Expeditions
Food Devils turn limits & reinforcements
Choose Forgiving Round Limits before your next Food Devils expedition if the timer is cutting runs short. The developer says you can enable it before each trip without a drawback. It changes the pressure from rounds; it is not a promise to repair an expedition that has already ended.
During an encounter, read the objective at the top of the screen beside the counter. Keeping the party alive does not, by itself, complete every objective.
On this page
Identify a counter loss before changing your tactics
In the October discussion, a player described losing a run with one enemy still alive when the round limit ran out. In an older June discussion, another player checked their recording and corrected a suspected Hunt bug: they had also run out of time.
Those reports explain why “I was winning the fight” and “I completed the encounter” can lead to different results. Check the displayed objective and remaining rounds before spending your last actions.
- Enemy still alive: read whether defeating enemies is actually the current objective.
- Gather or another interaction: plan the required action and access to its tile, rather than only damage.
- Party is collapsing before the deadline: also check Calories, Hunger and your preparation; extra time does not supply a missing resource plan.
The June report is an explanation of that player’s old run, not a complete ruleset for every current Hunt or Gather map.
Set the next expedition’s round allowance
- Return to the restaurant and prepare the next expedition.
- Before departing, choose Forgiving Round Limits if you want more leeway.
- Keep the selected Master Rule and party in mind; this option does not replace their conditions.
- When the next encounter begins, locate its objective and counter immediately.
The developer’s October reply says the option has no drawback. The source does not give one universal number of additional rounds, so this guide does not assign a bonus turn count or claim a mid-encounter toggle.
Use the warning time for reinforcements
The developer explains that reinforcements appear at the start of the player phase and are scheduled so that you have at least two rounds to adapt; they are not supposed to arrive on the final turn.
When a wave appears, reassess the objective and the actions available to your party. Avoid using every nearby human simply to supply Calories if doing so leaves nobody able to complete the remaining task. Which unit should move or attack depends on your actual map and rule.
If your experience differs from the stated timing, record the Demo version, encounter objective, round counter and the moment the wave appeared. The developer directs Demo bug reports to F9. A report with that sequence is more useful than assuming every wave or timer is defective.
Why clearing the map may—or may not—finish DEFEND
The July 31 v0.4.0 changelog added an early finish for DEFEND when every enemy has been defeated and no additional reinforcements are scheduled. Both conditions matter.
A presently empty map is therefore different from a completed defence with no later waves. Read the current encounter’s instructions and counter. This dated change should not be stretched into a promise that every objective ends when the last visible enemy falls.
You have the next attempt set up when…
You know why the previous encounter ended, have chosen the next trip’s round-limit option, and can find the current objective and counter before committing the party’s actions. If Calories are the limiting factor, fix that plan separately.
Sources & version
October round-counter discussion, including all developer replies: Forgiving Round Limits and reinforcement timing. June frustration thread: the player’s later recording check. July 31 v0.4.0 notes: DEFEND’s early-finish condition. June developer reply: objective location. Exact current map solutions have not been tested here.