Hinweis: Die Regeln und die Texte im Spiel sind vorerst nur auf Englisch verfügbar.
Goal. Bring the people to Harmony before the sea takes them. A run lasts about 10–15 minutes. You lose when the last settlement is gone.
You never command
Settlements gather from tiles in reach, grow, and found new villages on their own. They pick the most attractive nearby site: food, wood, stone and safe height. You steer by shaping land and resources.
Fresh water comes first
- Springs (blue dots) sit on high ground. Each stream runs to the lowest neighbouring tile, again and again, until it reaches the sea. If no neighbour is lower, it pools into a lake.
- People need fresh water within 1 tile of their village. Without it they stop growing, slowly shrink, and pray for water. New villages only settle by water, and a village can sit right on a stream. Only lakes are off limits.
- Grain needs fresh water next to its field, and withers without it. Forest grows on any dry land. Streams and lakes also give a little fish.
- Splitting. If the two lowest neighbours of a stream tile are exactly the same height, the stream forks in two (white dot). Each branch carries half the water: grain beside it regrows at half speed and villages grow at half speed. A stream forks only once, and branches that meet again carry full flow. Lower or Raise a tile to the same level as the stream's next tile to make a fork on purpose.
- Raise and Lower are how you steer water. The buttons preview what will happen: stream turns here, stream splits, stream moves away, or a village loses water. Each press moves a tile exactly one height level (one colour band, 0.5). Lower a tile to the same level as the stream's next tile and the stream forks into it; lower it once more and the whole stream turns. Raise a tile to block a stream from going that way. They cost 8 energy at first, so every change matters. A rising sea or sinking land can redraw the streams too.
What the people can use
- Reach. Each village works every tile within 1 step (2 after Roads, 3 after Industry). The dashed outline on the map is their combined reach. Land outside it is darker: they don't know it yet.
- Harvest. They take from every usable tile in reach at the same time, 0.03 per person per second. Moving dots show goods travelling to the village.
- Always usable: grain, forest and stone on dry land. Fish in streams and lakes, and in the sea next to the shore down to depth 1.2 (2.4 with Boats).
- Locked until later: ore and coal need Mining. A lock badge marks resources in reach they can't use yet. Tap it to see why.
- Never usable: anything under water except fish. Grain and forest rot when flooded.
- Full stores. They stop gathering a material when its store is full (40, food 60; doubled after Industry).
- Regrowth. Grain, forest and fish regrow. Stone, ore and coal run out for good.
- Spreading. A village big enough (10 people on Gentle, 8 on Standard, 7 on Hard) with 12+ food sends settlers up to 3 tiles away, to a dry spot beside fresh water with the most resources around it. The dashed house shows where they'd go now. Sow or Unearth near a spot to make it more attractive.
Energy and belief
- Energy is the one resource only you have. Every power costs it. It regenerates on its own, faster the more they believe.
- Prayers appear as bubbles over settlements: food, higher ground, or a material their current research lacks. Answer in time for +6 belief and +2 energy (45 s on Gentle, 30 on Standard, 22 on Hard). Ignored prayers cost a little belief.
- Belief sets how often they listen when you Nudge, Block or Reveal: 20% plus belief%, capped at 95%.
Powers train like muscles
- Every 4 uses a power gains a level (max 4). Each level cuts its cost by 12%. Raise and Lower always move one height level. At level 3, Sow, Forest and Storm also affect neighbouring tiles, and Sow, Forest and Unearth yield more at higher levels.
- The tutorial introduces the powers one by one. After it, Unearth needs belief 25 or Mining. Tide needs the people to know Boats. Storm needs Roads.
- Sow plants grain beside fresh water. Forest plants trees anywhere dry. Unearth picks by height: stone at 3.5+, ore at 2.5 and 3.0, coal at 2.0.
The sea
It stays calm during the tutorial. Afterwards it slowly climbs and swings on a cycle of about 3 minutes, easing in over the first 2 minutes. How fast depends on the pace you picked. Coal Power speeds up the climb, and Industry doubles that. Flooded settlements flee to dry ground within 2 tiles or shrink. Masonry and Dikes let them hold 0.3 and 1.0 below the waterline. Deep Drilling makes mined-out tiles sink.
The tech tree
You see the whole tree. The people see only part of each recipe: requirements with a dashed border are invisible to them. They pick the reachable tech that looks most appealing and best supplied, so a tech can stall on a need they can't see. Supply it, Reveal it, Nudge them elsewhere, or Block a tech for 60 s.
Three phases
- Provider: they need food and materials from you.
- Manager (after Roads): wider reach, linked settlements, faster depletion. Stone, ore and coal never regrow.
- Guardian (after Industry): they stop praying for resources and belief fades 0.03/s. Your job is damage control.
Sound
Music and Sound buttons sit at the top. Everything you hear is generated as you play. The music darkens when villages are in danger.
Prototype numbers. Everything here is a first guess to tune.