above zero and the pass opens. If any of those three hits zero, the keep cannot hold another night. Marks remembered a finished day, day five, a raised wall, an improved hearth, and the open pass. How a day works explains the four tasks and the squall.
Sound and motion are in Settings. Pause from the day screen, then leave to the keep menu. The physical back button follows the same path. Progress stays on this device.
Assign four keepers each day and hold the pass for ten nights.