UPDATEDSurvival
FOOTHOLD
Harvest one amber block in an endless void; every floor you stand on, you placed.
What it is
one block, then yours
A side-on survival game that begins as one amber block in an endless void, with no ground anywhere and none ever made. Click the block and it hands you another, from a drop table that shifts through ten phases, Crumb to Keep, at its own pace; the block has no upgrades and never gets stronger. Every block you place has to touch one already there, so each floor, ladder and wall grows out of what you built. Past that come tools, trees and crops, water and lava, nights with shades in them, rooms that call settlers in by balloon, and six monuments; further on, a chisel for stone, six pigments to paint with, flowers, cloth, lanterns and banners, materials only the high cold makes, relics to set on plinths, and settlers who each ask for something built, then, once one of their requests is met, a request for the day, the same build for every player. At Keep the source rests and keeps giving, and the story ends in what you build. Nothing but you ever removes a block you placed.
How to play
Controls, then the numbers that matter
Fall 26 tiles below the source row and you wake on your bed, an intact hearth or the source. The void keeps every block and material you were carrying; tools, buckets, relics and briefs stay with you, chests keep what is in them, and the world is untouched. Die any other way and your bag waits where you fell, as one bundle: walk into it to take everything back.
The first time each phase begins, the source hands over a chest and a gift: a bucket of water and an empty bucket at Thaw (no sooner than 115 harvests and the third dawn), a bucket of lava at Ember (no sooner than 160 harvests and the fourth dawn). That lava is all there will ever be: a door will not shut on it, and if the void would take it, it goes back into a bucket.
A room calls a settler when it is closed, 60 tiles or fewer, with a back wall on every tile, a door, a bed, a floor to stand on and a light near the bed. A balloon comes 45 seconds later: a trader first (it buys seeds, and up to 64 blocks a day), then a farmer, then a mason. Right-click a bed you can wake on and, until its room counts, it names the first thing the room lacks.
Every settler living in a room asks for something built each dawn, a new shape each time and somewhere new (a build you already made will not do twice), until it has asked for all it wanted; a paper mark hangs over a settler with a request. Take it and a Brief goes in your bag: build it anywhere, stand on or in it, and select the Brief and click, or press Present here in the bag. Short of it, you are told the first thing missing; met, the pay waits with the settler and the line goes in the Ledger on the Esc menu. A settler's panel also says what it would still like in its room, and one with nothing left to ask offers extra deals.
A day lasts 300 seconds and a night 180. At night shades rise from your own dark blocks 8 to 40 tiles away, never on a block within 8 tiles of where you would wake, and dawn burns the ones under open sky. They never break a block: light them out, wall them out, or carry a sword.
Saplings become trees in 90 to 180 seconds. Crops take 40 seconds a stage, twice as fast within 4 tiles of water, and from 50 tiles above the source they grow twice as fast again and yield double. Rain collectors fill only from 30 tiles up, and past 40 the wind pushes you. While you are away, saplings, crops, flowers and rain collectors go on growing for up to eight hours, and when you come back the game says what grew.
The Make list starts empty and grows from what you pick up: a recipe appears once you have held any one of its ingredients, and the rarer ones (the chisel, cloth, lanterns, pigments, the cold-made materials and the like) once you have held all of them. Cob is the first thing you can make.
The void is not as empty as it looks. Now and then the source beats twice and the next harvest brings something with it; things drift past, the first of them slowly along your own row; a bird visits the highest thing you built, moths find your lights at night, fireflies rise from what you planted, and a falling star can be caught on something tall. Every world has a tune of its own.
Once you have met a settler's request, each day (Taipei time) puts a request for the day in your bag: one build, the same for every player that day, from a tower, an arch, a stair, a lit floor below the source, a landing, a garden or an orchard. Meet it that day or the next, somewhere new as with a settler's; its pay comes straight to you, a day missed costs nothing, and The day on the Esc menu lists the newest 14 you met.
Trophies
76 trophies
Sign in and the ones you earn light up here and on your account.
Phases
- A later phase of the source (hidden until you find it)
- A later phase of the source (hidden until you find it)
- A later phase of the source (hidden until you find it)
- A later phase of the source (hidden until you find it)
- A later phase of the source (hidden until you find it)
- A later phase of the source (hidden until you find it)
- A later phase of the source (hidden until you find it)
- A later phase of the source (hidden until you find it)
- A later phase of the source (hidden until you find it)
Goals
- Your first block, placed
- A platform of 10
- A workbench
- A tree you planted
- 20 tiles above the source
- A room that counts
- A crop you grew, harvested
- Two settlers under your roofs
- A flower in bloom
- Three requests met
- A settler moved in
- Trader, farmer and mason home
- A request met
- A field of six crops
- 12 tiles out from the source
- A post four tall
- A roof over your head
- A stair six steps high
- A lookout above the source
- A bridge between towers
- A walkway lit end to end
- A platform of 100
- 60 tiles above the source
- 20 tiles below the source
- A wall at your back
- A stone pick
- An ore pick
- A bed to wake in
- A chest with something in it
- Cobblestone, worked out
- A block of obsidian
- Something glowing in the dark
- Water from a rain collector
- Caught out of the void
- A relic
- A trade
- Survived a night
- A lighthouse
- A bell tower
- A greenhouse dome
- A hearth
- A causeway
- A postcard
Further
- A column you carved
- A tree with pale bark
- A tree with dark bark
- A room in colour
- Stone gone green
- A relic on a plinth
- Every relic you can find
- The star that does not move
- Snow in your hands
- A pane of skyglass
- A request met for every settler
- A settler glad of its room
- A reliquary
- An archivist under your roof
The day
- A request for the day, met
- Requests for the day met on 7 days
- Requests for the day met on 30 days
- Requests for the day, 3 days running
Books
- The trader asked for all it wanted
- The farmer asked for all it wanted
- The mason asked for all it wanted
- The archivist asked for all it wanted
Keepsakes
- Not on any list (hidden until you find it)
- Not on any list (hidden until you find it)
What players say
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From the changelog
What changed
StuStudios 2.2
- Once you have met a settler’s request, FOOTHOLD puts a request for the day in your bag, the same build for every player, and coming back tells you what grew while you were away.
FOOTHOLD went up on the arcade
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