

Play as a feral boar and fight the animals of the wild. Charge, bite, and dodge through every clash. Eat what you kill, evolve mid-run, and grow into a deadlier beast.
Overview
Play as a feral boar and fight the animals of the wild. Charge, bite, and dodge through every clash. Eat what you kill, evolve mid-run, and grow into a deadlier beast.
Description
Brute Tusk : Feral
You are not a trainer. You are the boar.
Root through rotting woods. Smell out food. Bite, dodge, and charge. Eat mushrooms and meat to fill your evolution bar, then pick a mutation: iron-skull, tusked hunter, or rooting forager. There is no best stat dump. Each choice changes how you ram, how you bite, and how you stay alive.
One Boar. Three Ways to Grow.
Eating is growth. When the bar fills, the run pauses and you take one of three mutations. Committing to a line hits harder than spreading points around.
Iron Skull — Straight-line violence. Smash through trees and stone, launch whatever blocks you, and live off the wreckage.
Tusk — Close-range hunting. Light bites, power strikes, sidesteps. Enchant your tusks with poison, bleed, shock, or blunt-force stun.
Root — Grow without picking every fight. Smell deeper caches, dig faster, eat harder.
When you leave a run, you should be able to say how that boar survived.
Charge Is a Skill. Tusks Are an Enchantment.
Charge sits on your skill bar. You start with a raw slam that stops you cold on impact. Later it can become:
Rebound Charge — Bounce off the hit, land free, and charge again when you choose
Chain Charge — Keep driving in a straight line
Power Charge — Detonate a shockwave at the point of impact. Clear a circle. Pay for it with a longer stun
Tusk enchantments are exclusive for the run. Hits can inflict poison mires and contagion, bleeding wounds, conductive paralysis, or a heavy stun. Tusks change what happens after a bite. Charge changes how you launch.
Combat is hands-on: dodge, power strike, sprint slash. The map can be rammed, dug, and sniffed. Rocks have hardness. Caches have depth. Pick the right mutation and you feel it immediately.
Key Features
Play as a wild boar: charge, bite, dodge, root, and scent
In-run evolution: three-choose-one mutations across Iron, Tusk, and Root
Four charge skills: standard, rebound, chain, and power slam
Four tusk enchantments: poison, keen, electric, and brute
Destructible wilderness: ram trees for food, break stone to open a path
Scent and digging: uncover deeper buried caches
Meat feeds you better than mushrooms — hunting pays
Short description (search / capsule)
You are the boar. Root, scent, charge, and bite. Eat to evolve, then choose a mutation: iron-skull rammer, tusked hunter, or rooting forager. Charge and tusks decide how this run survives.
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