Companions — Wiki
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Companions

A handful of companions, no supplies, no second chance: claw a settlement out of hunger, thirst and cold until it can carry itself — then send the one or two you can spare into a vast map of finds, secrets and dangers, while the larder back home still has to keep filling without them.
Where the build stands: the survival half and the self-running settlement are playable today. The far map is generated and worth crossing to look at — biomes, rivers, caves, landmarks — but its payoff is not built yet: outposts, hidden finds, unique gear and regional danger are Milestone 6 and 10.4 in ROADMAP.md. Today an expedition costs you a pair of hands at home and brings back map knowledge, not loot.
Living document · mirrors the in-game F1 help and extends it with developer reference · describes build v0.9.0 · last revised 2026-08-04
This build is not downloadable — only the newest release is kept. Get the current version →
The party on the island

Two halves: the Player Guide is everything you need to play, and mirrors the in-game F1 help. The Developer Reference below it maps each mechanic to its files, seams, tunables and console commands.

What changed in v0.9.0 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.

v0.9.0 this build 2026-08-04

Added

  • The map has a height field, and everything now reads it
  • Every island has a wind now, and it decides where the green is
  • The ground under a farm matters now
  • Woods are thick or thin, and a tree is worth what its ground is worth
  • Somebody was on the island before you
  • The coast has kinds now — beach, sea cliff and marsh
  • Settings → Graphics → Smooth shape edges

Changed

  • The island sheds its own water: no river is placed any more
  • A felled tree lies where it falls
  • The automated lumberjack finishes one tree before starting the next
  • The water you carry weighs what water weighs — 1 kg the litre, down to the tenth

Fixed

  • A walking creature no longer redraws itself, and the world stopped being one fog switch away from unplayable
  • Every fog event froze the game for ~0.9 s
  • Pressing G wrote the run's history
  • FogOverlay no longer accumulates an unbounded per-cell backlog while it is hidden, which…

Overview

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

You control a party of three companions from an RTS-style top-down view: box-select, right-click to command. There is no player avatar — the three are equals, and the party grows to at most ten by taking in wanderers you meet (see Your party). Every one has the full set of survival stats and can die individually; losing one is meant to feel tragic. On the hardest difficulty that loss is permanent (see Difficulty & saving). 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 are playable today; phase 3 is not built yet — nothing yet forces you off a working settlement, so a run ends when you stop, not when the land does.

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, and a green circle snaps briefly tight around the object you gave the order on. 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 on one of the driest parts of the island — with wood in reach, but a real march to the nearest fresh water. Nobody is selected at first; everyone follows its own program.
The sea is salt — you cannot drink it
The first thing to find is fresh water. Only rivers, inland lakes (the lighter blue), wells, cave pools and hot springs can be drunk or carried; the ocean is a walk to the beach and nothing more. Hover any water tile — the info panel names its salinity. (For cooling off, any water works, salt included.) A party that settles on the coast because "there is water right there" dies of thirst.
  • Characters are moved by right-click only. There is no keyboard steering — WASD always pans the camera, never a companion.
  • 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 — the event log names the direction they came from, which is your only warning to go and look. 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). A companion with Perception 8 or better names the culprit outright; below that the log only reports the deed. 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.

Every click flashes a green ping at the ordered spot, and when the order was given on something — a tree, a bush, a stack lying on the ground, an animal, a fire, a stockpile, another companion, a cave mouth — a green circle snaps tight around that object for a moment. Feedback for the eye: on a crowded tile you can see what the party understood you to click, not merely where the cursor was. A plain walk onto open ground has nothing to ring and gets only the ping.

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
Another companion groupJust walk over. No window — a group has no single carry to trade from
A blue construction siteJoin the build: fetch, deliver, raise it
A job building fisher's hut, lumber camp, farm, mason's yard, hunting lodgeWork that building's trade by hand — fish that hut's water, chop, sow, mine, hunt. No rule program and no planning table needed: this is the manual way into every trade. It walks to the building first (which is what ties the order to that hut instead of the nearest one) and then works outward from where it stands. A pending craft order or a worn tool to mend takes precedence at the camp and the yard — those are what you clicked it for

You can only order what you can see. On ground the party has never explored, a right-click means walk there and nothing else — no drink ring over a lake under the black, no harvest on a tree nobody has found, no left-click panel on a store or a fire out there, and no blueprint staked on unseen ground: choosing where to settle is meant to be scouting. Ground you have explored answers everything even when nobody is looking at it — the map does not forget where the water is. Wildlife is stricter still: an animal can only be clicked while its cell is in live sight, because a remembered deer is a deer that has long since wandered off. Walking into the dark is never gated; that is how you scout.

