An expedition, one decision at a time

Beneath the Pines

A 2D expedition strategy game about planning a route, managing limited resources, and adapting to the trail.

In Development

Try Deadfall, a playable standalone prototype developed from this expedition’s traversal mechanics.

Beneath the Pines gameplay and expedition interface
A look at the expedition in development.

Gameplay overview

Plan ahead. Adapt to the trail.

Inspired by real backpacking and backcountry experiences across Ontario, Beneath the Pines asks you to make decisions throughout an expedition.

Travel through branching routes while managing daylight, stamina, equipment, weather, food, water, and changing trail conditions.

Screenshot gallery

Full expedition gameplay screenshot
Expedition gameplay · Open full size
Temporary placeholder

More expedition screenshots

Temporary placeholder — additional gameplay screenshots will be added here.

Featured prototype

Beneath the Pines: Deadfall

Deadfall gameplay showing a cleared branch, a route across a fallen tree, and resource totals
A cleared route across the fallen tree, with time, stamina, and cuts tracked. Open full size ↗

A standalone playable, top-down puzzle prototype developed from Beneath the Pines.

Deadfall explores fallen-tree traversal, branch cutting, route choices, and resource management. Find a way through while managing the time and stamina spent clearing the trail.

Development

Designing and building the expedition

I am responsible for the game's design, programming, system architecture, UI implementation, testing, and ongoing development.

Engineering

Systems currently implemented

World Generation

Seeded expedition generation with persistent encounter state so locations remain consistent throughout a run.

Encounter System

Multi-step encounters with player decisions, equipment checks, consequences, and persistent world changes.

Player Systems

Equipment, weather, objectives, resources, route traversal, journal information, and expedition state.

Grid Puzzles

Interactive traversal puzzles with path validation, removable obstacles, equipment interactions, and persistent environmental changes.

Testing

Core puzzle logic is separated from presentation and tested using repeatable scenarios including blocked paths and obstacle removal.

Architecture

Data-driven Unity architecture using ScriptableObjects alongside separate runtime state and gameplay systems.

Technology

Built with

Unity 6C#ScriptableObjectsGitGitHubAutomated TestingSystems Design

Currently in development

The current focus is integrating interactive traversal puzzles into the main expedition encounter system and connecting player decisions to daylight, stamina, equipment, and persistent world state.