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Caravaneer is an Adobe Flash Web Game, set in a Post Apocalyptic world where environmental disasters have wrecked the planet and survivors eke out living in through isolated towns that rely on caravaneers like the player for commerce. It plays like a fusion between a Wide-Open Sandbox Western RPG with Turn-Based Combat, and an economic simulator. It was released in 2007, and can be played here or downloaded here.

The sequel, Caravaneer 2, was released in 2014. It can be played on Kongregate and Newgrounds. It was later released on Steam in December 30 2020.

Both games can also be played on BlueMaxima's Flashpoint archive.

In the sequel, you begin as a survivor born and raised in an apocalyptic setting deep underground. You, as a ranger of your bunker, are tasked to find your mentor as he's escaped and nobody knows where he's gone. Once you go to the outside world, you are surrounded by 4 diverse tribes: the Pullid, the Drekar, the Kivi, and the Lintu, and can choose which one(s) to align your allegiance with.

Or, you can choose to roam freely as you please. Although the game is somewhat heavily railroaded in the story mode, the game is completely open in sandbox mode. Even with that, in both modes you can either play as a trader selling and buying goods between settlements, a raider that attacks passing caravans and travelers, or just focus on the story and missions.


These games provide examples of:

  • Accomplice by Inaction: The Pullid tribe consider Kukul, the leader of the Lintu tribe, as this for not helping them with the Drekar.
  • Action Girl: Lois of the Lanes leads a female warrior band against the Drekar, and is essential for helping you defeat them. She is also available to recruit as a volunteer and is handy with a sword and crossbow.
  • Aerith and Bob: The name of the characters varies from real names and made up, justified by the post-apocalyptic setting where the culture might have changed.
    • If you randomly generate name for your character during the creation, some of the names that might turn up are of real-life brands.
  • After the End: Set on the Earth wrecked by shifts in weather patterns and overpopulation. By the time the games begin, many communities began to rise from ruins and establish trade routes, but by and large, life is still nasty, brutish and short.
  • Against My Religion: In the sequel, the Kivi tribe won't help you to get rid of the Drekar, reasoning that its against their religion to be violent or to let any outsiders inside the camp. This is a result of Spencerism, a religion they created modeling it after a man who attempted to teach them science only to fail as they were very superstitious. You can later find him and bring him back to convince them to help defeat the Drekar.
  • All Hail the Great God Mickey!: The Man of Zinc and Chunk Nariz both have a large religious following in the wasteland. There's also the Kivi religion, in which they worship a scientist named Spencer Rice who showed them how to do agriculture effectively.
  • Amazon Brigade: Lois's guerilla group is all-female.
  • Body Horror: At the beginning of Caravaneer 2, you are given the mission of finding out what's wrong with Emilia's baby. It's radiation poisoning from Chairman Brass's experiments with Uranium.
  • Bystander Syndrome: The Lintu and Kivi tribes stayed out of the way in the Pullid-Drekar conflict, with the reasoning being Lintu leader Kukul claiming it was to protect his people from the Drekar forces and the Kivi religion preaching nonviolence.
    Kukul: Good... Bad... It's [the Pullid's] problem. My problem is to keep my tribe safe, and it's a big enough problem to keep me busy 24 hours a day. Worrying about other tribes' karma is the last thing I need.
  • Crapsack World: Even the places' names are Bilingual Bonus for every negative connotation (Verdammter Platz being "doomed place" in German) that represent an insignificant and miserable life in the wasteland, which is filled with bandits ravaging caravans. The situation is not helped by the fact that the closest thing to proper security would be the police patrolling near Qubba, who would ask the passing caravans large sums of money even after they're already paid. The government of the region is led by a corrupt President Evil who is accused correctly to be collaborating with robbers, letting them operate freely outside of the core region in exchange for gold and stolen goods.
    • The situation is somewhat better in the sequel, as the Desert Patrol overthrowing the corrupt government is the canonical ending of the first. Nevertheless, the post-apocalyptic landscape is still rife with banditry and slavery. In addition, some of the towns and the Man of Zinc church even endorsed a slave trading conglomerate called Workforce Merchants. Though life can be improved if the player made the right choices.
  • Cutting Off the Branches: The sequel establishes that Martin Milloshi is the main character of Caravaneer 1 note , and sided with Desert Patrol.
  • Dirty Cops: Patrols in Qubba will demand a "tax" of $1000 whenever they make contact with the player's caravan.
