Black Skies

Black Skies

Early access since Mar 2026

Black Skies is a grounded survival simulation set in the Wyoming wilderness after an EMP. As a forest ranger, explore, scavenge, hunt, craft, cook, and build fires while managing cold, hunger, thirst, fatigue, and psychological strain. Think for yourself, adapt, and uncover what happened.

75% positive · 4 reviews
Pending
Early access · Awaiting evaluation
Pending
Early access · Awaiting evaluation

Where to buy

Steam $14.99
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Media

Details

Publisher
Metacortex Studios
Achievements
32
Platform
Windows
Controller
—
Steam Deck
Not rated
Players
Single-player

About this game

You are a forest ranger with a military past, alone in the Teton Mountains of Wyoming when every engine, radio, and modern convenience stops at once.

Winter does not care why.

Black Skies is a grounded survival simulation built around a simple idea: the world follows rules, and you're expected to understand them. Cold moves with the weather. Wind finds exposed ground. Animals forage, move, and thin out when an area is hunted too hard. A fire only helps if you can build one.

The story exists in the same wilderness you survive in. Follow it, walk away from it, or stumble into parts of it before you were expected to. The game doesn't funnel you toward the next objective.

Pay attention. Use what you know. Figure out what you need.

What You Do

  • Explore a remote Wyoming wilderness after the infrastructure you depended on is gone.

  • Harvest the land and craft what you need, from cordage and tinder to traps, medicine, tools, and carried embers.

  • Build fires from tinder, kindling, and fuel, using materials you gathered or made yourself.

  • Hunt, trap, butcher, cook, and manage wildlife populations that respond to how heavily you use an area.

  • Manage cold, hunger, thirst, fatigue, health, and psychological strain continuously.

  • Find shelter, secure supplies, follow the story when you choose, and decide when moving on is worth the risk.

Key Features

  • Fire Is Something You Build

    Fire begins before you strike the match.

    Harvest trees by hand or with a knife. Work firewood into sticks and shavings. Gather bark and resin. Make a tinder bundle, refine it into a Fatwood Tinder Kit, or carry a live ember from the fire you already earned.

    Tinder, kindling, fuel, ignition. Better preparation means a faster, more reliable fire when you actually need one.

  • The Weather Doesn't Roll Dice

    Weather moves across the wilderness in a simulation rooted in the region's historical conditions. Temperature and precipitation develop locally as regional influences shape what reaches you.

    Wind matters. Shelter matters. Where you choose to stop matters.

    The cold isn't a debuff applied because you entered the wrong zone. It's the result of where you are and what the weather is doing there.

  • Survival Never Stops Running

    Cold, hunger, thirst, fatigue, health, and mental state continue whether you're ready for them or not.

    They interact with what you're doing, what you're carrying, what you're wearing, where you've stopped, and how long you stay there. Survival isn't a sequence of meters to refill. It's a condition you manage while trying to accomplish something else.

  • Make What You Need

    Craft directly from what the wilderness and abandoned world give you. 23 recipes turn what you find into what you need: 17 across Bushcraft, Materials, Medical, Packages, Structures, and Tools, with 6 more made at a lit fire.

    Firewood becomes sticks. Sticks become shavings. Shavings become tinder bundles. Bark becomes cordage. Cloth becomes bandages. A tin can and cordage become an ember carrier that lets the next fire begin with something from the last one.

    Cooking continues the same logic at the fire.

  • The Wilderness Lives Without You

    Rabbits and deer exist as populations, not endless resource spawns. They forage, move, gather, and respond to pressure. Hunt an area too heavily and there will be less left to hunt, and the population takes time to recover.

    Wolves establish territory through the same living simulation. Their range can grow, contract, and shift as they patrol the wilderness.

    Not everything out there is afraid of you.

  • A Place to Come Back To

    A cabin, a shed, a tent, a fire.

    Shelter gets you out of the weather. Storage lets you leave supplies where you'll need them. A secured place gives you somewhere to recover before you decide what comes next.

    What you leave behind will be waiting when you return.

  • The Story Is Part of the World

    Orders, locations, objects, memories, and discoveries are already out there. Follow them when you're ready, ignore them when survival demands something else, or find your own way across the mountain.

    From its first clues to its conclusion, the game never stops being a survival game to tell it.

  • A Record of What You've Lived

    The Codex grows with you: survival knowledge, the things you've found, and a Chronicle of what has actually happened.

    The Chronicle isn't a quest log. It's the ranger writing afterward, when there's finally enough distance to put a few words around what happened.

    More than 120 entries document the wilderness, its tools, and the journey through it.

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