Map

Survival Log City Locations

Learn the stops that feed stockpile theses, not tourist wandering.

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City Locations Guide

City locations in Survival Log matter because travel time is a hidden tax on Planning Points. This page categorizes practical stops and shows how to chain them into boring, reliable circuits for the Steam demo.

Essential stop categories

Build a home circuit

Pick the smallest loop that can finish a Tier 0 or Tier 1 thesis from Priority Checklist. Boredom is success. Expand only after Getting Started basics exist.

Chaining rules

End heavy routes near your storage entrance defined in Floor Layout. Do not finish at a distant vanity shop when cans are full. Worker hauls from Worker still need smart endings. College Student loops from College Student should stay shorter.

Time-of-day awareness

Locations change meaning at dusk under Exploration Risk. A safe morning grocery can be a foolish night souvenir run. Defense readiness at home from How to Defend beats one more aisle.

Drone trade geography

Know where mid-run logistics fantasies intersect your circuit, but keep stockpile skill honest via How to Stockpile. Drones patch; circuits feed.

Planning tools

Name the stop list inside Day Planner and the items inside Stockpile Planner. If the stop list is longer than the thesis, cut stops.

Demo exercises

Day 1 map: only water/food stops. Day 2 map: add hardware. Day 3 map: add furniture storage only if tiers allow. Compare stamina leftovers with Hunger, Stamina, and Morale. Note patch route changes in Updates Hub.

Toward release

When the 2026-08-12 release densifies the city, keep category thinking. New icons still must answer which stockpile or safehouse problem they solve, or they are sightseeing.

Takeaway for City Locations Guide

Before you close this map page (map/city-locations), write one Steam-demo action that only this article justifies. Spend Planning Points on that action alone, then score dusk by meters and doors. If Midnight Workshop or Lilith Games patch the related system, re-open this URL first — not a random sibling — so the lesson stays attached to City Locations Guide instead of dissolving into generic prep advice.

Depth pass for City Locations Guide

Players open City Locations Guide when a specific failure shows up in the Steam demo — not when they want another generic pep talk. Name the failure in one sentence tied to map/city-locations: empty water, dark fridge, broken door, late dusk return, or a Planning Points day with no thesis. Midnight Workshop and Lilith Games will keep tuning the map layer toward the 2026-08-12 release; your job is to re-test the same failure after each patch instead of hopping guides. Use sibling hubs only after you can describe what this page already asked you to do. If you cannot, reread the sections above and run a half-day lab before spending a full Planning Points budget.

Session card: map/city-locations

  1. Write the City Locations Guide outcome before unpause.
  2. Protect Tier 0 water and calorie buffers even when this page tempts a specialty chore.
  3. Keep one path clear for traps and boarding even while rearranging storage.
  4. At dusk, score meters and door integrity, then decide whether map/city-locations needs a second lab day.
  5. Bookmark Demo Update if a patch touched the systems named here.

Why City Locations Guide is not interchangeable

Other wiki pages can mention the same nouns — safehouse, power, stockpile — yet City Locations Guide owns a different decision order. Stealing a thesis from a sibling page mid-day is how quiet runs die. Stay inside this article’s order until the demo proves the failure mode is gone. Then graduate to a linked guide with a new thesis, not a pile of half-finished chores. That discipline travels from the live demo into the full Survival Log release window without depending on spoilers.

Final check for City Locations Guide (map/city-locations): if today’s note does not mention a concrete map action, you skimmed instead of practiced.

FAQ

Frequently Asked Questions

Quick answers to the most common survivor questions.

Do I need every location?

No. You need a circuit that completes your current tier thesis.

What is the first circuit?

Water and calories, home. Then boards and fuel.

Should I scout widely on day one?

Light scouting is fine; shopping tourism is not.

How do roles change locations?

They change trip count and comfort, not which categories matter.

Next page?

Exploration Risk.