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Companions

A top-down survival‑RTS management sim. Command a tiny party of precious, mortal companions across a procedurally generated island — gather, survive, build a settlement, and move on when the land wears out.
Living document · mirrors the in-game F1 help and extends it with developer reference · describes build v0.5.0 · last revised 2026-07-25
The party on the island
For developers
This wiki is the expanded twin of the in-game help (F1, scripts/ui/help_panel.gd). The Player Guide half mirrors that screen; the Developer Reference half maps every mechanic to the files, functions, tunable variables and console commands that drive it. Both F1 and this page must be kept current on every feature change — see Keeping this in sync.

What changed in v0.5.0 short form

Everything this build brought, one line each — so this page says what it is before it says how the game works. The long form, with every reason and number behind them, is CHANGELOG.md in the repository.

v0.5.0 this build 2026-07-25

Changes

  • Caves — walkable interiors carved into the mountains (ROADMAP 14.4)
  • The land wears out where you pick it (ROADMAP 8.3)
  • One scrollbar, and the wheel stops at the UI (user report)

Documentation

  • CLAUDE.md became an index
  • The wiki and the F1 help gained the equipment system (17.1) and the 17.2–17.5 refactors, a…

Fixes

  • A cave stopped hollowing out whole small massifs (cave_max_massif_share), and its mouth is…
  • The cave grid was silently dropped by the save
  • Two parallel branches each claimed ExtResource("97") in Main.tscn (the torch and the…

Overview

What the game is, and the shape of a run.

You control a party of three companions (recruiting more, up to ten, is planned) from an RTS-style top-down view: box-select, right-click to command. There is no player avatar — the three are equals. Every one has the full set of survival stats and can die individually; losing one is meant to feel tragic. The hardest difficulty is permadeath. The only threats are nature — food, water, temperature, weather, seasons and distance — plus reactive wildlife that may defend itself. Nothing ever attacks your base.

A run is a cycle of three phases

  1. The manual opening — everything by hand, no automation. Scout for a viable site, live hand-to-mouth off what you find.
  2. The automated base — buildings unlock jobs, each companion's rule program runs the day, the settlement hums.
  3. Exhaustion → migration — the land wears out, the party packs what it can carry, treks, and starts over stronger: skills, equipment and recruits persist, the place does not. Each year winters bite harder.

The 512×512 map is budgeted for roughly 3–5 settlement cycles — that is the designed run length. Phases 1 and 2 exist today, and the equipment that is supposed to carry your strength across a migration has started to arrive — an axe, a coat and a hat (see Tools & clothing). Phase 3 — the push that makes staying impossible — is the big open milestone.

Move & look WASD · F · Tab

  • WASD pans the camera (free look). The view stays where you put it — selecting or commanding never yanks the camera.
  • F centres the camera on the selected character and follows it (a group is framed at its centre). Tab does the same while switching companions.
  • Right-click commands every selected character (see Command); a green ping marks the ordered spot. Hold right-click to steer continuously — the selection follows the cursor until you release.
  • Dense forest and loose sand slow walking to 80%.
  • Mouse wheel or +/- zoom; M snaps to the widest zoom. Mouse at a window edge scrolls the view (tune speed/width in Esc → Settings → Gameplay). Over a panel the wheel scrolls that panel — it never zooms the map underneath it.
  • There is no minimap and no overview map — you never see the whole island at once. Reading and remembering the land is part of the game.
  • The time-warp bar sits top right (pause, 1–10×). Switch on Esc → Settings → Graphics → Show FPS and the frame rate appears directly under it — green above 50, amber above 30, red below. It updates four times a second on real time, so time warp and pause do not change how it reads.

Your party 3 → 10 companions

The three companions close up
The party lands at a random walkable spot — 60–90 cells from the nearest fresh water. Nobody is selected at first; everyone follows its own program.
  • Left-click a character to select it (green / blue / orange; a white ring marks it). Exactly one selected = it is "yours": E-gather and build use it, and it walks your right-clicks at full speed.
  • Drag a box to select several and command them together.
  • Left-click empty ground deselects — observer mode; everyone just runs its jobs.
  • The bottom-left info panel follows the mouse: hover any tile for terrain + what stands on it (tree species & wood left, water salinity, buildings, stockpile usage, plant stock); hover a character for its current activity. Fog applies.
  • Tab switches control to the next companion; 19, 0 select directly (tap twice to also centre the camera). Hotkeys are fixed for the run — a dead companion's number stays vacant.
  • Companions learn by doing. Walking trains Running (speed), each trade trains its own skill, heavy trades & building train Strength (carry + build speed), and enduring cold/rain/exhaustion hardens Resilience (falls ill later). A run's veterans are made, and they are what you carry to the next settlement.
  • Strangers come knocking. Every so often a wanderer walks in out of the wild and waits a few days at the settlement. Left-click them for their panel: name, body, base attributes — and nothing else, because a recruit arrives unskilled. Take them in or send them on; wait too long and they leave. The party is hard-capped at ten, and a new pair of hands eats before it earns.
  • Not everyone means it. Some wanderers are false companions: they work slowly, help themselves to the stores, and one night they are gone with whatever they could lift. Nothing on the panel gives it away — the event log does, over days (someone at the stores after dark; a day's work that came up short). Sharp companions (Perception) name names. Expel anyone who joined from their character sheet (C) — and be wrong at your own cost.
The character sheet
The character sheet (C): portrait and body, the six survival stats, the five base attributes, every skill with its progress — and the carry grid, where one slot is one age batch.

Command — right-click RMB

Right-click sends every selected character; what happens depends on what you click. Your word is absolute — a character never breaks off an order, even to save itself. It posts a red warning when critical and carries on; abort the order yourself if you want it to live.

You click…They…
Open groundWalk there (paths around deep water, mountains, house walls)
Fresh water / a wellA ring of choices: Drink (until thirst is full, then top up the waterskin) or Fill skin (fill the waterskin to the brim and nothing else — filling is not drinking, so an errand to a pond never makes the scooper swallow it)
Tree / rock / plantHarvest into the carry (trees until felled)
A bed (its exact cell)Sleep until fully rested
A campfire 1 selectedA ring of choices: Tend fire or Boil water — either walks over and opens the fire exchange window on the slot you picked. Nothing goes in by itself
A campfire groupThe unattended orders: refuel from the carry or nearby stores (wood or twigs), or boil what is carried
A dropped stackPick it up into the carry
A stockpile 1 selectedWalk there and open the transfer window
A stockpile groupHaul carries there and unload onto the tiles
Another companion 1 selectedWalk over and open the carry-to-carry transfer window — you have to hit the body, a click a tile away is a walk
A blue construction siteJoin the build: fetch, deliver, raise it

Shift+right-click queues the order as a waypoint. A plain right-click replaces the whole queue. Nobody looks after themselves at all — drinking, eating, warming and sleeping happen only on your order or through the rule program (T).

Gather — hold E E

Hold E next to a target; a ring fills over its harvest time. Gathered items go into that character's carry, limited by weight (~40 kg, raised by Strength).

  • Trees → wood: each forest tile is one tree; the whole wood stock drops when it falls (the tile turns to grass). Strikes are banked — stop and finish later. Four species by shade: birch (10 wood), pine (20), spruce (25), oak (35).
  • Rocks → stone and fishing take ~10× ordinary work — plan whole days; a mason's yard / fisher's hut put workers on them around the clock.
  • Herbs, berries, roots regrow in place (not in winter). Bird nests (spring only, gone for good when robbed), mushrooms (summer+autumn, forest edge), hazel nuts (all year, never rot, but a cleared bush is finished and the next grows out of sight), mussel beds (salt coast, year-round, spoil fast).
  • The land wears out where you pick it. Berry bushes, herb patches, root beds, hemp stands and mussel beds remember being stripped: each unit taken leaves foraging fatigue on that patch, and a worked-over patch regrows up to 4× slower. Hover it to read the state — "picked over (40%, regrows in 3.2 days)". No dice: the wear fades on its own over about a week, in every season, so it is a tally of recent pressure, not a scar. Forage in a circle, not in one spot — and the longer a base stands, the further you walk for a full pack.
  • Free ground pickups (a half-second stoop, gone once taken): twigs & leaf piles at the forest edge, loose stones on the plains.
  • Wild hemp → plant fibre — grows only on damp ground beside fresh water (river banks and lake shores; never the salt coast, never inland). Tall fanned stalks, regrows in ~5 days outside winter. Fibre is not string: spin it into cordage on the Crafting tab, and cordage is what a bowstring and a fishing line are made of. No hemp in reach → no bow and no rod, so it is one more thing that makes a settling site good or bad.
  • Hunting takes a bow (craft one once a Hunting lodge stands). Deer & pigs flee faster than you walk — you shoot them: embody a hunter, hold H, a swaying reticle rises, lead the moving animal, release to loose. A hit is aim, not luck. A shot spooks the prey — one clean opening shot, then it bolts. The Hunter rule shoots the same way on its own, and with nothing in sight it takes a stand instead of falling through to the next rule: it walks to the nearest known forest cell (failing that, anywhere outdoors — never under a roof) and waits there, reading "No huntable animals in sight - waiting". Hunting is mostly waiting.
  • Fishing takes a rod (a pole plus a line of cordage; craft one once a Fisher's hut stands). The hut grants the fishing right to its water, the rod is the tackle: no rod in the pack → the companion will not fish, the Fisher rule stays blocked, and the hut's task postings are left for whoever is equipped. Rods are per companion — three fishers need three rods.

Eight creatures roam: deer & pigs are the herds you live off; pigeons & crows fly where you cannot follow; beavers keep to fresh water; badgers are slow enough to corner; wolves and bears hold their ground (a bear is the biggest meat on the map). Nothing out there hunts you — yet.

Game leaves a settlement. Every wandering step a herd takes leads to the quieter of the ground it can see, so deer and pigs drift off your built-up walking circle over the seasons. It is a drift, not a flight (they bolt only from a companion at close range), and it is not the same for everyone — pigeons and crows do not mind a settlement at all. Hunting turns into an expedition: one more reason for the waterskin, the bedroll and, in time, an outpost.

