Screenshots
About the game
A village full of people, not just workers.
A grounded colony-builder about routines, shortages, bad timing, and the friction of trying to keep a settlement together.
Human-scale simulation
Villagers are meant to feel like people with routines, needs, and bad timing rather than faceless efficiency units.
Settlement pressure
Labor, food, space, and mood push against each other, so small choices can echo through the whole village.
Intervention with limits
You shape the settlement from above, but the point is influence and consequence, not perfect control.
Grounded atmosphere
The world aims for timber, cloth, mud, sunlight, and ordinary life instead of loud fantasy spectacle.