GET YOUR BEARINGS
About Peace, Death!
Peace, Death! casts you as the Reaper, an employee of Death at Apocalypse, Inc. During a seven‑week trial you decide each client’s fate, balancing Heaven and Hell assignments while the difficulty steadily rises.
Each week adds new events, rapid catastrophes, and a Theme Day with a unique soundtrack. Your allocations increase Death’s influence and shape the ending you receive.
01 / THE GUIDE
Trial Period and Employment
The core loop lasts seven weeks, during which you allocate clients, handle catastrophes, and meet weekly objectives. Completing this period earns you a permanent position with Death.
Progress is measured by meeting those objectives and increasing Death’s influence. The description does not state a penalty for failing, only that the trial determines employment.
- Track the week counter to anticipate upcoming events.
- Compare early‑week outcomes with later ones to see how influence changes.
02 / THE GUIDE
Client Features and Decision Making
Each client presents visible traits—such as a pistol, a hat, or a supernatural identity (demon, killer, angel). You must examine these features before assigning Heaven or Hell.
Some traits can be altered; for example, removing a hat may reveal horns, which can affect the appropriate decision. The game does not guarantee a single correct answer for every trait.
- Read every listed feature before choosing a fate.
- Consider removing a hat to check for hidden details.

03 / THE GUIDE
Catastrophes
Catastrophes are unique, rapid events that pressure you to allocate clients quickly. Completing a catastrophe unlocks new clients and raises Death’s influence.
Examples include unlucky pirates, a bear influenza epidemic in Siberia, and fights over free soup. The description emphasizes speed but does not detail specific rewards.
- Prioritise clients whose features match the catastrophe’s theme.
- Observe which catastrophes coincide with larger influence gains.
04 / THE GUIDE
Weekly Events
Each week introduces a new event such as trainee phone calls, safes with smuggled goods, undercover Paradox agents, or kidnappers. These events add difficulty and contribute to your growth as a Reaper.
The number of events grows with the days you have worked, so later weeks contain more content and tougher decisions. No explicit scaling formula is provided.
- Check the event list at the start of each week.
- Notice how event complexity increases over time.
05 / THE GUIDE
Theme Days
Every seventh day is a Theme Day with a unique soundtrack reflecting its spirit—examples include Egypt, Mother Russia, and Pirate day. The music sets a distinct atmosphere for that day's decisions.
During a Theme Day you still choose each client’s fate; the description does not link the soundtrack to gameplay effects beyond ambience.
- Listen to the soundtrack for clues about the day’s theme.
- Try different fate choices on multiple Theme Days to compare atmospheres.





COMMUNITY
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