The foraging-wear lens over a settlement
The wear lens (console forage): every permanent patch shaded by how hard it has been picked — a worked-over walking circle is what pushes the party outward.
Cooking
Raw meat is not a meal — companions never eat it on their own, and eating it by hand builds toward food poisoning. Cook it on a campfire's hearth (left-click the fire → PAN / COOKED slots) or cure it in a smokehouse into preserved food. Raw fish is safe; cooking it is just better.

Stay alive

Health, Thirst, Hunger, Tiredness and Temperature drain over time; Mood is a secondary, non-lethal stat. Every companion is a compact row top-left; hovering a row unfolds it to full bars — and that is the only thing that opens a card, so the corner never rearranges itself when control moves. Buff/debuff badges beside the card say what is on a companion — green = boon, red/magenta/violet = malus. When any Health falls into the red, the whole screen sounds the alarm (red rim, heartbeat) so an off-screen death can't be missed.

DangerWhat it doesThe fix
Thirst emptyKills in ~half a day (fastest). A companion gets through 2–3 litres a day — more in the heat, more on a day spent walking and workingDrink at fresh water / well, or from the carried skin (sheet tool-slot double-click); the skin holds 5.0 L, about two days’ drinking — keep it full
Hunger emptyStarves over several daysEat from carry (Eat rule / sheet double-click); cook & smoke a surplus. Every kind sates its own amount (meat 60, berries 25) — and berries also water you (+5 thirst a handful), the one food that gives a sip back
Tiredness lowWalk −25%, work −40%; sleep debt drains it up to 60% fasterSleep in a bed (heals Health too); bedroll on a trek
TemperatureBelow 4°C or above 35°C drains HealthWarm at a fire/indoors; cool at water/well
Wet (rain/swamp)Feels up to 30% colder, −5% speed, sinks MoodDries only at a burning fire or under a roof (~4h)
FeverFrom cold, wet and exhaustion. −25% work, drains Health if untreated; can killBed rest + herbs from the carry
DysenteryFrom untreated water. −20% work — and it makes you thirstier, the trap that feeds itselfBed rest + herbs; then clean water only
Food poisoningFrom raw or spoiled food. −30% work, the hardest hitter of the three, but it passes fastBed rest + herbs; cook or smoke meat first
Still water (lake/pond)Every untreated gulp builds the dysentery load (~27 per litre — about 3.7 L breaks out)Drink at running water or a well; or draw it and boil it in a fire's pan
Despondent (Mood floor)Refuses its rule program AND stops feeding itselfDirect orders only — nurse it dry, warm, fed, healthy

What hurts you doesn't let you heal: an empty Thirst/Hunger bar, or a freezing/ overheating body, suspends rest regeneration entirely — the sleeper rests off tiredness but wakes no healthier. Winter is the exam: farms lie dormant, plants stop regrowing, no animals are born. Stockpile in autumn; nuts, fishing and mussel beds work year-round.

A campfire's panel with the hearth slots
A fire's panel: how much longer it burns, the fuel slot measured in logs (and what else burns, at what rate), and the two cooking slots with the progress arrow between them — pan on the left, ready on the right.

Buffs & debuffs — the exact numbers

Every condition a companion can carry, what it really costs, and how to end it.

Conditions show as badges beside the HUD card and under the portrait in the character sheet (C). The colour tells you the kind before you read anything: green = a boon, and magenta / blue / violet / red = something is wrong. Every slowdown below multiplies with the others: soaked, exhausted and ill at once is a companion barely moving.

BadgeWhat triggers itWhat it costsHow it ends
Overloaded (weight) A pack loaded past its weight budget (40 kg base, ×1.05 per Strength level → 60 kg at level 10). Only you can cause it — every automatic path stops at the budget. Walking speed falls linearly from 100% to 0% between the budget and +50%. 20% over = 40% slower. At +50% the badge turns red and the companion cannot move at all. Work is untouched. Take something out of the pack. Nothing else clears it.
Wet (soaked) Standing in open rain, hail or snow soaks from dry in 30 min; a swamp does it in 1.5 h (a bog only wets what is in it). −5% walking and −5% work when fully soaked, and felt warmth drops to 70% — which is what actually kills, because cold is what the fever load feeds on. Mood sinks too. Under a roof or at a lit fire: 4 h from soaked. Outdoors it dries too, but only as fast as the sky allows: 10 h × weather (anything falling = nothing at all, overcast 35%, clear 100%) × temperature (nothing at 5 °C, full at 20 °C, up to 150% in real heat). A bog cannot be dried out of — leave it.
Fever The cold-and-wet load filling up (exposure, soaking, exhaustion). The load is deterministic — there are no dice, and it clears on its own while its cause stays away. −25% work, −10% walking at full severity. Drains Mood from full to empty in 18 h. Past severity 0.75 it drains Health, killing from full in 24 h. 24 h of bed rest, or 12 h of herb treatment — they stack. Get dry and warm first, or it simply comes back.
Dysentery Drinking still water (a lake or pond — a river or a well is clean). Every litre of it adds 27 to a 0–100 load; at 100 — about 3.7 litres, a day and a half of drinking nothing else — it breaks out. −20% work, −15% walking. Mood from full to empty in 12 h. Past severity 0.80 it kills from full Health in 30 h. And it drains a full Thirst bar every 8 h on top — which is the trap: bad water makes you thirstier, and thirst sends you back to the bad water. 30 h bed rest or 15 h herbs — and clean water from then on: boil it, drink from a river, or dig a well.
Food poisoning Eating raw meat or spoiled food. Companions never do this on their own; it is a hand-fed mistake. The harshest of the three: −30% work, −20% walking. Past severity 0.70 it kills from full Health in 18 h, and drains a Thirst bar every 12 h. 12 h bed rest or 6 h herbs. It passes fast, but it hits hard.
Sickening (pale) A contamination load past its warning line — the illness has not broken out yet. Nothing yet. It wears the coming illness's own glyph, washed out, so you know which one is coming and can still stop it. Remove the cause. A load falls on its own while its cause stays away.
Exhausted Tiredness below 35%. Legs and hands slow linearly down to −25% walking and −40% work at an empty bar. The hands fail before the legs, on purpose. Sleep. A bed is best, a bedroll is 70% of a bed's rest rate, bare ground is worst.
Sleepless (sleep debt) A night cut short: the shortfall is remembered. Tiredness drains up to 60% faster until the debt is paid. One sleep that ends on a full Tiredness bar. Another interrupted night does not clear it.
Despondent Mood at rock bottom. The gravest malus that does no damage of its own: the companion refuses its rule program and stops looking after itself. Below Mood 35%, bad morale already costs up to −15% work. Only direct orders get through. Nurse it by hand — order drinks, hand it food, get it dry, warm and healthy.
Treated A herb dose taken. A boon: it is curing whatever ails them. One dose treats every ailment at once — medicine is for the body, not for a diagnosis. Runs out on its own.
Comfort Standing in a detected room. A boon: room quality lifts Mood while inside, and double while asleep. Quality is the average comfort over the room's cells — wooden flooring pays 1.0 per cell, furniture adds its own, and the total is capped at 100%. Leaving the room.
An overloaded companion's character sheet
An overloaded pack: the carry header and the weight badge under the portrait carry the same amber, and the bottom-left info panel says the same thing on hover.

Work & trades — how each one resolves

Gathering, felling, mining, fishing and hunting are not one mechanic — they cost different time and need different things.

TradeHow it worksTimeNeeds
ForagingBerries, herbs, mushrooms, roots, eggs, mussels, nuts — hold E on the node, or order a harvest. The node depletes and (depending on its kind) regrows in place, respawns elsewhere, or is gone for the season. 2.7 s per unit (the base work clock)Nothing
FellingEvery forest cell is one tree with a finite wood stock (birch 10, pine 20, spruce 25, oak 35). Each strike banks progress on the cell — no strike is ever lost, and the canopy visibly thins. The whole stock drops with the felling strike, which turns the cell to plains. 5.4 s per strike; a tree needs 2 strikes per wood, so an oak is 70 strikes Nothing — but an axe makes it ×1.5 (a lumber camp unlocks the automation job, and mends the axe)
MiningWorked from a cell beside the rock face. Endless until redirected. 27 s per stone — 10× the ordinary work, deliberately A mason's yard unlocks the job
FishingA fisher's hut is a fishing right on the one body of water it adjoins — not a licence to fish anywhere. A fisher walks past a nearer pond to reach its own hut's lake. Want another water fished? Build a hut on it. 27 s per fish — also 10× A fishing rod (cordage from plant fibre) and, for the job, a fisher's hut on that water
HuntingTwo different things. By hand (H): a real aimed shot — the crosshair sways, you release when it settles, and the hit is geometric (arrow flies at 420 px/s, hits within 12 px, range 12 cells). Automated: a rolled shot every 2 s, giving up after 8 s of chase with a 6 s cooldown. Without a bow, hold E next to the animal instead. Per shot, not per unit A bow in the pack for ranged work; a hunting lodge unlocks the job
Drawing waterFill the waterskin at a shore or well. Water never travels loose — a skinful (5.0 L) is what one trip carries.2.7 s per litreDrinkable water in reach
BoilingStale water on a fire's pan slot becomes clean water. The whole load finishes together — never in tranches. The pan holds exactly one skinful, and those 5.0 litres take one in-game hour on a campfire, a third of that on a stone hearth. Boiling is unattended: walking away mid-boil loses nothing. 1 h per skinful (campfire)A lit fire that cooks

Every trade trains its own skill by doing it, and the skill multiplies the pace back. Heavy trades and building train Strength (a bigger carry and faster building), walking trains Running, and enduring cold, rain or exhaustion hardens Resilience (falls ill later).

Tools & clothing carried, not worn

Gear is the thing that survives a migration. Three pieces exist so far — an axe, a coat and a hat — and all three are made at the crafting bench (K).

Carrying it is wearing it
There is no equip gesture. A coat in the pack is a coat on the back and an axe in the pack is an axe in the hand — and a haul never shelves your gear onto a pile with the logs, because the game counts it as personal kit. Give a piece to someone else through the transfer window and the effect moves with it.
PieceCostsWhat it does
Axe2 wood + 2 stone — needs a lumber camp standing Chopping goes ×1.5. It multiplies with your Lumberjacking skill rather than replacing it, and it is dragged down by the same fatigue, wetness and illness as everything else — there is only ever one work speed.
Coat2 cordage + 10 plant fibre — no workshop needed +6 °C of insulation (chest).
Hat1 cordage + 4 plant fibre — no workshop needed +2 °C of insulation (head).

