The player's sled team of five dogs in the snow outside a log cabin
Alaska homesteading & trapping

North to Nowhere

One dog, one cabin, a long winter coming. Here's the game, and every drop rate and odd in it.

The game

A year on the river, one season at a time

North to Nowhere is a cozy but hard-edged 2D homesteading game set on a remote Alaskan river. You start in spring with one dog, a small cabin and a little cash. Summer fish and fall food decide how your winter goes, and winter is when you run the trap line by foot, snow machine or dog sled.

Over the years you grow a full sled team, each dog with a name and a personality, fix up the cabin, plant a greenhouse, meet the people up and down the river, and dig into a few old stories the land is still keeping.

4 × 28seasons, days each
$500to start in spring
14named trap sites
11guns and bows
SeasonThe workWhat it sets up
SpringSell last winter's furs in town, buy staples and seeds, plant, buy puppiesCash, crops and a bigger team
SummerRun the fish wheel, dry and smoke salmon, fly fish, build and fix upDog food, your own food, a better place
FallHarvest the greenhouse, fill the root cellar, get traps readyEnough to last the winter
WinterRun the trap line, ride out storms, skin and stretch fur, ice fishPelts to sell next spring
Pictures

From the game

Straight from the game. These are the scenes behind the title screen.

Trapping

The trap line

Every trap site has its own mix of animals. Each night a set trap rolls to catch something, then rolls which animal it was, then whether that animal pulled free. Pick a trap and bait below to see the odds at every site on a winter night.

Catches is the chance something steps in tonight. Still there is the chance it didn't pull free by the time you check.

How a night is rolled

Traps

Baits

Furbearers and what their pelts fetch

Fur buyer prices before the market moves. Each year the market swings up to 15% either way, and fur sells for 20% more in spring. Deliver a certain old letter and Agnes pays 10% more for good. Prime, good and poor are summer-to-winter prices.

Weather, by season

The forecast is right 70% of the time. A storm buries a set trap 60% of the time; plain snow, 15%.

Fishing

Fishing

Four ways to fish: a fly rod at the river's good water, a handline or rod off the bank, the summer fish wheel, and holes through the winter ice.

Fly fishing: where you put the fly

Hold the fly rod at open water and choose a spot you can see. Each cast takes 20 minutes of game time. Mornings (5 to 9 am) and evenings (7 pm to midnight) fish 25% better, and bright midday (noon to 4 pm) 15% worse. Every fish a spot gives up halves its odds for the rest of the day.

A cast that doesn't catch can cost you the fly: snagged on the log, or broken off by something big.

Bank fishing

In open water from the bank. Grayling only, 20 minutes a try.

GearBite per tryWork
Handline4 s
Fishing rod3 s

The fish wheel

Built at the fish camp, it turns all summer and fills a box with salmon.

WhenSalmon a day
Peak of the run, summer day 1416
Tapering off over 12 days either sidedown to 2.4
Early kings, spring day 22 on4
Silvers, first 10 days of fall5.6

A day's haul varies up to 30% either way. Each fishing skill level adds 10%.

Ice fishing: a set line overnight

Once the river freezes, chop a hole (40 minutes with an axe, 20 with an ice chisel), bait a line with fish scraps and leave it. By morning a red flag shows if something's on. You can keep up to 4 holes open.

NightBurbotNorthern pikeNothing
Calm night
Stormy night

Ice fishing: jigging

Jig through a hole for grayling while you wait, 30 minutes a try. In a storm you need a canvas ice shelter close by.

GearGrayling per try
Handline
Fishing rod

What fish sell for

Hunting & guns

Guns, bows and big game

Every weapon shoots its own ammo. Rarer ones reach further, hit more often and jam less. The best are named, and found in the story rather than bought.

Hit is a multiplier on your chance to hit. Range is in game pixels (a tile is 16). Big game is how many hits bring down a moose, caribou or grizzly.

Will this shot land?

Your chance is 50%, plus up to 35% more the closer you are. That's multiplied by the animal and by the gun. A storm takes off 30 points and the dark takes off 20. It never drops below 5% or goes above 95%.

0%

What you'll run into on the trail

Each time you arrive in a trail area there's a 35% chance a big animal is near. Grizzlies are mostly denned up in winter: a tenth as likely.

Gold, mines & caves

Gold, the old adit and the ridge cave

Panning

Each pan takes 30 minutes and ends with a swirl. A clumsy swirl keeps half the colour; a perfect one keeps 25% extra. Odds below are for a fair swirl, with a perfect swirl in brackets.

When you get flakes: 1 flake 60% of the time, 2 flakes 32%, 3 flakes 8%. A sluice box at the bank takes up to 8 shovel loads a day.

Quartz veins

Swing a pick at a vein for chunks of gold-bearing quartz, 45 minutes a swing. Each vein gives 3 swings a season.

Each swingOld aditRidge cave
1 quartz
2 quartz
A nugget as well
Worth on average, at the assay office$13.60$15.60

In winter a grizzly dens in the back of the ridge cave. Swing a pick within 10 tiles of it and it wakes.

Caches (one time each)

WhereInside
Old adit, powder boxMiner's pick
Old adit, tin trunkAnsel's claim map, 3 gold flakes
Old adit, crateMiner's lantern
Old adit, rotted crate12 rifle cartridges, 8 shotgun shells, 4 snare wire
Old adit, sack2 gold nuggets
Old adit, crate of tins3 beans, 3 scrap metal
Old adit, coffee can6 gold flakes
Ridge cave, canvas packAnsel's journal page, 2 torches
Ridge cave, pile of stones1 large gold nugget, 2 gold nuggets
Ridge cave, tin box8 gold flakes, 12 rifle cartridges, 10 .44 cartridges
Ridge cave, sluice riffle5 gold flakes, 1 tin sheet
Rare sightings

Things people swear they've seen

The special days are fixed for each save, so everyone playing the same save sees them on the same days.

Bigfoot, the Old Man of the Willows
1 day in 20
  • Spring to fall. On his day, the first wild place you walk into has his huge tracks.
  • About 4 days a year on average (84 days × 5%).
  • Follow the tracks. He runs when he hears you, but stops to look back: that's your shot.
  • Takes 2 hits. Hit chance ×0.8 while he stands, ×0.45 while he runs. A .22 won't do it.
  • He bolts up to 6 times, then he's gone for the day.
  • There's only one. His trophy is Legendary
The lantern at the bend
1 night in 3
  • Winter nights while the river's frozen, from 7 pm.
  • A lantern on the ice that goes out when you walk toward it.
  • Tell Walt, find the old mail sack after break-up, and deliver the letter inside.
  • Your reward: the Epic Beaded Mitts, and 10% more for fur from then on.
  • After that, the lantern comes out just once more.
Old Whitefoot
7% on the trails
  • Mid-winter only, days 8 to 21.
  • At dusk, after dark, or in snow. Only 2% near home.
  • A huge pale shape watching from the trees. Get close and he's gone, leaving only tracks.
  • He can never be shot. He's a story to tell Walt.
Shops & prices

What things cost in town

What each shop sells, and what it'll pay you. The fur buyer's pelt prices are in the trapping section.

Item rarity

Common to legendary

Gear with a rarity shows it as a coloured corner on its slot: blue for rare, purple for epic, orange for legendary. Rarest first is also the order the game picks your gun when you click big game without one in hand.