More indie games

SKOS: 13.86 makes the Chernobyl raid the supply line for a medieval survival game

4 min read

A squad of stalkers walks into an anomaly and comes out in the 14th century. The medieval world is where they now live; the Zone still opens rifts and drags them back to Pripyat for loot. Two worlds, two rulebooks, one squad carrying things between them.

Two eras, one squad, and a rift that picks the moment

You are stalkers on your first push into the epicentre of the reactor explosion. Somewhere in the Exclusion Zone you find an anomaly nobody has catalogued, there is a flash, and the squad lands in the brutal middle of the 14th century — feudal wars, cold steel and medieval filth. The Zone does not consider the matter closed. Every so often it tears a rift open and pulls the whole squad back to Pripyat for a raid on Soviet loot, then you carry whatever survived the trip back into a century that has never seen it.

What makes that structure unusual is which half is the home. In almost every extraction game the raid is the game and the base is a menu you click through between runs. Here the base is an entire century with its own politics, and the raid is the supply line feeding it. Pripyat is where risk gets priced; the Middle Ages is where the things you dragged out of it have to actually be worth something.

The verbs are scavenge, haul, craft and negotiate, in that order. Your squad starts completely unready and every scrap is worth its weight in gold. Groups that keep surviving raids unlock blueprints and start crafting the equipment they actually wanted. But the developers are clear that modern weapons alone will not bend this world — medieval settlements are crowded with hundreds of residents living by their own laws, so you forge alliances with some clans, doom others, and learn which nobles need trust and which need fear.

Co-op is the other half of the pitch, solo or squadded up. The era gap is a natural asymmetry: one of you is catching arrows with your face while the other panics trying to find ammunition for a rifle that will not exist for six hundred years. Two rulebooks in one session is a good source of the kind of trouble players tell each other about afterwards.

Why both halves have to be real

How to combine video game genres is the load-bearing reference. The argument there is that a mash-up does not work because you poured two genres into one game — it works when each genre has a job to do, both point at the same focus, and each earns its place. SKOS: 13.86 has an unusually clean answer available: the shooter half generates scarcity and the medieval half spends it. The failure mode is just as clean, and it is what to watch for. If Pripyat becomes a loot faucet, or the 14th century becomes a hub with vendors, the seam shows immediately.

Why Metro Exodus is so immersive covers the raid half in detail: physical menus, scavenged upgrades, gear you maintain by hand, supplies kept deliberately thin. That game had to work to make ammunition feel precious. This premise gets it for free — a magazine of 5.45 in a world of fourteenth-century blacksmiths is genuinely irreplaceable, and the scarcity is a fact of the fiction rather than a number someone tuned. The catch is that free scarcity only pays off if the maintenance, the carrying and the choosing are modelled with the same care.

The genius AI behind The Sims is the one to read before believing the settlement claim. Hundreds of residents living by their own laws is a simulation promise, and the lesson from The Sims is that households read as alive because of needs, scored options and tuned curves — plus a firm refusal to simulate everything. Legibility beats fidelity. If a player can watch a clan and correctly guess why it did what it did, the alliances and betrayals become a system to play against instead of a menu of outcomes.

What you actually get

SKOS: 13.86 is developed and self-published by [Based Paw Crew](https://www.youtube.com/@skos_13.86), listed under Action, Adventure and Indie, and coming to Windows. Steam gives no date beyond coming soon. It is single-player and online co-op, with partial controller support including DualShock and DualSense, and Family Sharing enabled.

The scope is the honest concern. Two fully built worlds, a crafting tree, a raid loop and a clan-politics layer is a lot of game for a team whose public presence is a YouTube channel. Which of those four is actually load-bearing is the thing worth learning from the next update, because a version of this that ships with three of them working properly would still be more interesting than most extraction shooters.

If the appeal is a pitch built from two halves that both have to hold up, Monster Fantasy is the sibling — Monster Hunter meets Animal Crossing, with the same structural bet that neither side can be decoration for the other.