  • Dying Town: The Pullid tribe were hit the hardest by Drekar raids, with nearly all their warriors gone, most of their able-bodied enslaved, and are the poorest and weakest tribe in the region. The player can turn this around by eliminating or driving off the Drekar, discovering and letting them keep a hidden cache of gold and sending the Narizians to their camp.
  • Emergency Food Supply Animal: You can choose to kill and eat any of your owned animals.
  • The Empire: The "Federation" may sound nice, but functions as a dictatorship that aggressively conquers other towns and routinely executes dissidents. One of their missions even sees you being a given a nuke by the president of the Federation himself and told to set it off in Qubba.
  • An Entrepreneur Is You: Both games simulate an virtual economy, complete with supply and demand.
  • Expy:
    • The Desert Patrol is based on the Desert Rangers.
    • The Bunker is the Caravaneer equivalent of the Vaults from Fallout, as a Hidden Elf Village in the post-apocalypse with less-than-ideal leadership.
  • Fast-Forward Mechanic: You can choose different speeds to travel by in the overworld and combat screens.
  • The Federation: The Federation, in name only. In practice, Qubba fits this trope better.
  • Foil:
    • John Sheppard and Fustin Disputtan; the former is a Reasonable Authority Figure leading the now-benevolent Qubba government while the latter is President Evil leading an expansionist Northern Federation.
    • Later, when John Sheppard died of old age, Richard Weaver became an opposite to Oswald Raff from Caravaneer 1. While Weaver may have been a robber like Raff's previous life, he is actually a reformed leader who maintained Sheppard's ideals.
    • The protagonists of both games: the protagonist of the first is a person who is trying to make their ends meet when they received an unexpected inheirtance from their uncle and become a caravaneer. The entire story plot of the original game started only when the protagonist is interested in it. The sequel protagonist, however, lived in a underground bunker community and are forced into a quest to search for their mentor, Olaf. Upon finding him, the protagonist then travels all the way to Qubba to search the people taken from the bunker, while working for different factions in exchange for information. Not to mention that the starting location of the original protagonist is southeast of Qubba, while the sequel protagonist lives west of the city.
  • Future Imperfect: Many concepts from the pre-apocalypse world are heavily misinterpreted by the wastelanders.
    • The Church of the Man of Zinc is a religion based on a Superman Substitute, in which the comic books were mistaken for religious texts, there's a Saint Lois, and America is believed to be heaven. Also, characters who follow the religion uses words like "Krypt" or "Luthor" as curses.
    • The Narizians worship Chunk Nariz, and consider the "Chunk Narris facts" book as religious text. Their religious rituals involve mimicking Chunk's fighting moves.
    • Sometimes real life name brands might turn up as randomly generated names.
  • Guest-Star Party Member: Many people can join your party for a short time, ranging from "good stats and skills" to "might as well be an Escort Mission." Though if you wish, you can make them permanent party members by wearing them down in combat and recruiting them after a long period of imprisonment with good treatment in your custody.
  • Hidden Elf Village: The Bunker contains an isolated group of people who keep themselves hidden from the nearby tribes, with their only point of contact with the outside world being the occasional scout. Eventually, they are discovered.
  • Human Traffickers: The Drekar tribe sell slaves in their market. If you encounter them in battle, they will have slaves, which you can free or capture for yourself. You can also support them.
  • I'm a Humanitarian: In the sequel, Sapoboi Rodrigues in Lago is secretly a cannibal and the player can choose to learn how to cannibalize people from him. There is also an enemy group of cannibals kidnappers who capture people near the city of Confusion.
    Sapoboi: Krypt! I don't know why it's such a big deal! Everybody eats animals, don't they? So what's wrong with people? They are not notable people like you and me. They are just some bandits or crazy rovers or just filthy beggars who only do harm to the society. You kill bandits yourself. Don't you? Why not use their meat instead of leaving a valuable resource to rot on the battlefield?
  • Informed Attribute: Dialogue from Cricket indicates the Lintu are constantly on the move as reasoning to why they don't cultivate insects. However, the Lintu tribe never moves from their location ingame.
  • Intrepid Merchant: The player in both games has to traverse a harsh desert filled with bandits to make a fortune through trading goods from one town to another.
  • It's Up to You: The majority of the wasteland's population will not do anything to push the story, leaving you to take charge.
  • Karma Meter: In 2, there are variables for the player's personality and opinions (being rational, virtuous, tough, whether they are a slaver or not) going from negative to positive values depending on their actions.