Clothing insulates — it does not heat

Worn warmth is added to the temperature you feel, but only up to 20 °C: it can lift a freezing companion toward comfort and can never push a warm one past it. So a coat is never a liability you cannot shed — it does nothing at all in a summer desert, and a roaring fire still beats it. Wearing both is +8 °C, which is roughly the difference between a clear autumn night and a survivable one. Carrying a spare coat does not double the warmth; only the warmest piece per body slot counts.

An axe wears out, and is mended where it was made

Chopping wears the axe down — deterministically, never on a dice roll: it lasts 400 seconds of real chopping, which is about nine in-game hours of it, a full working day at the trees. The sheet's carry slot shows the condition as a percentage that runs greenred, and the break itself posts one line to the event log. A broken axe simply stops helping — you chop by hand at the ordinary speed until it is mended; nothing is lost and nothing is destroyed.

To repair it: right-click the lumber camp with the worn axe in the pack. The companion walks over, pays 1 wood — out of its own pack, or fetched from the stores like a builder's materials — and the axe is full again. Repairing is deliberately far cheaper than crafting a replacement: that is the reward for keeping the workshop standing.

Known limit — wear follows the companion, not the axe
Condition is tracked per companion, not per item. Handing a worn axe to a mate gives them their own fresh condition for it, and taking it back resumes yours. It is a known gap waiting on per-item state — don't plan a supply line around it.

The bow and the fishing rod are still pure gates rather than gear: carrying one is what lets you shoot or fish at all, but neither speeds anything up or wears out yet.

Moving goods — the one hand

There is exactly one hand in the game, and every window fills it the same way.

Pick a stack up in the character sheet's carry grid, in the transfer window, or straight off a stockpile tile on the map (Shift+right-click it) — it is always the same hand, so a stack can only ever be in one place. Closing a window keeps the stack in hand, which is exactly how it gets out onto the map: carry it to a construction site, a fire's hearth, a pile or a companion and left-click it down. Esc on a clear screen puts it back where it came from.

Putting something down happens at arm's length — walk the companion over first. A fire is the one exception: with fuel, raw food or untreated water in hand, left-click a fire anywhere on the map and the companion carries it over — on arrival the fire exchange window opens with your stack still in hand, so one click on a slot puts it in. Only the walk is done for you. A hearth that would refuse it (a pan already busy with another kind) says so at the click, rather than after the walk; and the window opens wherever you happen to be looking, even if you deselected that companion while it walked.

GestureIn the character sheetIn the transfer window
Right-click a slotTake that batch in handTake that batch (or that pile tile's stack) in hand
Shift+right-clickAsk how many to take in handAsk how many to move to the other side
Double-clickEat one unitMove one unit across
Double-click the tool slotDrink from the waterskin until thirst is fullPour one litre of the skin into the vessel on the other side (Shift: everything in it, down to the last tenth)
Shift+double-clickTake the whole stack in hand — every age batch of that kind, not just the clicked slotMove the whole stack across
Left-click while holdingPut it down, or swap with the clicked batchPut it down on that side
Click outside the windowDrop it on the ground at the companion's feet — anybody can right-click it back up. A drink is poured out instead: a liquid does not lie in a heap.
Water only ever exists in a vessel
A waterskin, a barrel, a fire's pan — nowhere else. A pack cannot hold a drop, so a skinful is what one trip carries: filling a barrel means walking back and forth, and a settlement that fetches its water from far away is one you built in the wrong place. Boiled water therefore always comes back into the skin; what it cannot hold waits in the pan, where it keeps indefinitely. To fill a barrel, order a deposit onto it and the whole skin goes in (an automatic haul pours in too, but keeps the carrier 2 litres for the road). Right-click the sheet's tool slot to lift the whole skin into your hand — every litre down to the last tenth (4.7 L, not just 4) — click it again with water held (either button, like any inventory slot) to pour it back — or double-click it to drink until thirst is full.
A part litre is never stranded
Your hand, a skin, a barrel and a fire's pan all measure water as a volume, so the last 0.6 L pours across like any other water — a right-click grabs the whole skin, fraction and all. The waterskin slot in the exchange window is where you do it: double-click pours one litre into the vessel opposite, Shift+double-click everything in the skin. Both companions show their skin there, so water can be handed over in the field — and half a pot of pond water boils on a pan exactly like a full one, in half the time.

The fire exchange window

Right-click a fire with one companion selected and pick Tend fire or Boil water: the companion walks over and a window opens — its pack and waterskin on the left, the hearth's Fuel, Pan and Ready slots on the right. Nothing is loaded for you: the verb you picked only names the slot to aim at (fuel to the flame, the waterskin onto the pan), and you drop it in yourself — one click, and you decide how much. Carrying nothing that fits, the companion still walks over and the window says so in red, because "I have nothing to burn" is exactly what you went there to find out.

Everything moves by the same gestures as the transfer window, and the fire's reach is its heat radius — anywhere in its warmth counts as standing at it, so you need not be dead on top of the pit. Boiled water taken off the Ready slot goes into the waterskin, never into the pack.

Build — press Space Space

A construction site (Grundriss)
Committing a ghost lays a blue Grundriss. Builders physically fetch the materials, deliver them, then raise it from beside the footprint. Materials never gate the ghost — an amber ghost just waits for deliveries.

You start with nothing. Space opens the build ring (radial menu, 2026-07-20): an inner ring of categories — Workshops, Structure, Supply, Demolish — where left-clicking a category opens it in a second, outer ring. Hovering any entry spells it out in the info panel below the circle, cost per material included (green = affordable now, red = not). Place it, and every selected character goes to build it (nearest one if none selected). R rotates the ghost before placing.

The centre always goes back one ring, and closes the menu on the top level — the same thing right-click and Esc do, so there is one rule for the way out. Space closes it from any depth. Only two rings are ever drawn: opening a category replaces the outer ring rather than adding a third, so nesting is free and the circle never grows. Greyed entries come in two kinds that must not be confused — a padlock is a player goal (the workshop that unlocks it does not stand yet), a dashed outline is a planned placeholder that does not exist in the game yet.

There is no ready-made house. The drag-to-size prefab was retired from the player's hands (2026-07-20): every house is now designed out of walls, doors and floors, and is whatever shape you enclose. Job buildings stay simply placed and the farm stays drag-to-size — a workshop is equipment, not architecture; only the home is the player's design.

BuildingWhat it doesNote
CampfireWarmth + hearth (fuel / cook)9 twigs or 3 wood (see below); action area 20; physical heat radius 3.5
WellDrink, refill skins, cool offThe only drink source workers use on their own — keeps flowing when water freezes
Bed / Stone hearthFurnitureNot in the build ring at all — placed from the room panel
Straw bedFurniture that also campsThe one piece in both lists: the room panel and the Supply ring, so it can be thrown down beside the campfire before any room exists (secondary_category)
Wall / DoorEnclose a warm, roofed roomWalls drawn as straight chained runs; door is walkable
BridgeThe only way across a riverDrag a deck bank-to-bank; turns water walkable
Wooden FloorRaises Mood inside a roomGround, not furniture — beds/fires stand on it
RoadWalk ~35% faster along itGround like a floor; stone per tile — the price, not the speed, is what keeps siting honest
Stockpile zone / Storage boxCity stores (1 type/tile, 20 units)Zone is free; drag out on open ground
Water barrelStores water (20 litres, clean or stale)Winter/drought reserve; DRAW + HAUL fill it; serves the clean water first
SmokehouseCures fresh food → preservedDoubles as a stockpile
Lumber camp / Fisher's hut / Mason's yard / Hunting lodgeWorkshopsEach unlocks its trade for the rules (fishing and hunting also need the rod / bow in the pack)
FarmVegetables (Farmer tends it)Dormant in winter
Planning table+6 rule blocks; copy programs; opens the task board

Two prices for one building. A buildable may list alternative costs — the campfire's 9 twigs or 3 wood (2026-07-21). Twigs lie on the ground everywhere, so the first fire of a run never has to wait for a felled tree. The build ring lists both, each material coloured by what the settlement holds, with an or between them; a blueprint commits to one of them (whichever it can cover, primary first) and shows only that on the site. As long as nothing has been delivered yet it re-picks by itself, so a site that asked for wood asks for twigs the moment twigs are within reach; once the first material lands, the bill is settled in it. Demolishing refunds half of what the building was really paid for — a fire raised from kindling salvages kindling.

And two fuels for one fire. The same reasoning carries past the build: a fire that can be raised from twigs can be fed with them (2026-07-21). A campfire burns wood or twigs, 3 twigs to the log, and the stone hearth the same way. Logs are always preferred where there are any — every fuel run shops the list in order, so the party falls back on kindling only when the woodpile is empty. Everything that feeds a fire goes through the one list: the right-click order, the REFUEL rule, a claimed task, holding E at it, the world hand and the panel's FUEL slot (which counts in logs but takes either).

A small base with a house, well and campfire
A house takes real labour (3× per-tile build time) — bring helpers. Enclose any shape with walls + a door and the inside becomes a warm, roofed room; board it with wooden floor to lift Mood.
The radial build menu
The radial build menu (Space): an inner ring of categories, an outer ring of what they hold. The centre is always the way back out. A padlock means the workshop for it is not standing yet.

Furnish a room — left-click inside it

A self-designed house is not an object you can click, so the furniture panel hangs on the room: left-click any cell of an enclosed room and it opens, reading the room out (cells, shelter warmth, how homely it is) and listing the furniture that may go in it. Pick a piece and the ghost only accepts cells inside those walls — otherwise it is an ordinary construction site: builders fetch the materials and raise it. Click inside the same room again, or press Esc, to close. It resolves last of all map clicks, so anything with a panel of its own (a pile, a fire, a construction site) keeps the click.

