Survival Docs
Economy

Host Services

Special operations the Host can perform when players spend Audience Credits.

Host Services

Spend Audience Credits to have the Host intervene on the island. These can change the course of a game.

Executioner (50 credits)

Deploys in three stages:

  1. Turn 1: The Host announces a helicopter is flying over the island.
  2. Turn 2: The Host announces the Executioner has landed (tile not specified publicly).
  3. Turn 3+: The Executioner appears in the requested tile as a player with Armor, a Scythe, and 12/12 energy. It attacks with the Scythe whenever other players are in its tile. When the tile empties, it's removed.

The Executioner's items can't be stolen while it's alive. Killing it is the only way to get a Scythe. It can prioritize hitting real players over replicas.

Two main uses: push an enemy into the Executioner's tile for a kill, or prepare to kill the Executioner yourself and take its gear.

Snitch Cell (10 credits)

All players on the requested tile are revealed publicly on the next map broadcast. Useful for exposing hidden enemies or confirming whether a tile is occupied. Mercenaries often use this to stir up conflict, but anyone can.

Tile Swap (35 credits)

Swap two tiles on the map. Neither can be a Collapsing Tile. If two swaps target the same tile in one turn, the destination is chosen randomly. Water tiles can be swapped as long as they're not adjacent to non-collapsing tiles.

Move danger away from you, bring enemies closer to your traps, or relocate items across the island.

Barrier (25 credits)

Create a barrier between two tiles (neither can be a Collapsing Tile). The barrier blocks movement until destroyed. It takes 2 hits of any intensity to break. Explosions or Fire in the separated tiles also destroy it.

Trap enemies in dangerous areas, or create a perimeter around yourself so you'll know if someone breaks through.

Fire (30 credits)

Set a tile ablaze. Occupants lose 1 energy per turn they remain (starting the turn after it's created). Passing through a burning tile instantly costs 1 energy, plus the end-of-turn burn if you stay. Fire goes out after a full turn passes with nobody being burned twice in a row. Fires don't stack.

Good for area denial. Rarely lethal on its own, but effective at forcing movement or punishing players who are already low.

Poison Gas (25 credits)

Poisons all players on the requested tile. Poisoned players lose 2 energy per action for 3 actions, or until they recover energy. Poison doesn't stack. Doubled actions cost 4 energy while poisoned, even without enhancement.

Forces enemies to waste turns recovering. Meanwhile, you're free to do other things.

Lightning Strike (40 credits)

Instantly kills every player on the island with exactly 1 energy remaining.

If you know or suspect someone is barely alive, this finishes them off before they can recover.

Mutation (35 credits)

Reanimate a dead player's body on the tile where they died (if it hasn't collapsed). The Mutation has 99 energy. If other players are in its tile, it throws a powered punch for 4 damage. Otherwise, it moves toward the nearest tile with the most players.

The only reliable ways to kill a Mutation are Collapsing Tiles and the Scythe. Make sure you know where the body will rise and that it's far enough from you to not be a problem.

Host Edict 47.f (15 credits)

Subtract 30 Audience Credits from a specific player. Doesn't prevent them from spending credits in the same turn it's applied.

Useful for shutting down a player who's about to do something expensive, especially in the late game.

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