A game about surviving the United States Air Force Academy. You start on the footprints. The goal is to graduate. It is not a documentary and it is not a recruiting tool.
Four years. Every morning is something you have to do. Every evening is one slot, and the gym, the library and your boots all want it. Your stats are the three real ones — MPA, GPA, PFA — and they are in tension on purpose, because they were.
Somewhere in there you will have to go into the Commandant's Zoo, which is what the inside of his head looks like, and it looks like a zoo, and you are one of the exhibits.
The one who was promised something
A grown man in a polo shirt told you this would be mostly football. He was not lying, exactly. He was recruiting.
IC privileges. You will miss things. Statistically, some of them are bad things.
The one who read ahead
You have read the entire course catalog. Twice. You have not read the paragraph about the mile run, because it is one sentence long and you assumed it was a typo.
You usually already know the answer. Producing it out loud, at attention, remains unsolved.
The one who brought his own rucksack
Nobody asked you to bring your own rucksack. You brought it anyway, pre-loaded, because you wanted them to know. They know. It is not helping.
You have watched every documentary. You are about to learn the difference between watching and doing.
Release 1 is I-Day and Basic Cadet Training — the bus, the footprints, the seven responses, Jacks Valley, the hail, and the Acceptance Parade. Doolie year, the Commandant's Zoo and Recognition are being built next; the game tells you plainly when you reach the end of what exists rather than dead-ending you.
Written for people who were there. If a detail is wrong, it is wrong because I was not — say so and it gets fixed.
No account. No email. Your run lives in a cookie on this device and nowhere else.