An expedition into the unknown

The map is yours.
The certainty isn’t.

Take command with the maps, reports and knowledge available at the time. Make a plan. Send a party. Wait for the world to answer.

First scenario / Franklin expedition

The Abandonment, 1848.

Prototype in development
REXPEDIT development screenshot showing the expedition’s reconstructed 1846 voyage on the historical chart, with an evidence panel and timeline
From the working REXPEDIT prototype · historical briefingDevelopment image. Interface and rules may change.

Command from inside the story.

You are physically present with one expedition party. Other parties travel beyond your sight. Their reports can be delayed, their estimates wrong, and their return uncertain.

The map is where your beliefs accumulate: routes, camps, caches, corrections, warnings and places where someone should have been by now. By the end, the chart tells the story of your decisions.

History sets the starting point.

The first scenario begins with the Franklin expedition’s abandonment of its ships in 1848. The design asks what might follow from different decisions, with consequences emerging from the simulation.

The same work that makes the public atlas possible provides the game’s map: period coastlines, period names, and uncertainty that belongs to the chart. Later knowledge must be identified before it can be hidden from the player.

The game is actively being developed in a separate project. This page is a window into that work; a playable release and public demo date haven’t been announced.
Explore the chart behind the game

Study what you know

Read a chart that carries the limits of its time.

Commit to a decision

Give orders, choose routes and allocate scarce resources.

Live with the delay

Let time pass, receive reports and revise your beliefs.