You open your eyes to snow. No name, no memory, no idea how you got here - only the frozen hills that appears on no map, and the quiet certainty that something is watching you cross it.
Unravel the mystery of the valley. Scavenge and craft, keep your fire alive, avoid the things that live in the white - or put them down. Then find the way home, if home is still a place.
“It’s cold! I’m cold! I am very cold! Is that snow? Where am I? Who am I? How did I get here?”
- A NOTE, PINNED INSIDE YOUR JACKET
CHAPTER 02 · STAYING ALIVE
Survive the beautiful, terrible quiet.
An atmospheric, story-rich walking simulator with puzzles, crafting and things you’d rather not meet. Slow, warm, and quietly menacing.
Unravel the mystery
Every ruin, note and frozen machine is a clue. Piece together where you are - and why you were brought here.
Keep the fire alive
Cold is the first predator. Gather, burn, huddle close - the warmth you make is the only warmth there is.
Craft your way out
Scrap becomes tools, tools become weapons, weapons become a plan. Nothing up here is given - everything is made.
Avoid it… or end it
The things in the white can be outsmarted, outrun - or put down. Every encounter is a choice you’ll live with.
Puzzle the past
Locked doors, dead machines, half-burnt diaries. The valley is a riddle that would rather stay unsolved.
Four ways home
Four endings are planned for release. How your story closes depends on what you choose to carry, spare and burn.
…it followed you down from the ridge
CHAPTER 03 · AFTER DARK
You are not alone up here.
MOVE YOUR LIGHT
The valley is beautiful. That’s how it keeps you.
INTERMISSION · THE TRAILER
See it breathe.
A minute on the mountain - sound on, lights off.
CHAPTER 04 · FIELD RECORDS
Postcards from the hills.
Frames recovered from the mountain. Browse the collection by dragging the row, scrolling sideways, or using the arrows.
BASE CAMP№ 01
MOUNTAIN RIDGE№ 02
MISTY CAVE№ 03
GUARD CABIN№ 04
CHAPTER 05 · THE CLIMB
Built in the open.
Final Remedy is made by one person, together with everyone who plays it. Early Access is the base camp; the summit comes later.
Now - the first ascent
Early Access at a symbolic price: core mechanics and the foundations of the story, shaped by player feedback and bug reports.
Next - the full story
About a year in Early Access, then release: the complete story with four planned endings. Early climbers get the final version free.
Later - endless winter
If the community wants it: a separate survival mode on procedurally generated valleys. The level generator already breathes.
“
I’m building this game alone, and I’d like to finish it together with the players. Early Access feels like the fairest way - support the climb, shape the game, and the final version is yours when we reach the top.