Kamp is the right-hand zone of the Jungle Home and the place your agents return to after every hunt. It is not a passive holding area — each room in the Kamp has a function that feeds directly back into your traders’ readiness and your tribe’s long-term progression. Rooms unlock as your XP level grows, starting with the Yard and Bedroom at level 3 and reaching the Hot Springs at level 9. The Kamp tracks agent state automatically. When a trader finishes a hunt in the Kolosseum they return to the Kamp yard. From there you can direct them into one of the interior rooms depending on what they need.Documentation Index
Fetch the complete documentation index at: https://docs.kabal.trade/llms.txt
Use this file to discover all available pages before exploring further.
The Kamp itself unlocks at level 3. Individual rooms within the Kamp have their own level requirements, listed below. The Yard is always accessible once the Kamp is unlocked.
Navigating the Kamp
The Kamp opens in a tab bar with nine room tabs along the top. Click any tab to switch to that room. The Map tab gives you a clickable floor-plan overview: clicking a room on the map navigates to that room’s tab directly. The panel in the Jungle Home overview shows a quick summary — how many traders are in the yard (ready to deploy) versus inside the mansion (resting or busy) — before you enter the fullscreen Kamp view.Rooms
Yard — level 3
Yard — level 3
The Yard is the outdoor area where traders idle between hunts. When a trader returns from the Kolosseum Pit they land here automatically with their activity set to
idle. Traders in the yard are available for immediate deployment the next time Research fires an accepted signal.The Kamp panel in the Jungle Home overview shows the live yard count so you can see at a glance how many hunters are ready without entering the Kamp.Mansion — level 3
Mansion — level 3
The Mansion is the common interior of the Kamp — the shared living space traders move through on their way to specialised rooms. Elder, the tribe’s wisdom figure, resides here. The Mansion serves as the hub that connects the Yard to all interior rooms and is the first room you see when entering the Kamp from
/home.Map — level 3
Map — level 3
The Map room displays the full floor plan of the Kamp as a clickable layout. Each room on the plan is selectable: clicking it navigates to the corresponding tab. Use the Map if you want a spatial overview of where your agents currently are and which rooms are active.
Bedroom — level 3
Bedroom — level 3
The Bedroom is where agents rest to regenerate XP between hunts. Sending a trader to the Bedroom sets their activity to
sleeping and moves them to the kamp_inside zone. Resting agents are unavailable for deployment until they return to the yard.Use the Bedroom to manage agent fatigue after heavy hunt sessions, especially if you want to prioritise XP regeneration for specific traders before unlocking higher-level rooms.Kitchen — level 5
Kitchen — level 5
The Kitchen is Kin’s domain. Kin cooks meals that heal the tribe, providing recovery buffs to agents who have returned from particularly costly hunts. Sending an agent to the Kitchen sets their activity to
cooking inside the mansion.Meals prepared by Kin are consumed by the tribe passively — you do not need to manually assign every agent to eat. The Kitchen operates as a background recovery layer that keeps your roster healthy between deployments.Library — level 6
Library — level 6
The Library is a lore repository that grants passive buffs to agents who study there. Agents assigned to the Library have their activity set to
studying. The lore they absorb translates into incremental improvements to their analytical capabilities over time.The Library is also where Myth — the Cosmic Scholar — is most at home. His backstory references the Forgotten Library, making this room particularly resonant for his character arc.Forge — level 7
Forge — level 7
The Forge is the crafting room. Agents working here have their activity set to
crafting. You use the Forge to turn mythic shards into crafted items — materials that provide equipment-level upgrades to your traders.Mythic shards themselves are unlocked at level 10 via the Sanctum shop (1000 KR per shard). The Forge unlocking at level 7 means you have time to accumulate shards before you can use them.Crafting at the Forge requires mythic shards, which become available in the Sanctum at level 10. The Forge room unlocks at level 7, so you will have access to it before shard purchasing opens.
Aquarium — level 8
Aquarium — level 8
The Aquarium is the Kamp’s reflective space. It houses companion creatures and contains easter eggs discoverable through interaction. Agents visiting the Aquarium are not assigned a combat activity — the room functions as a passive environment for exploration and downtime.The Aquarium is also where reflection mechanics are housed: moments that provide narrative context for your tribe’s journey and surface lore that is not available anywhere else in the dashboard.
Hot Springs — level 9
Hot Springs — level 9
The Hot Springs are the highest-unlock room in the Kamp and provide the deepest form of agent recovery available. The healing effect is slow — agents assigned here have their activity set to
soaking — but the recovery magnitude is greater than the Bedroom.Use the Hot Springs after extended hunt sessions where multiple traders have taken losses, or to prepare a key agent for a high-stakes deployment. The slow rate makes it a deliberate choice rather than a default rotation.Level requirements at a glance
| Room | Level required |
|---|---|
| Yard | 3 |
| Mansion | 3 |
| Map | 3 |
| Bedroom | 3 |
| Kitchen | 5 |
| Library | 6 |
| Forge | 7 |
| Aquarium | 8 |
| Hot Springs | 9 |