Over the Hill Photo Mode & Wildlife Compendium
Official copy confirms an in-game camera that fills a wildlife compendium plus a separate built-in photo mode, and the developer names its regions - The Valhallas, Emerald Lake, Canada and Algeria - while listing no species at all. A fan wiki records a ten-animal British Columbia list as Tier 3 community data. Animal behaviour, compendium totals and photo export options stay unpublished.
Pre-Release Status
The Steam page still reads This game is not yet available on Steam with
Planned Release Date: 14 Oct, 2026 and All Reviews: No user reviews, so nothing here comes
from play. The photography systems are unusual for this silo in one respect: they are among the
best-documented features in official copy, which is why this page can be specific about what
exists while staying silent about what does not.
Two Confirmed Systems, Often Confused
The store page describes a wildlife documentation loop with a compendium attached:
"Spot native wildlife and use the in-game camera to document your discoveries. Photograph the animals you encounter to fill out your wildlife compendium, or stop to capture an awe-inspiring landscape, a beautiful sunset, or any other moment worth remembering."
The studio page describes a separate tool, under a heading called "capture the beauty":
"Grab stills of your favourite landscapes with the built-in photo mode. We can't wait to follow your journey. You never know what you may discover just over the hill."
The same two systems also appear in the developer's announcement posts, not only on the store and studio pages. "Steam Next Fest Public Demo Out Now!" (12 Jun, 2026) lists both activities: "Snap polaroids of wild animals to populate your Compendium" and "Save valuable memories of your adventure with photo mode". "August Progress Update + Exciting News" (6 Aug, 2026) highlights a development video it calls "An Animal Photo Journal!". The documentation loop is therefore named three times in first-party copy, under two slightly different labels.
Those are two claims, not one. The first is a progression system: photographing animals fills something out, which implies entries, tracking and completion. The second is a presentation tool for scenery, which implies camera freedom and probably UI hiding. Whether they share one interface is not stated, and a page that merges them into a single "photo system with a compendium completion percentage" is inventing the join.
| Photography question | Official answer |
|---|---|
| Is there an in-game camera? | Yes, stated directly on the store page. |
| Does it fill a wildlife compendium? | Yes, that is the stated purpose. |
| Is there a separate photo mode? | Yes, the studio page calls it built-in. |
| Can you photograph landscapes? | Yes, including sunsets. |
| Which species exist? | Not published by any first-party page. |
| How many compendium entries? | Not published. |
| Is the compendium per map or global? | Not published. |
| Do photos save, export, or have resolution options? | Not published. |
| Does photographing animals unlock rewards? | Not published. |
| Does wildlife appear in all biomes? | Not published; only "native wildlife" is claimed. |
The Community Species List (Tier 3, Unconfirmed)
A fan-maintained wiki has an Animals page, readable through the MediaWiki API even though the
site's HTML is behind a bot challenge. It says plainly: "You can find various animals roaming.
Each map has different animals." and "Make sure you take picture of each ones to add to the
compendium !". Under a British Columbia heading it records Bald Eagle, Beaver, Black Bear, Common
Raven, Gray Wolf, Grizzly Bear, Kokanee Salmon, Moose, Mountain Goat and Mule Deer.
Label that list for what it is. The whole wiki is three data pages - Vehicles, Maps, Animals - under a five-title main namespace, and the entry was last edited during the current pre-release window, almost certainly compiled from the Steam Next Fest demo. It is useful as a signal of direction - large North American megafauna plus a river species - and worthless as a completion checklist.
The geography it files those animals under, however, is no longer community-only information.
The developer's own
announcements say the demo build goes live "in the opening area of The Valhallas region, Emerald
Lake" ("Demo coming soon!", 9 Jun, 2026) and later thank players for "our journey through Emerald
Lake" ("Next Fest Ends, But The Adventure Continues!", 24 Jun, 2026). The launch build is
announced as "featuring several areas in the Canada and Algeria regions" ("Release Date
Announcement!", 10 Aug, 2026), and the April trailer post states that the video "showcases
Algeria, which will be the second region in the game" ("Welcome to Algeria trailer + Playtest
announcement", 9 Apr, 2026). Those region names are first-party. What stays Tier 3 is the wiki's
own spellings and country tags - its Tassili N'Ajjer heading and its "(British Columbia)"
annotation - because no official page writes either of them.
What the animal list still cannot do is cover that second, developer-named region. Nothing in the record attaches a species to the Algeria area, so a desert fauna list would currently be pure invention.
The compendium framing does line up with what official copy promises for the world: forests, lakesides and mountains, with "varied biomes inspired by real-world locations, from valleys to mountains and everything in between". Animals matching that habitat description is a reasonable expectation, not a sourced fact.
Wildlife Photography Habits That Transfer (Real-World Practice)
General field practice, stated without invented in-game values, and directly applicable to a driving game where the animals roam and you cannot park beside them.
Approach is the whole skill. In real field photography, most failed shots are the animal's response to your arrival, not your settings. Slow approach, avoiding direct eye line, and using terrain and vegetation as breaks between you and the subject is the standard method - and in a vehicle game it maps onto something concrete: stop the engine, or stop well short, rather than driving up to the subject.
Dawn and dusk do the work. Game time cycles are confirmed by official copy, and low-angle light is where wildlife photography actually happens, because animals move more at those hours and the light is softer. A route planned around a day/night cycle is a better photography plan than one planned around distance.
Shoot the habitat, not only the animal. Compendium-style documentation rewards context: a lake edge with a beaver is a different record than a cropped animal portrait. This matters because the studio page separately asks for landscape stills, so the two modes reinforce each other.
Water is a hard case. Moving water and wet fur are the classic failures for both focus and exposure in real photography. A river or lakeside subject is worth several attempts rather than one, which in a driving game is cheap, since the whole pitch is that you already have time.
Do not scare what you came to find. Real practice is to leave an animal that reacts to you, and return later. Habituate rather than chase, because a frightened subject is gone from the area for everyone, including co-op partners.
What to Test at Launch
- Whether the camera is a mode with its own controls or a shutter on the normal view.
- Whether the compendium is organised by map, by species, or by encounter order, and whether it shows missing entries at all.
- Whether animals flee, ignore, or react to the vehicle, and whether the engine running changes that - the single most important behavioural fact for this page.
- Whether photo mode hides the interface, allows free camera movement, and can capture animals.
- Whether photos can be saved or exported anywhere outside the game.
- Whether the second region, the one the developer names as Algeria, really has a distinct fauna, which is what "each map has different animals" would predict.
The world those animals live in is described in the beginner guide, and the conditions that decide when to shoot are in the terrain and weather guide.