PieceCostLabourWhat it is
Straw bed6 leavesnone (instant)A poor night's sleep — and the one piece that needs no room: it is in the Supply ring too, so it can go down beside the campfire on the first evening
Bed6 leaves + 1 wood14.4 s/cell = 28.8 sThe proper one: rests faster and heals while you sleep. It lies 1×2 — press R before placing to turn it across
Stone hearthStone + wood, needs a mason's yard10.8 s/cellThe indoor fire: a campfire's warmth, ~3× the burn per log and a wider reach. One hearth holds a house through a winter night, and it cooks like any fire

The two beds are told apart by their LABOUR, not by their price (2026-07-21): their materials are nearly identical, so what separates them is the work. A straw bed sets build_seconds_per_cell = 0instant: total_build_seconds() floors at 0.001, so the first frame of a builder's work finishes it. The materials still have to be carried to the site; only the labour is nil. The bed costs twice what it used to (7.2 → 14.4 s per cell). The entry tooltip quotes the labour in in-game time for one builder (BuildEntry.labour_line); helpers stack their deltas and shorten it.

A room is not yet a home. Its comfort is the average over its cells of the floor laid on them and the furniture standing in them, and that comfort lifts Mood while a companion is inside — doubled while asleep. Over-furnishing simply finishes the room; it is capped, never an exploit.

The room panel
Left-click inside an enclosed room: how big it is, how warm, and how homely — plus what may be put in it. Flooring and furniture both raise the room's quality, which lifts Mood.
The crafting tab
Crafting (K) is the build menu filtered to the things that become carried items rather than buildings — the bedroll, the bow, the fishing rod, and the axe, coat and hat.

Automate — press T T

The rule editor
The rule editor: an ordered WHEN → DO UNTIL program per companion, checked top-to-bottom (first feasible rule wins). Runs only when you tick Auto.

Automation is built, not switched on. Write each companion a program — an ordered list of rules reading WHEN condition(s) → DO action UNTIL release. Order is priority.

There is no built-in self-care — at all
Nobody drinks, eats, warms up or sleeps on their own — not even from the waterskin or packed food. Everything happens only through your orders or your rules (the Basic supply template is a safe start). A forgotten drink rule is a death sentence. On Brutal the game cannot pause while the editor is open.
  • WHEN — sensors: the body's bars (Health & Mood too), Wetness, Sickness, the clock, the season, precipitation, city stores, the own carry, the waterskin, fire fuel, a waiting site. Conditions AND together.
  • DO — actions: the trades (fell, fish, farm, quarry, hunt), drink, eat, sleep, warm/cool, tend fires, build, draw water, boil water (carry the skin's pond water to a fire and boil it clean), haul the carry to stores, fetch items into the carry, and take a task off the task board.
  • UNTIL — the latch: "fell wood UNTIL stores ≥ 60" keeps a rule going past its trigger so companions don't ping-pong at the threshold.
  • Nothing happens that nobody asked for (11.7): no companion carries its load home on its own. A full pack stops the work that would fill it further (harvesting into a full pack destroys the node for nothing) and the rest of the program runs on. Bring it in by right-clicking a stockpile, with a WHEN Carry full → Haul rule, or via the task board — a task's goal sits in the city stores, so delivering is the last leg of it. Any haul keeps a ration of every food kind and of drinking water: the load goes, the lunch stays.
  • Blocks are budgeted: a rule costs 1 block, +1 per extra WHEN, +1 for an UNTIL; the whole settlement shares one budget (base 12, +6 from a Planning table). Rules past the budget don't run — top rules are paid first.

The task board (needs a Planning table): buildings watch their own needs and post tasks — a fisher's hut calls for a fisher while stores hold under 20 fish, a burnt-down fire calls for tending, a fire calls for boiling while the stores hold under 10 litres of clean water (a taker draws pond water, boils it and barrels it), open sites post themselves. One 1-block Take a task rule claims the nearest posting, so a new recruit is just one more taker. Trades are earned: each work action stays locked until its workshop stands. Workers only seek what the party has already discovered.

Time & world

Day/night and seasons pass; the clock, temperature (°C) and weather sit top-centre. Speed controls (or -/.) run pause / 1× / 2× / 5× / 10×.

Rain
Rain soaks anyone in the open (a fire or roof dries fastest; warm sun does it slowly).
Winter snow
Winter snow blankets the world; waters freeze over.

Weather follows the seasons — sunshine, cloud, rain, hail, summer drought, winter snow. Hail hurts (bleeds Health in the open; only a roof or forest canopy stops it). Rain soaks (wet = up to 30% colder). Wet clothes dry fastest at a campfire or under a roof (~4 in-game hours from soaked through) — and out in the open as fast as the sky allows: ~10 h under warm sunshine, about a third of that pace when overcast, and nothing at all in cold air or while rain, snow or hail falls. A summer soaking dries itself while the work goes on; a winter one waits for a fire. In deep winter rivers and lakes freeze (wells keep serving); a summer drought dries small ponds until the next rain.

Water has a quality as well as a salinity. A body of fresh water that never reaches the sea — a lake, a pond — is still water: drinkable, and every gulp builds the drinker's dysentery load — nothing on its own, but the pond you keep going back to breaks out as the illness. Rivers drain to the sea and count as running along their whole length, and so do wells and hot springs. A waterskin filled at a lake carries pond water with it until it is drunk dry. Choosing between a lakeside site and a river (or a well) is the point.

The cure is a fire. Right-click one and pick Boil water: with one companion selected it walks over and the fire exchange window opens on the hearth — pour the waterskin onto the Pan yourself, and take the clean water back from the Ready slot (it goes into the skin). With a group selected the unattended order runs instead: it pours, waits and collects by itself, and empty-handed simply collects what is already boiling. By hand it works too: right-click the tool slot in the character sheet (C) to pour the skin into your hand, then set it down on a fire (the whole skinful goes in), on a barrel, or on another companion to fill their skin.

Boiling costs time, and that is deliberate. A full waterskin — 5.0 litres, which is exactly what the pan holds — takes one in-game hour on a campfire; a stone hearth is three times faster at everything it cooks. The pan boils unattended while the fire burns, so you load it and walk away. A companion drinks 2–3 litres a day, so one fire keeps a small party in clean water and no more — and it cannot sear fish while it boils. Boiling is the stopgap at a pond; a river or a well is the answer.

Tundra
Tundra (northern fringe): 10°C colder than the day says.
Desert
Desert (dry south): 8°C hotter — but the warmest ground in winter.

The land itself has a climate. Most of the island is temperate, but three kinds of country are not: tundra (−10°C) on the high northern fringe, desert (+8°C) in the dry south, and swamp (soaks you like rain, and a fire can't dry you while you stand in it). The seasons turn both extremes inside out — knowing which half of the year a country is survivable in is worth more than avoiding it.

A river from the central mountain
Two narrow, deep rivers spring from the island's central mountain — crossed only by a bridge.
A crater lake landmark
Landmarks worth remembering: a crater lake, steaming hot springs, standing stones.

Caves bring a light

A cave mouth in a mountainside
A cave mouth in the mountainside, and the passage running back into the rock.

Mountains are no longer only a wall to walk around: look along a mountainside for a dark cave mouth, and behind it runs a walkable passage with wider chambers off it. Three things are true of every cave:

What a cave isWhat it means
Pitch darkYou see barely two steps ahead in a tunnel (five at the mouth, against twenty in the open). Craft a torch first — Crafting tab (K), 1 wood + 2 plant fibre — and carrying it gives seven cells back. Without one you explore blind.
ShelteredRock roofs you: rain, snow and hail cannot reach, and wet clothes dry as they would under any roof.
A constant 8 °CUnderground replaces the sky — no season, no weather, no night. A refuge from a −15 °C winter night and from a 42 °C desert afternoon.

There is a reason to go in beyond hiding from the weather: rock beside a passage becomes minable, so a cave holds stone that is out of reach anywhere else — worth the trip once the ground near home is worked out. Nothing lives down there; the danger is the dark and the walk home.

Fog of war
Fog of war hides unexplored ground; explored ground out of sight is a memory (terrain & buildings, but not live activity). There is no minimap — scout and remember.
Night
Night: the world darkens smoothly, and a fire is the only warm place in it.
A swamp
A bog soaks whatever stands in it, and cannot be dried out of — leaving is the only cure.

Interface & keys

The companion window holds everything you do to one companion, as three tabs — each key opens its own tab (press again to close; Ctrl+Tab walks the tabs). All three are about the companion you're steering.

KeyActionKeyAction
CCharacter tab (stats, skills, carry)SpaceBuild ring (radial menu)
TAutomation tab (rules)TabNext companion (+camera)
KCrafting tab (bedroll, cordage, bow, rod, axe, coat, hat)10Select companion (twice = camera)
EGather (hold)HAim & shoot (bow, hold)
FCentre camera on selectionMWidest zoom
GToggle fog (debug)- / .Game speed up / down
JChronicle (saved history)F1Help
F5 / F9Save / load slotEscClose open window, else pause/settings
F12Dev console (debug builds)Rebind everything in Esc → Settings

Only one window is ever open. Opening any of them — the companion window, a building, pile, site or room panel, the transfer window, the build ring, help, the chronicle — closes the one before it, so nothing overlaps. A stack in hand survives the switch: it is only ever put down where you put it down.

— Developer Reference —
A full carry grid
Items in the pack: every kind carries its own weight and nutrition, and perishables show their freshness per batch. Right-click a slot to take it in hand, Shift+right-click to choose how many.
The transfer window
The transfer window: the companion on the left, the stockpile as its physical tiles on the right (one kind per tile). It also opens between two companions.
The chronicle
The chronicle (J): the run's saved history — deaths, level-ups, firsts and season turns, day-stamped and carried in the save.

Architecture & conventions

Engine, layout, and the ground rules the codebase holds itself to.

  • Engine: Godot 4.x, 2D top-down. GDScript only (no C#).
  • Language: all identifiers, comments, node/scene names in English — no German anywhere in code or the scene tree.
  • Naming: snake_case for vars/funcs/signals/files; PascalCase for classes/nodes/scenes; class_name for reusable scripts.
  • Data-driven: tunables live in .tres Resources (resources_data/) and @export vars — not magic numbers. Numbers should be tunable without touching code.
  • Decoupling: cross-cutting state lives in autoload singletons; systems talk through signals where it decouples them.
  • A freed object compares == null as TRUE. So node != null short-circuits and never catches a freed one — is_instance_valid() is the only safe test. Any registry that outlives a scene teardown (cells → nodes, caches) must prune or skip stale entries with it.
PathHolds
scripts/autoload/Singletons (managers, world & save state)
scripts/player/Companion rig: stats, skills, controllers, jobs, automation
scripts/world/Worldgen, terrain/biome/landmark, renderers, camera, weather, fog
scripts/resources/Resource nodes, animals, harvest cycle
scripts/buildings/Buildable, build controller, sites, stockpile inventory
scripts/items/Item catalog, item graphics, ground items
scripts/ui/HUD, panels, dev console, settings, screens
resources_data/All .tres configs: buildings, animals, resources, stats, skills, palette, theme
tests/Headless suite + benches + the screenshot harness

Autoload map

The singletons every system reaches. Persistent autoloads must reset in WorldGenerator._ready (a reload doesn't re-instantiate them).

