Black Tide Era: The Last Expedition BLANKACT STATUS: In development TARGET PLATFORM: Windows A ship crosses a frozen sea with a crew whose loyalties do not all align. Gather supplies, protect the voyage, and decide how much trust you can afford. The Last Expedition brings survival and hidden loyalties to the same table. Food, warmth, and the ship itself must be sustained, while personal goals make every shared decision more complicated. Release date, public testing, pricing, and store links have not been announced. English titles are working translations. https://blankact.com/games/the-last-expedition/ UPDATED: 2026-11-10 One ship against the long night. Across a frozen sea, a small crew follows a route toward a distant harbor. Keeping the ship moving is a shared necessity. What waits at the end means something different to everyone aboard. Cold, hunger, and dangerous encounters make every stop a calculation. Supplies brought back today may keep the crew alive tonight, repair a damaged hull, or buy the chance to leave tomorrow. There is rarely enough to make every choice comfortable. The greater uncertainty sits around the same table. An expedition member may be trying to reach safety, a cultist may welcome the voyage’s destruction, and an envoy may be pursuing a private mission. A familiar face is not proof of a shared allegiance. Read the day ahead. A new day brings weather, a sea event, and fresh action cards. Reassess the crew’s condition, the ship’s reserves, and the next leg of the route before committing scarce resources. The plan that worked yesterday may no longer fit today. Search beyond the deck. Explore daytime encounters, gather useful materials, and use your character’s abilities. An encounter can offer supplies, equipment, or danger. Decide what deserves space in your limited backpack and whether helping another traveler is worth spending your own cards. Choose what the night is worth. Night exploration offers another chance to change your position, with different encounters and greater pressure. Resting and venturing out have different consequences, while weather and locations can change the choice. Survival depends on judging the risk against what the crew still needs. Return, reveal, and set a course. Back aboard, anonymous contributions are revealed together. Resolve their effects, discuss public supplies, repair the ship, and divide food. Heating and sailing costs must still be met. The decision to sail carries the crew into the next stretch with the consequences of the day intact. A character is public. An allegiance is not. Your character and profession shape the abilities other players can see. Your secret identity determines the outcome you are working toward. Players can make claims, negotiate, and lie; interpreting behavior is part of the game, rather than a separate guessing round. Every supply already has another use. Food, coal, equipment, and repair materials answer different needs. Public reserves and personal backpacks create separate responsibilities. A resource spent now cannot also pay for the next emergency, so promises about future contributions matter as much as the supplies already on deck. Your cards are your room to act. Action cards, equipment, range, and character skills determine what is possible at a given moment. Spending a card to help, fight, trade, or prepare can reduce the options you hold for later. Health and carrying capacity add another layer to each decision. The crew leaves evidence, not certainty. Anonymous submissions make intentions harder to trace. A damaging result can create suspicion, while an apparent act of generosity can serve a hidden objective. Compare contributions with previous promises, visible resources, and the pressure each player faces before deciding whom to trust. Keeping the ship afloat is only part of winning. Damage to the ship threatens the whole voyage, but survival does not erase competing objectives. Different identities are judged by different victory conditions. The final question is not only whether the crew can reach the destination, but whose purpose the journey has fulfilled. Is this a fully cooperative game? The crew shares a ship and survival pressures, while secret identities create conflicting victory conditions. Cooperation can be necessary without making every player an ally. What makes each voyage different? Character abilities, hidden identities, cards, weather, and encounters combine with the decisions people make around the table. The route is only one part of the story; the crew’s changing relationships shape the rest. How does it differ from Dark Era: Development? The Last Expedition centers on a shared-ship voyage, cards, social decisions, and hidden loyalties. Dark Era: Development is a separate real-time game about governing an island, deploying heroes, and commanding a ship.