  • Meaningful Rename: Alice changed her name to Lois (in honor of the Church of Zinc's Saint Lois) after escaping the Drekar camp and gathering other Pullid women to fight back against them.
  • Mighty Whitey: Spencer Rice (unwillingly) spawned Spencerism when he taught the Kivi Tribe about agriculture. He is also the reason for their pacifism.
  • Neutral No Longer: You can convince the Lintu or Kivi tribes to fight against the Drekar by getting Kukul out of the Lintu camp (Whether you tell him of an assassination attempt by the Drekar or just let them kill him) or having Spencer Rice convince the Kivi to fight.
  • No Celebrities Were Harmed:
    • Oswald Raff's similarity with Silvio Berlusconi might be a coincidence.
    • In the first game, Jorge Arbustonote  is a recruitable mercenary who resembles George W. Bush.
    • In the sequel, Fiston Diputtan, president of the Federation, definitely is not Putin. Neither is the wealthy slaver Dolland Truffle related to anyone in real life with a similar name.
    • Chunk Nariz has a relatively large religion formed around his memetic persona.
    • You can escort a Noam Chomsky in the sequel if you convince Samantha Stone to visit Tifk.
  • No Historical Figures Were Harmed: The group of cannibals near Confusion include a person named Albert Fish, who is most likely based off the serial killer and cannibal.
  • Only Shop in Town: In many small camps or towns, there will only be one store.
  • Our Presidents Are Different: Oswald is the President Corrupt variety. Even he didn't bother with bandits roaming areas outside of Qubba and police charging money from incoming caravans in exchange for safe passage. His association with Robbers didn't help much with preventing a revolution from Desert Patrol at all.
    • Or he will assume tighter control if player accepted his deal to kill John Sheppard, the leader of Desert Patrol, by going to his office in Verdammter Platz.
  • Proud Warrior Race Guy: The Kivi tribe in Caravaneer 2 are the strongest of the four tribes, and initially dominated their neighbors before they turned to pacifism. If you bring their hero back, you can get them to attack the Drekar slavers.
  • Rail Roading: A subtler version in Caravaneer 2's story mode, where maps of the region are only sold in the respective region's towns, which means that the player must complete story missions that reveals the location of a town in that region, and after that the rest of the region is open for the player to explore.
  • Relationship Values: NPCs have affinity with the player going from negative to positive values depending on player choice. If they like you enough, they will be convinced to accompany you or follow a course of action.
  • Religious and Mythological Theme Naming: Regin, Fafnir, Sigurd, and Hreidmarr are named after the respective figures in Norse Mythology. Their stories play out similarly, with a struggle over gold treasure started by sons Regin and Fafnir slaying their father Hreidmarr, the Sigurd in the game who has been hired by Regin requesting the player kill Fafnir referencing the mythological figure killing Fafnir after Regin asks him to, then killing Regin afterwards (or helping the player to do it within the game).
  • Right for the Wrong Reasons: In the sequel, if you talk to the Church of Zinc about Emilia's hairy and savage baby, they think it is incurable and must be euthanized with rituals to dispel its "demonic" influence from the bunker. If you talk to her about that, she and the others consider this ridiculous superstitions and refuse to talk to you. Turned out that the mutation of Emilia's baby is permanent, but was caused by Emilia's constant exposure to radiation from the secret refining of weapons-grade uranium into the fuel source.
  • Ruins for Ruins' Sake: There are small pieces of wall and rubble everywhere.
  • Ruins of the Modern Age: The remains of past civilization are everywhere in both games.
  • Screw This, I'm Outta Here: You can choose to warn certain people of assassination attempts, and their usual response is to pack up and leave (which effectively means you never get to talk to them again in that playthrough).
  • Shout-Out:
  • Superman Substitute: The Man of Zinc is an obvious expy of Superman. He used his godlike powers to fight for good, gives moral lessons to mankind to be good and condemn evil deeds, and died in his superhero duty to protect humanity, but returned.
  • Take That!: Hireling Jorge Arbusto's salary is overpriced compared to other mercenaries with similar or slightly better stats, and he possesses an intelligence stat of zero.
  • Thou Shalt Not Kill: The Kivi were taught by Spencer Rice to be nonviolent in order to improve the tribal situation where the Kivi were initially violent bullies to the other tribes. They can be convinced to be less stringent about the "violence is bad no matter what" in some story paths, however.
  • Video Game Cruelty Potential: You can attack friendly caravans and side with various immoral or corrupt factions. In the sequel, you can do that plus enslave the people you encounter.

Alternative Title(s): Caravaneer 2

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