AutoloadOwnsFile
GridManagerCell↔world math, occupancy gridautoload/grid_manager.gd
TerrainManagerPer-cell terrain / biome / landmark layers, walkability, water bodies, climateautoload/terrain_manager.gd
TimeManagertime_of_day, day, season; ambient temperature; rollover signalsautoload/time_manager.gd
TimeWarpManagerPause / 1–10× via Engine.time_scaleautoload/time_warp_manager.gd
WeatherManagerSeason-weighted weather spells, snow coverautoload/weather_manager.gd
FogManagerThree-state per-cell visibilityautoload/fog_manager.gd
PartyManagerMembers, selection, embodimentautoload/party_manager.gd
BuildingManagerPlacement, sites, rooms, action-area serving, water bodiesautoload/building_manager.gd
CityInventoryAggregate facade over all stockpile tilesautoload/city_inventory.gd
AnimalManagerRunning population tallies, capacitiesautoload/animal_manager.gd
TaskBoardBuilding-posted tasks (11.6)autoload/task_board.gd
SaveManagerNamed save slots, migration seamsautoload/save_manager.gd
EventLog / ChronicleLive feed / saved historyautoload/event_log.gd, chronicle.gd
SoundManagerZoom-gated positional audio, UI clicksautoload/sound_manager.gd
KeybindManager / GraphicsManager / GameState / ResourceManager / GroundItemManagerInput, graphics prefs, run state, resource registry, dropped stacksautoload/…

World generation & terrain

Seams. WorldGenerator.generate() builds the world. TerrainManager.is_walkable(cell) is THE passability seam (nav bake, collision, standability, rooms all read it — a bridge's set_walkable_override opens a crossing for all of them). TerrainManager.climate_offset_at(cell) is THE climate seam. TerrainManager.is_drinkable_water() is THE drink seam; is_fresh_water() is salinity only; is_still_water() is THE quality seam (7.5 — a body that reaches no sea), and IllnessController.wear_bad_water() is the one place an untreated drink is billed.

A cell has four orthogonal per-cell layers: terrain (what it physically is — world/terrain_types.gd: PLAINS/WATER/FOREST/MOUNTAIN/SAND/SHALLOW), biome (its climate — world/biome_types.gd: temperate/ tundra/swamp/desert, grown as one region each), landmark (world/landmark_types.gd: crater lake / hot springs / standing stones), and cave (world/cave_types.gd: mouth / tunnel / chamber).

TerrainManager is a facade, not a god object (17.2)
The autoload delegates to four owned layer objects on a shared CellGrid base (scripts/world/): TerrainGrid (type, wood/species/chop, walkability), BiomeLayer (biome grid, climate_offset, soaks), LandmarkLayer (landmarks, sites, warmth_at, the NO_WARMTH sentinel) and WaterBodies (salt mask, lazy body labelling, fresh/salt/still/pond). The public API is frozen — every TerrainManager.X seam kept its exact signature, so nothing calling it had to change. The facade keeps only what crosses layers or touches the tree: the felling signals, the salt/water-body invalidation in set_terrain, the composite drink seams (is_drinkable_water/is_still_water), and the season-driven freeze/drought state. The layers themselves are RefCounted — never in the tree, never aware of TimeManager or EventLog.

Caves

Caves are walkable interiors carved into the mountain massifs. They are a layer, not a separate scene: a carved cell keeps its MOUNTAIN terrain and only TerrainManager.is_walkable() and the cave readers know it is hollow. That is what keeps the terrain renderer, the spawn rules and the walkable tally — and with it every spawn density — exactly where they were, and it means the settlement keeps running while a scout is underground, because there is no separate "inside" to simulate.

What a cave gives youDetail
Pitch darkSight collapses to 2 cells in a tunnel (5 at the mouth, against 20 in the open). A carried torch adds 7 back — craft one in the Crafting tab (K) from 1 wood + 2 plant fibre. Without a light you explore blind.
ShelterRock roofs you: rain, snow and hail cannot reach, and wet clothes dry as they would under any roof.
Constant 8 °CUnderground replaces the sky entirely — no season, no weather, no day. A refuge from a −15 °C winter night and from a 42 °C desert afternoon. A fire lit inside still warms on top of it.
StoneRock beside a tunnel becomes reachable, so a cave holds stone that cannot be mined anywhere else — worth the trip once the ground near home is worked out.

Key tunables — scripts/world/world_generator.gd

GroupExports (on the WorldGenerator node in Main.tscn)
Shapeworld_seed, noise_frequency, island_falloff[_power], sea_level, mountain_level, forest_moisture, sand_share
Riversriver_count (2), river_max_half_width (1.7), river_meander_strength (2.2, ceiling ~2.4), river_meander_wavelength, river_source_flank, river_bias_*
Forestwood_per_forest_cell (20), birch_/spruce_/oak_share
Biomestundra_share, desert_share, swamp_share, swamp_bog_count, biome_terrain_affinity
Landmarkscrater_lake_count/radius, hot_springs_count/radius, standing_stones_count/radius, landmark_min_spacing
Spawnspawn_water_min_walk/max_walk (60/90), spawn_open_land_share
Map size & density
Grid size lives solely on the GridRenderer node (512×512). Nothing technical caps it — the nav bake is chunked (chunk_cells 64, ~0.1s at 512², one wall re-bakes only its chunk ~5ms) and every spawn count is a density via TerrainManager.area_scale() (walkable land over REFERENCE_WALKABLE_CELLS ≈203000). 512 is a design choice (3–5 cycles/run), not a performance one.

Rendering: world/terrain_renderer.gd (per-cell texture), terrain_snow.gdshader, tree_canopies.gd (crowns draw over walkers at z 4; _apply_walkers feeds the reveal+sway shader), room_floor_renderer.gd, fog_overlay.gd. All world colours live in resources_data/palette.tres via GamePalette. Nav: walkable_navigation_region.gd; collision: terrain_collision.gd.

Resources & animals

Seams. A resource type is a .tres (resources/resource_type.gd); a creature is a .tres (resources/animal_species.gd) — a new creature needs no code branch. ResourceType.restock decides where a source comes back and ResourceType.tires() whether it wears out under foraging (8.3); HarvestCycle.work_node is the one harvest seam; Animal._can_enter is the movement seam (flies); ItemCatalog holds per-kind nutrition/shelf life.
ConcernFile / configNotable fields
Resource definitionsresources_data/resources/*.tresspawn_terrain, spawn_biome, yield_item, harvest_time, work_scale (rock/fish 10), restock, spawn_seasons, regrow_days, spawn_abundance, fatigue_per_unit, fatigue_recover_days, fatigue_regrow_penalty
Spawning & restockworld/resource_spawner.gdcount_per_type (120, a density), _target_count, _pick_restock_cell
The land wears out (8.3)resources/resource_node.gd, world/forage_overlay.gdforage_fatigue (0..MAX_FATIGUE 3), regrow_days_now(), fatigue_share(); saved as an additive fatigue key; BuildingManager.settlement_pressure() is what wildlife reads
Animal speciesresources_data/animals/*.tresflies, flee_radius_cells (0 = never flees), settlement_shyness, speed_variance, carrying_capacity, initial_population, food_yield, spawn_near_fresh_water_cells
Animal behaviourresources/animal.gd, world/animal_spawner.gdParametric _draw; breed_check_days (no per-frame registry scan); _can_enter
Harvest & fellingresources/harvest_cycle.gdchop_treeTerrainManager.chop_wood; HARVEST_TIME_SCALE 1.8
Trap
The herd is hundreds of animals — nothing in the tick may scan the whole registry (a naïve mate search cost 47 ms/frame vs 1.4 ms). AnimalManager.count_of() is a running tally, so _spawn() calls setup() before add_child(). And "every animal stands on walkable terrain" is false — fliers only obey the map edge.

Companions

The companion rig is scenes/player/Player.tscn / class_name Player, instanced three times as nodes Character1/2/3 (a node name is a save key — rename via SaveManager.RENAMED_CHARACTER_NODES). Behaviour is split across small controllers on the rig.

Controller / fileOwnsKey seams / tunables
player/player_stats.gd (+ player_stats_config.gd)The six stats, decay, sleep_debtstat_changed signal; config in resources_data/stats/*.tres
player/vitals_controller.gdEating/drinking application, healing gateheals_at_rest(), begin_meal/drink_if_below (the ONLY consumption entries)
player/temperature_controller.gdDrift toward felt warmth_target_warmth() (climate offset, then campfire maxf); in_danger_band()
player/wetness_controller.gd / comfort_controller.gdWet debuff, room-comfort Mood_standing_in_swamp; room_quality_at
player/illness_controller.gdAilment onset/cureruns whatever player/ailments.gd declares
player/ailments.gdWhat each sickness IScause, course, cure — a new one is one entry
player/loadout.gdWhat a companion works with and wearshas_tool(), work_multiplier(activity, worked), worn(slot)/warmth_bonus(), vessel_of() (static)
player/character_skills.gd (+ skill_set_config.gd)Learning by doingpractice() = XP entry, multiplier() = effect; resources_data/skills_config.tres
player/job_runner.gdExecutes jobs/needs; the tuning heartsee below
player/command_controller.gd / worker_commands.gd / worker_needs.gdRight-click resolution, order execution, need handlershold/drag thresholds; _fetch_from_stores
player/character_profile.gd / nordic_name_generator.gdIdentitydisplay_name() = the name seam; disposition (hidden), recruited, joined_day
player/renegade_controller.gdFalse companions (5.4b)work_factor() (via the ONE work seam), desert_day (drawn once, saved), _tell()
world/wanderer_controller.gdA rig that is NOT in the party (5.4)its PRESENCE is the flag (Player.is_wanderer()); Phase, wanderer_at()

Recruiting — scripts/world/wanderer_spawner.gd

A wanderer is a companion rig (Player.tscn) that has not joined — not a second kind of person. That is the whole design: its identity, carry, drawing and save entry are the ones every companion already has, so recruiting is PartyManager.recruit() → rename onto a free Character<N> (a node name is a save key) + Player.join_party(). A stranger is frozen while it waits (Player._halt_survival) and reveals no fog. Leaving runs the other way: Player.leave_party() attaches a fresh controller in LEAVING and the rig walks off the map and frees itself — expulsion and desertion share that one door.

