Don't Get Left Behind
Six near-strangers push through a city erased by sudden rain and thunderless lightning. Trust is thin; urgency loud. “Stay together,” Catherina says, as they stitch dash-to-dash from awning to bus stop, scavenging water, bars, ponchos. David peels off—swallowed by the storm. Michelle cracks a shop, patches a shoe: “Replenish. Carry light.” A lamp bursts white; someone is gone. Catherina leads, the rest follow—running on nerve and inches toward a tunnel’s faint glow.
“Don’t Get Left Behind” is both the story’s survival law and the game’s prime directive: when crisis hits, you move as one, travel light, and decide fast—hesitation isolates you. It’s a warning and a win condition in one: stay together, act, choose… or the storm (and the rules) will choose for you.
During a sudden, thunderless storm, six uneasy allies race across a shuttered city—scavenging, shedding weight, and naming a leader. Fear thins their ranks; only grit and hard choices keep you from being the one left behind.