Training

Pressure-test your real evacuation plan before you need it.

Your town. Your route. Your scenario. Nine training missions that run on the corridor you actually plan to use, with real scene imagery, real audio narration, and your own supply caches showing up as in-game resources.

Free: one demo mission, full experience · Plus: unlimited missions on your own routes

Turn 04 · Civil Unrest

32% along route

Oak St Bridge

Narrator audio ready

Three pickup trucks are parked across the bridge, hazard lights still running.

Vigilante block

Five men in plate carriers with shotguns loose in their hands. A hand-painted sign reads LOCALS ONLY. The nearest one glances at your plates and starts walking over.

  • AWait in line and cooperate fully — say where you’re going
  • BU-turn while there’s room and look for an alternate crossing
  • CQuietly stash anything sensitive under the seat, then approach
  • DKeep rolling up and read their mood as you get closer

Water

72

Food

68

Fuel

54

Med

80

Why this is different

Not a scenario. Your scenario.

Most prep content is generic — checklists, YouTube walkthroughs, tabletop exercises on someone else’s map. Training runs on the route you saved, through the towns you’ll actually drive, with the caches you actually placed. The product makes your real prep work pay off inside the simulation — and exposes the gaps before a real event does.

Real route

Your saved PACE routes (primary, alternative, contingency, emergency) are snapshotted at mission start. The map shows every variant; a position marker moves as you play.

Real place

Scene imagery is generated against a Street View reference of the actual location on your corridor. The bridge in the scene is the bridge you drive.

Real caches

Supply caches you placed on Routes or Intel appear as in-game resource points — with your own labels and notes. Pass one and you can resupply.

Scenarios

Nine scenarios. Laddered by consequence.

Each scenario has its own mechanics — resource drain multipliers, passive health loss, movement speed, starting supplies, turn cap. Hurricane is the baseline drive. EMP forces foot travel. Nuclear layers acute radiation on top of everything. Beat one to unlock the next.

Hurricane

L1

Predictable weather. Six-hour window. Traffic is already crawling.

Grid Failure

L2

Pumps are dark. You started with less fuel than normal and nothing refills it.

Chemical Attack

L3

Plume edges graze the corridor. PPE and medical wear down fast.

Dirty Bomb

L4

Radiological particulates drift along the route. Every turn ticks your dose up.

Civil Unrest

L5

Hostile humans make every checkpoint a gamble. Supplies bleed faster.

Martial Law

L6

Fixed checkpoints slow every mile. Paperwork, patience, fuel — all burned.

Terrorist Attack

L7

Coordinated chaos. Routes shift hour to hour. Stress and injuries compound.

EMP

L8

Modern vehicles dead. Progress is foot-speed. Every mile is calories and daylight.

Nuclear Attack

L9

Acute fallout. Every turn outside shelter costs you real health.

What’s inside a mission

Built to feel real. Engineered to teach.

Real map, real route

The mission runs on your saved evacuation route — real bridges, real towns, real choke points. A live position marker moves along the corridor as you make decisions. Primary, alternative, contingency, and emergency variants are all visible on the map.

Real scene imagery

Hero art for each turn is generated against a Street View reference of the actual spot in your route. A National Guard checkpoint on a bridge you already know. A vigilante block at the intersection you drive every day.

Real audio narration

Every turn is narrated by a calm, measured voice. Listen while you think. No synthetic-sounding tail-end; audio is cached so replays are instant.

Your caches, in the game

Supply caches you placed on Routes or Intel show up as in-game resource points — with your own labels and notes. Your real prep work pays off inside the simulation.

Branching moral weight

Nine scenario-tailored opening choice sets. Six checkpoint variants weighted per scenario. Moral interludes mid-route. No two missions play the same way twice.

Per-scenario consequences

Resource drain, passive health loss, and movement speed are tuned per scenario. EMP forces foot travel. Nuclear layers acute radiation. Hurricane is the baseline; nuclear is the wall.

The mission map

Every variant visible. Every decision mapped.

The mission map shows your primary, alternative, contingency, and emergency routes — not just the one you started on. Take a detour and the position marker follows you onto a different variant.

Infrastructure points, known choke points, violence-tier overlays, and your own caches — all snapshotted at mission start so the simulation is frozen to the world you planned against.

Mission map showing PACE route variants with hazard overlays and infrastructure markers — the same data the mission snapshots at start.
Private markers and caches plotted along the route — the same resources that become in-game supply points during a mission.

Your caches, in the game

The prep you already did, paying off.

Every supply cache you placed on Routes or Intel — with your own label and notes — shows up as an in-game resource point. Pass one, and you can stop to resupply. Forget to place them, and you’ll notice around turn twelve.

In harder scenarios, personal caches are the only reliable way to top off water, food, fuel, or medical. Training is calibrated to reward the planner who actually did the work.

After the mission

The AAR is where the learning lives.

Every mission ends with an after-action report written both as a game recap and as a straight-faced training debrief. What worked, what cost you, and what to add to the bag.

01

Decisions, logged

Every choice and every cost is recorded. The AAR shows exactly where you burned resources you did not need to — or saved them when you should have pushed.

02

Gaps, surfaced

If you ran out of fuel at mile 28, the after-action report tells you. If your medical stockpile was empty before the checkpoint violence started, it tells you that too.

03

Next mission, harder

Beat hurricane and grid failure unlocks. Beat grid and chemical unlocks. Nine levels of escalating difficulty, each one calibrated to the last.

How to play

Start with the demo. Upgrade when it hits home.

Free demo mission

No card

$0

  • One pre-curated Charlotte → Blue Ridge mission
  • All nine scenarios playable on the demo route
  • Full scene imagery + audio narration
  • Interactive map, AAR, and scoring
Start free

Plus

Unlimited missions

$12/mo

  • Unlimited missions on your own saved routes
  • Your supply caches as in-game resources
  • All nine scenarios, unlimited missions
  • Every Plus feature across Intel, Routes, and Podcast
Run it on your real route

Prep, then run the mission.

The bag is only as good as the plan. The plan is only as good as the last time it was tested. Start with the demo — then run the real one.