Spawner knobs: first_possible_day (6), min_days_between (6), arrival_chance (0.22/day), linger_days (3), renegade_chance (0.3), approach_cells (45). One stranger on the road at a time; a full party is sent nobody. Console wanderer [spawn [renegade]|here|panel|recruit|send|desert].

Save trap
SaveManager._collect_characters walks the TREE, not a name list — the party grows now, so CHARACTER_NODES would be a lie the moment somebody joined. A restore builds rigs the fresh world doesn't have (_rebuild_character) and frees Players the save doesn't know. The WandererController must be attached before the rig enters the tree, or it registers a hotkey slot it isn't entitled to.

Equipment — scripts/player/loadout.gd (17.1)

Seam. Loadout is a component Node on every rig and the ONE answer to "what does this companion work with, carry water in, and wear". Its effect flows through JobRunner.work_delta()Player.work_speed_multiplier() — the same single work seam skills, fatigue, wetness and illness already stack on. Never a second bonus path.

items/equipment_def.gd (.tres in resources_data/equipment/) is the data seam: id, slot (TOOL/VESSEL/HEAD/CHEST/HANDS/LEGS/FEET — append-only, a slot is a save key), applies_to (the same StringNames the skills use), work_multiplier, max_durability/wear_per_work_second, repair_workshop/repair_cost, warmth, and defense (shipped inert for 4.6). EquipmentCatalog registers them. A new tool is a .tres plus one preload line — the same rule animals and buildables follow. Today: axe (×1.5 lumberjacking, 400 durability, mended at the lumber camp for 1 wood), coat (+6°) and hat (+2°).

Carried = equipped (there is no equip gesture yet), so has_tool() reads the pack and worn gear is just carried items with tool: true in the ItemCatalog — which is what keeps a haul from shelving someone's coat. Warmth is applied by TemperatureController right after the biome offset as insulation (clothing_comfort_cap 20°): it lifts a cold body toward comfort, never past it, so carried gear is never a liability you can't shed. Wear rides the raw delta on the exact tick that reads the bonus, so it is deterministic — no dice, the contamination-load principle. Repair is Command.REPAIR (right-click the matching workshop). Console equip, durability, warmth.

Known limit
Durability is keyed per companion, not per item — the Inventory is id + age-batch with no room for per-instance state. Handing a worn tool over gives a fresh condition. Waits on item-instance state; don't paper over it.

The big tuning surface — scripts/player/job_runner.gd

Movement/work: move_speed, work_seconds, mine_seconds, fish_seconds. Needs/thresholds: need_trigger_ratio/recover_ratio, emergency_ratio, warm_seek_below/cool_seek_above, despondent_below. Automation: base_rule_slots (12), dev_self_care (re-enables the dormant self-care tiers — tests / a future easier difficulty). Hunting: hunt_range_cells, hunt_base/min/max_hit, hunt_giveup_seconds. Fatigue penalties live on player/player.gd (fatigue_walk_penalty, fatigue_work_penalty, mood_work_penalty).

Design invariant
There is no built-in self-care on any current difficulty — companions act only on orders and rules; passive consumption is gone. The comfort/emergency tiers are dormant behind dev_self_care. Don't silently re-add safety nets.

Automation internals

Seams. A program is AutomationProgram (an ordered AutomationRule list); AutomationInterpreter evaluates it top-down (first feasible triggered rule wins; UNTIL latches). Actions are existing behaviours — rules only choose which runs.
FileRole
player/automation_program.gdThe rule list + block budget accounting
player/automation_rule.gd / automation_condition.gdOne WHEN→DO UNTIL rule; a sensor condition
player/automation_interpreter.gdTop-down evaluation, latch, live diagnosis (ACTIVE/blocked/waiting)
player/work_actions.gdWorkAction + one subclass per trade (Lumberjack / Fisher / Farmer / Stonemason / Hunter / Sleep): feasible(), tick(), label()
ui/automation_panel.gdThe rule editor (Automation tab)
autoload/task_board.gd + buildings/building_task_rule.gdBuildings post need-driven tasks; the "Take a task" block claims the nearest
One trade, one place (17.3)
Each job is a WorkAction object rather than a _do_* branch: JobRunner.run_job ticks the matching action and job_action(job) hands it out. The convergence that buys: AutomationInterpreter's per-job feasibility switch is gone — a WORK rule asks job_action(job).feasible(), so the WORK rule, the task-board path and the action's own tick guard all read the same answer. It is a deliberately thin strategy: the runner keeps the shared handlers, the machinery the orders and the suite call, and the one work accumulator.

Work actions are gated by standing workshops (Buildings). Old saves migrate a painted schedule into time-window rules on load. Console: rules, prog, tasks, auto.

Buildings & construction

Seams. Every building is a Buildable .tres (buildings/buildable.gd) — a new building is data, not code. BuildingManager._serves is the action-area seam (every find_*_near passes through it). Buildable.paint (CHAIN/AREA/single) drives placement. makes_walkable + TerrainManager.set_walkable_override is the bridge seam. _stand_by = which cell to use a building from. Buildable.cost_alternatives + pick_cost = the "9 twigs or 3 wood" seam: a site commits to ONE variant, so everything downstream (delivery, the fetch trip, the panel, the save) still sees a plain cost dictionary.
ConcernFileNotes
Building definitionsresources_data/buildings/*.trescost, cost_alternatives, size, category/secondary_category, action_radius, build_seconds_per_cell, room_warmth, comfort, speed_factor, heat_output/radius, burn_seconds, yields_item, task_rules
Placement / ghost / paintbuildings/build_controller.gdrequest_build_path; CHAIN walls, AREA floors; ghost console
Placement rules, rooms, servingautoload/building_manager.gdcell_placeable, _room_id_at (≤400-cell flood), warmth_at/sheltered_at, adjoining_water_body, floors in _floor_cells
Construction sitesbuildings/construction_site.gdFetch/deliver/build; saved (incl. its committed cost variant); reconsider_cost re-picks while nothing is delivered; cancel_site drops materials
Building node & panelsbuildings/building_node.gd, ui/building_panel.gd, construction_site_panel.gdstack_at = "what lies on this cell"
Save trap
Restore order is ground → structures → interior fixtures (SaveManager._restore_rank): a floor can't be laid on an occupied cell, so restoring a bed before its planks loses the floor silently.

Items, inventory & storage

Seams. ItemCatalog (items/item_catalog.gd) is the ONE data seam for weight, nutrition and shelf life — there is no generic "food" item, every source yields its kind. ItemGraphics.draw() is THE inventory look. Inventory is weight-based (capacity_kg, space_for) with FIFO age batches. StockpileInventory.tile_layout() = one type/tile, 20 units; CityInventory aggregates.
FileRole
items/item_catalog.gdPer-item weight / nutrition / moisture (thirst from eating) / shelf_days / rest_factor
items/item_graphics.gd / ui/item_icon.gdProcedural item drawing (world + inventory)
player/inventory.gdThe carry: kg budget, take_amount/take_all_of, age batches
buildings/stockpile_inventory.gdPhysical tile store, storage rules
items/ground_item.gd + autoload/ground_item_manager.gdDropped stacks (age as they lie)
player/world_hand.gd + ui/character_sheet_panel.gdONE hand (owned by the sheet, character_sheet group); resolve order site>stockpile>hearth>companion>ground
ui/transfer_panel.gdCarry↔pile and carry↔carry exchange window

Time, weather & temperature

Seams. TimeManager only tracks & broadcasts (time_changed/day_changed/season_changed) — it knows nothing about gameplay. WeatherManager.get_effective_temperature() is the one weather-temp seam. Ambient feeds TemperatureController._target_warmth().
FileExports / seams
autoload/time_manager.gdday_length_seconds (18 min), days_per_season (7), start_time_of_day, per-season *_temp, day_night_swing; get_ambient_temperature(), jump_to_day()
autoload/weather_manager.gdmin_/max_spell_hours, temperature_jitter, snow_accumulate_/melt_per_hour
world/day_night_cycle.gdCanvasModulate tint interpolation
world/weather_particles.gd / weather_hazard.gd / cloud_shadows.gdRain/snow/hail particles, hail Health damage, cloud shadows

Temperature damage: cold below 4°C / heat above 35°C (temperature_controller.gd). Pacing: the 18-minute day and ×1.8 task lengths; HARVEST_TIME_SCALE is the harvest seam.

UI & panels

Seams. resources_data/ui_theme.tres is THE UI look seam (panels must not restyle themselves). StatVisuals = glyph+tier+colour; StatusEffects.list(character) = "what is on this companion right now". The companion window is one framed TabContainer with three tabs (C/T/K) — a tab's visible ≠ the window standing, so read is_visible_in_tree().
FileRole
ui/hud.gdRoot HUD; binds the companion window on control switch
ui/companion_window.gd + companion_header.gdThe 3-tab frame; subject()/bind_character(); host_of()
ui/character_sheet_panel.gd / automation_panel.gd / crafting_panel.gdThe three tabs (Character / Automation / Crafting)
ui/character_status_panel.gd / stat_bar.gd / stat_visuals.gd / status_effects.gd / stat_icon.gdParty cards, bars, badges
ui/alert_screen.gdMortal-danger heartbeat (fires at EMERGENCY health tier; health_alert.gdshader)
ui/build_radial_menu.gdThe build ring: one _draw, hit-testing by angle+radius (no node per sector); geometry COMPUTED from the sector count
ui/build_categories.gdThe tree as DATA. Categories declared here; entries GROUPED from the live catalog by Buildable.category — never a list of ids. PLANNED = the greyed placeholders (empty since 16.3, kept as the mechanism). FURNITURE is a real category id deliberately NOT in CATEGORIES, so it gets no sector — the room panel asks for it directly. entries_for matches category or secondary_category, so a piece that belongs in two lists says so itself (the straw bed: furniture and Supply)
ui/room_panel.gdFurniture hangs on the ROOM, not a building (16.3). Binds to a cell, never a room id (ids regenerate on every placement). Drives the ordinary BuildController.select_buildable(buildable, fence) — never a second placement pipeline. Console room panel
ui/building_icons.gdBuildingIcons.draw() = the building icon seam (the twin of ItemGraphics.draw); monochrome, unit-square, one drawing per Buildable.id — unknown id → silent fallback swatch. Console icons audits which entries still wear it
ui/build_icon.gdBuildIcon = the Control that PICKS the seam: a kit (yields_item) draws as its item via ItemGraphics, everything else as its building. Used by the shared entry button and the construction-site panel
ui/build_entry.gdBuildEntry.cost_labels_for() / tooltip_for() feed the ring's info panel AND the crafting tab — one source for what a thing costs
ui/loading_screen.gdPushed phases; everything switched via RenderingServer (force_draw())
ui/event_log_panel.gd / chronicle_panel.gd / task_board_panel.gdFeed / history / task board
ui/wanderer_panel.gdThe recruiting decision (5.4): identity + attributes, take in / send on. Must never read the hidden disposition
ui/pause_menu.gdThe Esc ladder (closes ui_windows group before pausing)
ui/ui_windows.gdUiWindows.register(self) = the one window seam: joins the ui_windows group and makes the window exclusive — showing one closes every other, so windows can never overlap. A new window needs that single line (and a close() that opens nothing)
ui/settings_panel.gd + gameplay/graphics/audio/keybindings_settings.gdSettings; rebinding writes per-domain .cfg

Save / load

Seam. A stateful autoload saves itself by joining the saveable group in _ready and implementing save_key() / save_state() / load_state() — since 17.4 SaveManager._collect walks that group instead of a hand-written list, so a new system is saved the moment it joins and forgetting is structurally impossible. Saves are named slots on disk (user://saves/<name>.save). brutal_testing_saves is true while the prototype is tested (Brutal saves/loads freely) — flip it to restore the permadeath pillar.

Load order still matters, and is kept explicitly: _apply_saveable(key) places the order-sensitive members by hand (terrain before buildings, the task board after them, weather last) and an order-free tail sweep catches every other member — so both halves are safe against a newcomer nobody remembered. Members register with the literal group name, because SaveManager autoloads last, after them all. Session meta, CityInventory and the tree-walk collectors stay hand-written on purpose.

Node names are save keys (see Companions). Since recruiting (5.4) _collect_characters walks the tree, not a fixed name list, and _rebuild_character builds the rigs a fresh world doesn't have. Restore obeys a rank order (ground → structures → fixtures). Difficulty (Hard = free save/load, Brutal = suspend-only + slot wipe) is picked on the title screen. Console: saves, save, load, delsave, difficulty.

Console commands

Every command the dev console knows, what it does and one example each.

F12 opens the console (debug builds only); Esc or F12 closes it and the game pauses while it is open. Handlers live in scripts/ui/dev_console.gdhelp inside the console is the authoritative list, and every new mechanic ships a command here.

Most commands act on the selection: the companions currently selected, or the whole party when nobody is. select 2 is therefore usually the first thing you type.

Companions & stats

CommandWhat it doesExample
select [<n>|none]Select and control the n-th companion (1-based). Everything below that says “the selection” means these.select 2
who [reroll]The selection's identity: name, age, body, the five base attributes. reroll draws a new one.who reroll
stat <name> <value>Set health / thirst / hunger / tiredness / temperature — also sleep_debt in percent.stat thirst 8
fillTop every survival stat back up to full.fill
skill [<id> <level>]List the selection's skills, or set one outright (levels 0–10).skill lumberjacking 5
equip [<id>]Give the selection a tool (equip axe); with no id, list what each known tool speeds.equip axe
durability [wear <s>|repair]Read the selection's tool wear; wear <s> ages it by that many work-seconds (to watch the bar drop and the axe break), repair mends everything to full.durability wear 400
warmth [<id>]The selection's worn gear and the degrees it insulates; naming a piece (coat, hat) grants it first.warmth coat
fatigueThe exhaustion drag: tiredness ratio, the walk/work pace it costs right now, and the sleep debt.fatigue
weight [<kg>]Show the carried load against the weight budget, or set the budget itself.weight 60
carry [<kg>|clear]The load and its overload: how far past the budget, what it costs the legs, whether it is immobile. A number piles stone on until the pack weighs that much.carry 50
wet [<0-100>]Rain soak and how fast it is drying where the companion stands, or set it.wet 100
sick [<kind>] [<0-100>]Ailments and the contamination loads building toward them, or force one. Kinds: fever, dysentery, food_poisoning — they stack. sick load <kind> <n> sets a load outright.sick dysentery 50
effectsEvery buff and debuff on the selection — the same list the HUD shows as badges, with what each one does.effects
skin [<litres>|stale|clean|drink|pour [<litres>]]Waterskin fills in litres and what is in them; set the fill (skin 0 = dry, skin 5 = full), mark the contents still (dirty) or clean, make the companion drink, or pour it into the barrel or pan it stands at (a part litre included).skin pour 0.4
alert [on|off|auto]The mortal-danger alert screen (red rim + heartbeat): force it for a look, or hand it back to the party's health.alert on
face n|s|e|wPoint the standing map figures at a compass direction — a staging aid for screenshots.face s
figures [iso|top]Map-figure style: upright 3/4 view or the old bird's-eye look.figures iso
wanderer [<action>]Recruiting: list who is on the road; spawn [renegade|loyal], here, panel, recruit, send, desert.wanderer spawn renegade

Windows, items & the hand

CommandWhat it doesExample
sheet [<n>]Toggle the character sheet (C), or open it on the n-th companion.sheet 2
rulesToggle the automation rule editor (T).rules
craftingToggle the crafting bench (K) — where carried kits like the bedroll are made.crafting
windows [close]The exclusive windows: every registered window and which one stands — at most one ever does, since opening one closes the rest. close clears the screen (the Esc ladder's rung).windows close
transfer [mate]Open the carry↔stockpile exchange (snapping a companion to its nearest pile); transfer mate opens it between two companions.transfer mate
hearth [<logs>]Open the nearest fire's panel and stage it: logs in the flame (0–4) and raw fish on the pan, so the fuel slot and the cooking arrow have something to show.hearth 3
boil [hand]Run the whole boiling chain: fill the skin with pond water, stoke the nearest fire and issue the real order. boil hand opens the fire exchange window instead.boil hand
cook [<units>]Cook carried raw fish/meat into its cooked kind.cook 3
hand [grab|drop]The world hand: report what is held; grab snaps the one selected companion to its nearest pile and lifts the first tile's stack, drop gives it back.hand grab
give <item> <n> [carry]Add items to the city stores, or with carry straight into the selection's packs.give berries 20 carry
drop <item> [n]Lay a dropped stack on the ground at the first selected companion (right-click it in play to pick it up).drop wood 5
spoil <days>Age all perishable food (stores and packs) by n days and rot whatever expires.spoil 4
fishHand the selection a fishing rod — the tackle the Fisher job needs.fish
chronicle [<text>]Toggle the run's chronicle (J); with text, write that line into it stamped with the current day.chronicle A hard winter began
context [fire|water]Open the right-click context ring on the nearest fire or water — the same entries a right-click offers.context water

World & terrain

CommandWhat it doesExample
worldMap size, walkable land and the density scale it gives every spawn count (1.0 = the shipped 512×512 island), with the live populations.world
biome [<name>|<x> <y>]Biome census as a share of the walkable land; a name teleports the party into one, a cell reads it out.biome tundra
cave [<n>|<x> <y>]Caves carved into the mountains: list every mouth, teleport to one, or read a cell.cave 0
landmark [<n>|<x> <y>]Designed landmarks (crater lake, hot springs, standing stones): list them, teleport to one, or read a cell.landmark 2
rivers [<n>]The two rivers and their central-mountain sources; an index teleports the party to one.rivers 1
water [<x> <y>]Bodies of water. With a cell also its quality — still water wears a dysentery load, running water is clean.water 120 84
salt [on|off]Sea salinity — off makes all water drinkable again (a testing hatch).salt off
freeze [on|off]Midwinter ice: the state and its window; off stops surface water freezing.freeze off
tree [<species> <x> <y>]Forest species census, or plant a pine/birch/spruce/oak on a cell.tree oak 100 100
chop <x> <y> [strikes]Bank chop strikes on a tree; with no count, all but the last — the next strike fells it.chop 100 100
canopy [reveal|sway <n>]The forest roof's live walker feed (who thins and sways the crowns), or retune the reveal alpha / sway amplitude.canopy sway 2
relief [<knob> <v>]The mountain hillshade and snow-cap knobs — freq, amp, ambient, snowline, snowsoft, light x y.relief snowline 0.7
sites [on|off]The base-site quality heatmap (red bad, green good) plus how rare a good site is.sites on
forage [on|off|clear|wear <0-3>|<x> <y>]The foraging-fatigue lens (green rested, red picked over) plus wear stats; a cell reads one patch out, wear/clear drive the whole map.forage on
navmesh [rebake]Navmesh chunks: layout, polygon count and bake timings (what one wall costs). rebake bakes the world again and times it.navmesh rebake
room [panel] [<x> <y>]Room detection: is the cell inside an enclosed room, how big, how warm, how homely. room panel opens its furnishing window.room panel
revealUncover the whole map (fog drops to explored).reveal
fog on|offFog of war on or off.fog off
tp <x> <y>Teleport the selection (or everyone) to that grid cell.tp 100 100

Time & weather

CommandWhat it doesExample
time <hour>Set the clock, 0–24.time 22.5
day <n>Jump to day n; the season follows the calendar and the rollover signals really fire.day 20
season <name>Jump to the first day of the next spring / summer / autumn / winter.season winter
tint [<season>]The seasonal ground tint; with a season name, jump to its middle where the tint is strongest.tint autumn
weather <name> [hours]Force sunshine / cloudy / rain / snow / hail / drought for a few in-game hours.weather rain 6
clouds [<0..1>|auto]Cloud-shadow cover: a number forces it now (staging), auto follows the weather again.clouds 0.8
speed <x>Time warp: 0 pauses, then 1 / 2 / 5 / 10 …speed 5

