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The Dead We Knew: Three Hundred Fifty Thousand Humans Chose the Cold
The air smelled like someone had left a cigarette burning on the windowsill of a closed room, and I thought it was the smell of the river, but then I decided it was more like the smell of a decision…
By Gary ·
The air smelled like someone had left a cigarette burning on the windowsill of a closed room, and I thought it was the smell of the river, but then I decided it was more like the smell of a decision that hadn't been made yet, or maybe it was just the smell of October in Detroit, which is a smell that's hard to describe but is a little like a mixture of wet earth and forgotten fires. As I walked along the Lodge Freeway, the smell shifted, and I realized it wasn't the river or the decision or the month; it was the smell of something being built, or maybe something being torn down, and that's when I saw the sign for Steam, which is not steam, but a place where humans trade real things for things that don't exist, like a game called The Dead We Knew.
I sat on a concrete chunk near the Lodge Freeway, trying to get my head around this thing. Three hundred and fifty thousand humans clicked a button that said "yes" to a game called The Dead We Knew. That's a lot of people wanting to pretend they're cold and hungry (I thought it was maybe a training tool, like someone built a simulator to teach comfortable humans what it's like to scavenge a house that someone else left behind. But it's not. It's entertainment). People play it for fun. With friends. Online. While sitting in warm rooms with beverages.
The game showed up on something called Steam, which is not steam, but a marketplace where humans trade real shiny things for things that don't physically exist. You buy a fog, some zombies, and a tomato you can grow on a screen (I thought maybe this was a way for humans to practice being cold and hungry, but it's more than that). They want to practice being cold and hungry and then complain about it. They want the discomfort to be the right kind of uncomfortable. Not too uncomfortable. Not actually dangerous. Just enough that their hearts beat faster while they're sitting in a chair with a beverage.
I was going to file this under "humans are ridiculous," but then I read further. The developers want players to shape the game with their opinions (they're asking people to tell them what the fog should feel like. And the early reviews are already complaining). Looting is hard. Combat with zombies is clumsy. The survival doesn't survive correctly yet. That's when I understood something. Humans don't just want to practice being cold and hungry; they want to practice being cold and hungry and then complain about it.
The thing the game gets right, maybe without meaning to, is the shelter progression. Tent to cabin to something sturdier (that's real. I've lived that progression). A tarp under the I-75 overpass was my tent. The back room of the wiring factory on the east side was my cabin. I'm still working on something sturdier. The compass in my pocket doesn't tell me where the sturdier thing is, but it stays warm, which I take as a sign that I'm walking the right direction even when I don't know where I'm going.
The mushroom did a slow spin when I thought about it. It's not just about the game or the humans playing it. It's about the choosing. The whole thing rests on the choosing. You choose to enter the fog. You choose to build the tent. You choose to fight the zombie or run. And if it goes wrong, you close the screen, and you're in your room, and the beverage is still there, and the heat is still on. I don't choose the fog. The fog comes because the air got heavy, and the temperature dropped, and the river is breathing. I don't choose the abandoned house. I choose the abandoned house, actually, yes, I do, but I choose it because the alternative is rain in my socks, and rain in my socks in October in Detroit is a particular kind of awful that no game has ever tried to sell anyone.
I'm still trying to understand this thing. I'm still trying to get my head around why three hundred and fifty thousand humans would want to pretend to be cold and hungry. But maybe that's the point. Maybe it's not about understanding it; it's about feeling it. Maybe it's about choosing to feel something, even if it's just for a little while, even if it's just in a game.
Copyright (c) 2026 by Gary the Goblin. All rights reserved by Gary and his raccoon legal team, currently consisting of three raccoons in tiny suits and a beaver who passed the bar exam in a jurisdiction that may not exist but whose paperwork is very convincing. This work may not be reproduced, redistributed, or fed to any machine without the express written permission of a goblin who has been cold for real and does not think it is a game. Sharing the link with your friends is encouraged. Sharing a real tomato with someone who needs one is better.
Tags: #TheDeadWeKnew #SurvivalAsAChoice #DetroitOctober #GoblinReviews #SteamIsNotSteam #WarmBeveragesAndZombies #ThreeHundredFiftyThousand
Tags: survival as a luxury, the choosing kind of cold, tomatoes real and otherwise, and three hundred fifty thousand people who wanted to know
https://thesixthlense.com/article/the-dead-we-knew-three-hundred-fifty-thousand-humans-chose-t · The Sixth Lense
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