It's 11 minutes, as I start typing this, until the end of our particular world. Our town kept alive for a long time. Ours was one of the few that made it all the way to day 12 since Die2Nite 1.0 was released. I'm a bit exhausted with the game, especially after I returned home from gathering materials to find all my stuff had been stolen from my house in some petty act of resource gathering now that our town is in chaos. Resources were hoarded and spent without regard for their other possible uses. I never did get to put a battery in the little lamp I'd had since the beginning (which was stolen and later recovered). I'll be clutching that, along with a can opener, come midnight. It's more symbolic than anything, since I know we're all going to die.
Another of us has managed to keep 4 fat little cats alive, including one that I named Whences whom we found on an expedition in the north in happier times. For a long while I thought they'd butchered little Whences for his meat, but it seems this sensitive soul gave him a good home. As I said in the forums, I hope the little guys break free at the last moment and become the last survivors of the town, even though I know it will all be erased when we die.
It turns out there really was some remorseless removal of defensive systems, which benefited the whole town, in favor of bulking up individual dwellings. This probably resulted in more deaths than there should have been. There's been the usual cowardly distancing from their actions, talking about how they survived because of it (I survived and didn't need to steal anything, so that logic falls through). Was a bitter coda for me, and I think it soured me to the game a bit to know that this behavior seems encouraged because when you begin a new character's life, you may get special abilities based upon whether or not you were the last to die. If some people are likely to die BEFORE that's determined, there's a "better them than us" mentality that erodes camaraderie for the fair-weather friends of the group.
I'll be glad to get rid of most of these ugly survivalists, but the idea of starting over with a potentially worse group doesn't seem very appealing. That's one problem I have with this game: unless I misunderstand, I'm always going to be seeded into a new town after my old town is lost to me. Always. It's not like other online games, say RPGs, where it's up to you how much time you want to put into it. I put time in whether or not my character is active at all.
I'd rather not have my character associated with inactivity, but I'm not sure I want to put myself through another experience of trying to get newbies to ask questions and be involved. Sort of like that guy from Brazil; I think I may take a mental holiday.
In a few seconds, it's all going to end.
The final screen, for now. Looks like I can postpone playing a little while, since I'm not going to hit that button yet: