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Three shadowy, smoke-like figures lean over a moss-covered boulder heaped with gold coins in a dark pine forest at dusk, twisted trunks all around and a last light behind the trees.
Announced

The Bandits of Trollskogen

Find the lost traveller and get her home before the sun touches the tree line. In Trollskogen the light is the clock, and the old rules still hold.

About the game

The sun is already low over Trollskogen, and somewhere past the fork a traveller is waiting with a sore ankle and no way home. You have eight minutes of light. At the camp gate the keeper repeats the forest's three laws: do not take what is not yours, do not name what has no human name, and do not stay after the sun reaches the tree line.

This is eighteenth-century Sweden, at the edge of the kingdom's most feared forest: immense pine columns, granite under moss and needles, and a working charcoal camp near the village of Skogsryd. You and your partner are a hired forest-edge crew. The traveller is a living stranger who can walk if you keep to firm ground. And at twilight, Viktor's cursed band of seven still drifts between the trees, a tragic presence you can watch but never fight.

At the fork you weigh a high granite ledge against a low hollow, and you read the forest rather than a map. A faded chalk circle crossed by one stroke warns that they are close. A dark band low on the stones and shallow mud say the lower path is wet and slow. Two small birds settling on the ledge confirm dry footing. Reach the clearing, spend thirty seconds helping the traveller to her feet, then lead her home one stretch at a time, choosing firm ground or the hollow and calling a short wait when you need one.

Then she asks for one more thing: "My letters are in the hollow. Please bring them if the light allows." Now the sun is the puzzle. The firm return takes about three minutes; the hollow takes about five, plus the letters. Stay together and pay in daylight, or split up so one of you escorts her while the other runs the hollow, and meet again at the fork. Knowing when to leave is a skill, not a failure to finish a checklist.

The first release is one complete outing for one or two players, fully playable solo: one camp, one fixed fork with two branches, one traveller, one satchel of family letters, four landmarks and three families of signs, on keyboard and mouse or touch. No voice chat is needed; a small preset communication wheel and pings do the talking. There is no combat, no weapons, no loot and no troll boss.

There is no currency or collection loop. The debrief reports the traveller, the letters and your crew, with the route and the time you used, and thanks you for the rescue even if the letters stay behind. Stay for a twelve-second twilight from the safety of camp, where seven distant shadows appear and count, then go again with your jobs swapped and a different plan for the way home.

The game is set in the world of The Bandits of Trollskogen, the Greenlight Publishing novel by Hallvarður Grímsson, in which a cartographer sent to map the forest in 1787 finds that its twilight shadows are a bandit gang cursed to count phantom gold they can never hold. The three laws, the warning sign and Viktor's silent band carry over; the crew, the traveller and her letters are new.

The Bandits of Trollskogen is a finished game design, announced for Roblox and waiting for its build.

Gallery

  • From the Greenlight film project: the mapmaker's study

  • From the Greenlight film project: title card

  • From the Greenlight film project: poster