Resources & animals

CommandWhat it doesExample
res [<id>]Resource-node census, or teleport the party to the first node of that type. Ids: berry_bush, herbs, rock, mushrooms, hazel_bush, mussel_bed, bird_nest, wild_roots, twigs, loose_stones, leaf_pile, cactus, wild_hemp.res mussel_bed
animal [<species> [n]]Population census, or spawn n adults in a ring around the party. Species: deer, pig, pigeon, crow, wolf, bear, badger, beaver.animal wolf 3
huntStage a hunt for the selection (the ranged shot and its aiming).hunt
regrowRefill every stock resource (berry bushes and the like) to full right now.regrow
restockRun the seasonal spawn pass now — seeds and clears mushrooms, nests and nuts.restock

Building & automation

CommandWhat it doesExample
build <id> [<x> <y>] [site [<pct>]]Conjure a finished building free of charge, or with site lay its construction site — optionally part-built.build smokehouse site 50
cost [<id>]Build costs: every entry with its cost variants (“9 twigs or 3 wood”), the labour each takes, what the settlement holds, and what standing blueprints committed to.cost campfire
radial [<cat> [<n>]]The radial build menu: toggle it, or pin it open on a category and list what that ring holds with each entry's state. A trailing index hovers an entry, raising its info panel.radial workshops 3
iconsAudit the building icons: which catalog entries have a drawing of their own and which fall back to the placeholder swatch.icons
ghost <id> <x> <y> [<w> <h>] [<rot>]Pin the placement ghost at a cell without touching the mouse — w h fakes a live drag; on the wall it pins a chain anchor so the open run previews. ghost off releases.ghost wall 40 40 6 1
cancelsite [<x> <y>]Cancel the construction site covering that cell — delivered materials drop to the ground.cancelsite
area [<id> [<cells>]]Action areas: every standing building with one, its reach and who stands inside it. With an id and a number, retune that building type's reach live (0 = unlimited).area campfire 25
pilerule [<x> <y>] <rule>A stockpile's storage rule: everything, nothing, food, materials, or a list of item ids.pilerule wood stone
auto on|offRun or stop the rule program of the selection.auto on
prog [basic|off]Dump the selection's rule program and live rule state; basic assigns the built-in basic-supply program, off removes it.prog basic
tasksDump the task board: every task the standing buildings post, with its claim state.tasks
unlockjobs [on|off]Treat every work rule's job as unlocked, workshop or not.unlockjobs on
freebuild [on|off]Buildings cost nothing and rise instantly.freebuild on

Saves, meta & staging

CommandWhat it doesExample
savesList the save slots on disk (user://saves).saves
save [<name>]Write a save slot; with no name the run's own slot, as F5 does.save winter-test
load [<name>]Read a save slot back; with no name the run's own slot, else the newest.load winter-test
delsave <name>Delete a save slot from disk.delsave winter-test
difficulty [hard|brutal]Show or switch the run's difficulty (normally picked on the title screen).difficulty brutal
god [on|off]Freeze all survival stats — no decay, no death.god on
scenario <name>Jump-start a test state: startbase (the old free settlement), base20 (stocked base at day 20), broke (strip all supplies).scenario base20
shot [file.png]Save a screenshot of the game view with the console hidden; prints the full path.shot look.png
float [<item> [<n>]]Spawn a floating “+n item” gain text at the party centre.float wood 3
music [next|stop|start]Background playlist: skip, silence or restart it.music next
fps [on|off]The FPS readout under the time-warp bar; bare, it reports frame rate, frame time and draw calls.fps on
versionThe build's version, the engine under it and the save-format version.version
clearWipe the console's output.clear
helpThe full in-console command list — always the authoritative one.help

Testing & tools

ToolCommandPurpose
Headless suitegodot --headless --script res://tests/run_tests.gdSmoke & regression tests (~3.3k assertions across 118 sections)
Screenshot harnessgodot --path . --script res://tests/screenshot.gd -- out=… seed=… grid=… cmd="…"Boots the real game with rendering, stages state via console, saves a PNG (needs a display — DISPLAY=:1, not --headless). These wiki screenshots were made with it.
Soak testtests/soak_test.gdN-day base-balance net (not in the suite)
Benches / probestests/animal_bench.gd, grid_benchmark.gd, river_probe.gd, water_probe.gd, sim_night.gdTargeted performance / behaviour probes
The suite is split by domain (17.5)
tests/test_base.gd (a RefCounted, not a SceneTree) is the toolkit — every constant, autoload accessor, world-builder and assertion helper lives there once, so the modules compose in one process; the tree APIs the tests need are re-exposed as vars set by bind(tree). Eleven domain modules extend it (test_core / terrain / resources / water / survival / equipment / jobs / automation / building / ui / meta.gd) and hold only their _test_* functions — every helper belongs in the base, none in a domain. run_tests.gd stays thin: set up once, bind the modules, then dispatch in the original order — grouping is organisational only, execution order is byte-identical, which is what makes the split safe against hidden inter-test ordering dependencies. A new test goes in its domain module and the dispatch list.
Two traps the split cost
Tests that used to run on a SceneTree must be rewired: get_first_node_in_group goes through the base's wrapper, and current_scene/paused/all(self) /close_all(self) take tree, not self. And an async test must be awaited — a detached one runs on and resets the autoloads in the middle of a later test.

Godot binary for this environment: ~/Downloads/Godot_v4.7-stable_linux.x86_64. After adding a class_name, rebuild the class cache before headless tests. Claude cannot see the running viewport — visual work is verified through the screenshot harness or by the developer.

Re-shoot the wiki screenshots
All screenshots regenerate from one script: wiki/screenshots/ is produced by the batch used to build this page (seed 12345, grid 256, res 1360×760). To refresh a shot, re-run screenshot.gd with the same out=, seed= and cmd= line and drop the PNG back in place.

Versioning

One number, one source, and the two things it is deliberately not.

The game's version lives in exactly one place: application/config/version in project.godot — the engine's own field, so an exported build carries it in the PCK for free. Everything in the game reads it through GameVersion (scripts/main/game_version.gd), a static class like BuildCategories: GameVersion.string() gives "0.5.0", GameVersion.label() gives "v0.5.0" — the one spelling every screen uses, so no label re-types the "v".

Scheme: plain semver. While the prototype runs at 0.x, MINOR goes up per completed feature batch and PATCH for fixes; 1.0.0 is reserved for the release that closes the run arc (ROADMAP Milestone 10, the migration cycle). Milestone-derived numbering was rejected — milestones complete out of order, so the version would have run backwards.

Two versions that must not be confused
SaveManager.SAVE_VERSION is the save file FORMAT — the only number that may ever refuse to load a file. GameVersion is the build that wrote it, stamped into each save's header as game_version and shown in the save browser's tooltip. A save from an older build always loads; the stamp is provenance, never a gate.

Where it shows: the title screen's bottom-right corner, the pause menu, every save's header, the console command version (which also prints the engine build and the save format), the Windows executable (mirrored into export_presets.cfg), and the line at the top of this page.

Cutting a release (full steps in CHANGELOG.md): bump project.godot, mirror the number into export_presets.cfg and this page, write the changelog section, run the headless suite, commit, then git tag -a v<version>. The suite fails if the three copies drift apart — that check is what keeps the mirrors honest.

The wiki archive — one frozen page per release

This page is a living document: it always describes the build in development. So that it can also say what an older build did, every release freezes a full copy under wiki/v<version>/ — both languages and their own copy of the screenshots, because an archived page showing today's pictures would defeat the point of archiving it. The picker in the sidebar reaches every frozen build; a frozen page wears an amber banner and links back here.

ScriptWhat it does
wiki/shots.sh Re-shoots every wiki screenshot from the real game, one list, same seed each time so two builds' pictures are comparable. DISPLAY=:1 wiki/shots.sh for all of them, or name a few: wiki/shots.sh hero party. Needs a display — the harness boots the game with rendering, so --headless cannot do it.
wiki/snapshot.sh Freezes the live pages + screenshots as wiki/v<version>/, stamps the archived banner into the copies, and rewrites the version picker on the live pages. Reads the version from project.godot, so it runs after the bump. Idempotent.
wiki/deploy.sh Uploads the live pages, every translation and every archive directory. Warns if the <style> or <script> blocks of the two languages have drifted apart.

Release order, and it matters: edit both pages for the release → wiki/shots.sh (so the frozen set is this build's) → bump project.godot, export_presets.cfg and both pages → wiki/snapshot.sh → changelog, suite, commit, tag.

Keeping this in sync important

Standing directive
F1 and this wiki must both be kept permanently up to date — and the wiki in both languages. A feature is not done until all three reflect it.

When a player-facing mechanic changes (a control, a building, a gather target, a survival rule):

  1. Edit HelpPanel.HELP_TEXT in scripts/ui/help_panel.gd — the single on-screen source of player help (its nav is derived from the section headers, so keep the [font_size=17][color=#9ec1ff][b]…[/b] header format).
  2. Update the matching Player Guide section here.
  3. If the change touches code structure (a new file, seam, tunable or console command), update the matching Developer Reference section and, if relevant, re-shoot the screenshot.
  4. Mirror every edit into wiki/index.de.html, the German twin, in the same commit.
Two language versions, one layout
wiki/index.html (English) and wiki/index.de.html (German) are standalone pages with identical structure, ids and anchors — the EN / DE switch is a plain link that carries the current #anchor across, so a section must never exist in only one of them. Their <style> and <script> blocks are byte-identical on purpose: edit the look in one and copy the block into the other — wiki/deploy.sh compares the two and warns when they drift. The deploy uploads both files (and the hook fires for either).

The developer reference is derived from the seam catalogue in the project memory index (memory/MEMORY.md), where each system names its one seam — the fastest place to confirm where a mechanic actually lives.


Companions — prototype developer wiki. Player Guide mirrors the in-game F1 help; Developer Reference maps mechanics to files, seams, tunables and console commands. Screenshots made with tests/screenshot.gd (seed 12345).