Snowed Under Buried landmarks
Named buildings you can steer toward when the blizzard deletes the horizon.
Landmarks are how Snowed Under pretends to be an adventure instead of a snow-shoveling screensaver. The store promises buildings under the snow and asks what waits inside. Launch reviews answer: notes, scrap, occasional wolves, rare scares, and sometimes not much. You still need them as waypoints.
Use this page with base camp as origin and steel tower as the far goal. Digging technique stays on How to Dig.
Confirmed and strongly evidenced places
The bus — Last Stop. Steam says “Discover the bus.” That is your first named compass object. Tunnel toward it when you see a long vehicle shape, then use it to reorient after whiteouts.
The old house. Community charm hunters treat it as a special node. Four omamori sit around the exterior according to a Steam post. Enter for No Shelter Left Unseen, then walk the outside ring for charms. 1.03 brightened the rooms and named a public bath event and a pachinko event. Full desk: old house. The endings video even labels an Old Building chapter.
Kai’s shelter. Covered on the base camp page. It is a landmark even if you never think of it as one.
Radio / steel tower. Store English says steel tower; Japanese coverage says radio tower (電波塔). Same destination. Details on the tower page.
Other interiors. Previews mentioned a train-yard or gas-station look. Reviews say interiors look similar after a while. Visit them all if you want No Shelter Left Unseen. Read every paper if you want The Full Story. Do not expect a unique puzzle in each, unlike some older Chilla’s Art games that reviewers missed here.
How to find a building you cannot see
- Jump. Roofs beat flakes.
- Climb a second floor and use binoculars if available. Match the in-game map.
- Keep one uncleared snow wall as a ruler back to camp.
- Listen. Wolves and crying SFX are atmospheric; they may not mark a POI. Do not chase audio into the open storm for twenty minutes.
- When the shovel is huge, stop carving random plazas. You will erase your own breadcrumbs.
What to do when you arrive
Save at camp before a new building if you can. Enter, check corners, grab keys, read notes, leave if a wolf owns the hallway. Then exterior lap for charms. Then dump scrap. That circuit is the real map gameplay.
If a building event eats your tools, it is probably the Day 3 photo bug, not a new area lock. See known bugs.
Empty rooms and Mixed reviews
Several English reviews said interiors were the best mood and then had nothing happening. That is a design critique, not a missing wiki page. Loot still matters for scrap until Fully Equipped. After that, you are there for documents, charms, and the achievement door-touch.
For a visit order instead of a gazetteer, use the walkthrough. For whether empty houses ruin the buy, use the review.
If two buildings look identical after the tenth interior, use documents as IDs. A note on a wall is a better breadcrumb than another crate of scrap. That habit also feeds The Full Story without turning the map page into an ending spoiler.
When a landmark is only a rumor in a review, treat it as optional color until you see it. Train-yard lighting and a smiling creature on all fours are store-art memories, not GPS pins. Name what Steam named (bus, tower, shelter) and let the rest surprise you so this page does not spoil a scare that actually exists.
Frequently Asked Questions
Quick answers to the most common questions.
What is Last Stop?
The achievement for discovering the bus. Use the bus as a navigation landmark.
Are all collectibles inside buildings?
No. Players found charms on the old house exterior. Always walk the outside ring.
How do I stop digging in circles?
Jump for roofs, use binoculars, keep a snow wall, and tunnel toward named nodes like the bus.
Do I need every building for Ending A?
No. All buildings is No Shelter Left Unseen. Story needs days, talks, and the tower more than a full door list.