Explore a new world. Choose where its story begins.
Explore the valley, then choose dry ground for your first clearing.
Gifts appear at the founding fire. People decide what to do with them.
Create one person in a group of unrelated settlers. They will have the same freedoms, risks, and lifespan as everyone else.
The same seed and founders reproduce the same starting world.
Choose one settler and begin with six, eight, or ten unrelated adults. Each seed creates an irregular river, tributaries, ponds, forest, and wild food in a 512 × 384-tile grassy valley. Explore the empty map, then place the fire shrine on dry ground to clear the first campsite and welcome your settlers.
Villagers weigh needs, strengths, preferences, practiced skills, past outcomes, travel, weather risk, promises, and work claimed by others. Passing greetings leave work uninterrupted. Longer conversations respond to shortages, projects, family, and memories. Speech is composed locally from these situations.
The founding clearing has a communal fire and individual bedrolls. Homes have four or six beds. Partners and dependent children share a household; adult children seek their own place, sometimes using a spare bed temporarily. People resting or eating at home go indoors; the house shows how many are inside, and its inspector lists residents and occupants.
As settlement density grows, private plots can reach farther into the valley. Fields, local markets, granaries, bakehouses, and workshops respond to food needs and nearby households. Villagers can choose a livelihood, collect provisions, remove property stumps, replant future woodlots, or improve an indirect lane. Vacated homes can be reused. Wild gathering supports a small camp; larger populations need cultivated land and winter reserves. The reserve estimate uses the daily history model.
Independent settlers may choose secluded homesteads. Before construction, they clear the plot and its surrounding space, clear a route, and lay a road to the village. Houses vary in shape and details. Use ⌖ for the founding fire, ⌑ for the settlement and homesteads, or ⊞ for the whole valley. Drag to pan and scroll to zoom.
Shared main roads are twice as wide and slightly darker than household lanes. Bridges already provide their crossing; paths meet them without covering the decking. Valleys have a main river and seeded streams or ponds. Older worlds gain water only where it preserves occupied plots.
Berry bushes provide renewable food: picking berries leaves the bush alive, while clearing a plot or lane removes its roots and salvages ripe fruit. Fishers work from riverbanks or ponds. Catches depend on skill, cold, and recovering local fish stocks. A fisher may choose land near water to shorten the working day.
People own their harvests and carried goods. Markets hold actual offers from sellers. Buyers pay with existing coins; prices respond to stocks and demand. A profession makes work more efficient but does not provide a salary from nowhere. Smithies, mills, bakehouses, workshops, and clinics consume recipe ingredients to make goods. Use Economy to inspect prices and recent purchases.
A prospective builder walks the land before reserving it. Other projects cannot claim the same ground. The owner then supplies actual materials before clearing and construction begin.
Wheat, corn and carrots grow in individual planting spaces. A newly founded field receives one initial sowing; later sowing consumes recovered or purchased seed. Rain moistens the soil, while villagers can collect bucket water for dry plants. Harvesting one ripe plant yields its crop and may return seed. A farmer may expand fields near home as their harvest and trade develop.
At the normal rate, 100 village years pass in 60 real days. One 365-day year takes 14 hours 24 minutes; a day takes about 2 minutes 22 seconds. Seasons last roughly three months. Everyone ages from a birth date, with adulthood at 18 years. Pregnancy, childhood, old age, and death use that same calendar.
The same baseline applies open or away. Away time is calculated locally on return; no server runs while the browser is closed. Long intervals use a daily history model that approximates live actions while tracking work, households, roads, weather, illness, and generations. Every world continues while you are away.
Seasons shape temperature, snow, rain and crop growth. Cautious, diligent villagers prepare food and fuel before winter, drawing on winters they have lived through. Weather follows the natural calendar.
Click a villager and choose Lift villager, or drag them directly. While holding someone, pan or zoom to a destination. Green marks open ground, blue marks water and red blocks a drop. Escape returns them. They fall and recover on land; in water they must swim to a bank using their own energy. Exhausted swimmers can drown. Fit villagers may choose short crossings themselves when conditions are safe.
One influence point returns every six real hours, up to ten. Simulation jumps do not award extra points. Gifts appear at the original fire; nearby villagers decide whether to leave them, share them, or keep some. The fire becomes a shrine as offerings are discovered.
Weather can ruin crops or exhaust fuel. Fever, fires, storms, hunger, exposure, and old age can take lives. Experience and preparedness reduce risks, but survival is never guaranteed. Families, memorials, inheritances, and milestones remain recorded. A fallen village closes and becomes a read-only history in your account. You can then found another.
History & families opens the records. Your account panel holds the read-only library of fallen towns. Only your current world can be played.
Your current world is saved to your account and can be continued on another device.
The same baseline applies open or away. Catch-up is calculated when you return.
One living world at a time. Fallen worlds remain in your history library and cannot be resumed.
Development experiment. History jumps change your current test world. Daily resolution models work, families, roads, shortages, disease, and mortality; it approximates the live action simulation.
Test speeds intentionally accelerate world time while this page is open. Away time always uses the baseline. Simulation jumps never award influence.
A forced season stays until reset; a forced weather spell expires after the chosen duration.
Preparing the daily simulation…
Your current world is kept intact until this calculation finishes.