What the demo gives you
The demo opens in a cold cabin with no food. The car is in the garage with parts lying around it. The garage is not a menu: every part is a physical object you can pick up, carry and install. The latest demo patch also puts a radiator at the spawn point, and groups of 2–4 players get revival kits in the starting garage.
The parts checklist
| Part | Where to look | Why it matters |
|---|---|---|
| Battery | Garage / workshop shelf | Starts the car; runs the heater. If it is dead, the car will not start. |
| Radiator | Spawn point / engine bay / garage | Cools the engine. A missing radiator causes overheating. |
| Engine oil | Engine bay / garage | Lubricates the engine; check the oil level before driving. |
| Winter tires | Garage / around the car | Grip on snow and ice. Summer tires are a bad idea in the Arctic. |
| Doors | Around the car / garage | A door is not cosmetic: it keeps the cold out and the car usable. |
| Steering wheel | Garage / car | You cannot drive without it. |
| Heater | Dashboard / car | Raises body temperature; runs off the battery. |
The order that works
- Battery first. Without it, you cannot start the car or run the heater.
- Radiator and oil second. Start the engine only after the cooling system and oil are in.
- Tires third. Fit winter tires before you hit the ice; check the rear pair.
- Doors and steering wheel fourth. A door may look optional until the cold meter drops.
- Heater on, then load the car. Warm up, turn the heater off when you stop, and save the battery for the next start.
The community playthrough shows the engine bay at 2:01, the radiator at 2:18, the battery at 2:21, tires at 2:36, a winter tire at 6:26, battery conservation at 9:33, and the engine overheating at 16:41 after a missing radiator. That is a useful warning: the car can drive for a while and then overheat far from the garage.
The engine bay, in plain language
- Oil level — there is an oil level readout in the engine bay. If it is low, add oil before a long drive.
- Radiator / coolant — if the radiator is missing, the engine temperature climbs. Stop before it cooks.
- Battery — the battery starts the car and powers the heater. If the car clicks instead of starting, the battery is the first suspect.
- Temperature gauge — watch it while driving. A rising gauge means stop and check the radiator/coolant.
What to take before you leave
- Food and drink — the cabin starts with almost nothing; take the soda/water and any food you find.
- Clothes — warm clothes slow the cold meter.
- Jerry cans — fuel is the real currency; take every can you can carry.
- Repair kit — a good repair kit is worth its scrap; craft one at the first bench.
- Backpack — adds a couple of carry slots, but the car is still your main storage.

Common starting mistakes
- Driving with no radiator — the engine overheats; the repair can cost more than the trip.
- Leaving the heater on — the battery drains and the car will not start.
- Filling the car with heavy junk — weight burns fuel; recycle the junk at the first bench.
- Going off-road early — the snow hides rocks; you can get stuck with no unstuck button.
- Skipping the cabin loot — food and clothes are free and you will need them.