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).

A bed someone else has claimed refuses the order: it is dropped with a warning rather than silently ignored, so a sleep command that "did nothing" is worth a look in the event log.

What a left-click opens

Right-click orders; left-click a building to look at it. The panel opens without touching your selection, so you can read a fire while a companion keeps working. This is also the only place the ranges below become visible.

  • A campfire — how long it still burns (in game time), how much one log adds, and its three slots (see the fire window). It draws two circles on the map: an amber action ring and, well inside it, a smaller red warmth circle. Warmth is the small one — standing in the amber ring does not thaw anybody.
  • The night watch — the fire's panel also does a sum you should not have to do at dusk. A campfire filled to the brim burns about 7 in-game hours; a night lasts 12. A straw bed gives no warmth of its own and no roof, and a sleeping companion does nothing at all — so on a cold night a party that all lies down around the fire wakes up short a companion. The panel says plainly whether tonight needs somebody sitting up with it: red when it does, green when the fuel already covers the night, grey when the night is too mild to matter. It reads 03:00, the coldest hour, with today's weather applied — not the temperature you can feel right now. Keep the night watch posts everyone selected there until first light: they hold position inside the warmth and feed the flame whenever it will take fuel. Set it at dusk, while there is still light to gather the wood by — the order holds through the evening and ends at the morning after the night, not at the next glimpse of day. It costs a night's sleep, so the watcher is tired the next day — rotate the duty. If the fuel runs out mid-watch it says so and ends, rather than standing there pretending.
  • A well — what it serves and its action ring.
  • A stockpile — what lies on it, how full its tiles are, and its acceptance rules.
  • A construction site — materials delivered so far, progress, and the Cancel button; cancelling drops everything already delivered on the spot as loose stacks, so nothing is lost.
  • A room (left-click inside it) — its comfort and its furniture, see Furnish a room.

Merely hovering a building draws its action ring too, without opening anything.

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, but never in winter, and slowly enough to plan a walking circle around: herbs ~3 days, a berry bush ~2 days for the 5 berries it holds, hemp ~5 days. Foraging fatigue (below) stretches all three by up to 4×. 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.

Foraging wear across a settlement's walking circle
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); on a trek, unroll a bedroll. A sleeping body burns food and water at half rate — the same half in a bed, on a bedroll or on bare ground, so a missing bed costs rest, warmth and healing, never rations
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

A body mends itself only while nothing at all is wrong with it. Health then climbs on its own — awake as well as asleep, bed or no bed — as long as every bar sits over half, the body is comfortably warm and no sickness is on it. That trickle runs at 30% of a good bed's healing rate, and it never adds to a bed's: a sleeper mends at the bed's pace, not at both. Sleeping in a proper bed is still how somebody actually gets well; the waking trickle is what stops small damage from being permanent before there is a house to sleep in. Hover a hurt companion's Health bar and it says which of the two it is doing — the promised climb, or the one thing blocking it ("Thirst below 50%", "too cold", "sick") — and a green heart with a rising arrow joins the badges while it mends.

What hurts you doesn't let you heal: an empty Thirst/Hunger bar, or a freezing/ overheating body, suspends even a bed's healing — 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.

Read the temperature bar before it bites. It shades its comfort zones — blue too cold, white all right, orange too hot — and carries two marks: the thick one is the body temperature that actually damages Health, the thin pale one is what the body currently feels and is drifting toward. When the thin mark runs into the blue well ahead of the thick one, you still have time to do something about it.

Food that turned
Food left too long in a pack becomes spoiled waste. It is dead weight that clogs the carry, and haulers refuse to touch it — only you can clear it: right-click the stack in the sheet and click outside the window to drop it. In the city stores spoiled goods simply disappear instead, and the log says so. The smokehouse always cures whatever is closest to turning.
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, +5% 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, an unrolled bedroll is 70% of a bed's rest rate, bare ground is worst. A bedroll left in the pack counts for nothing.
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 — where the arrow goes is where you aimed, out to about 12 cells. Automated: it rolls a shot every couple of seconds and gives up the chase after about eight. 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.

Wear follows the companion, not the axe. Hand a worn axe to a mate and it is fresh in their hands; take it back and your own wear resumes. So a shared axe is not a shared supply line — don't plan one 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.

Tell each stockpile what it accepts

Every pile has its own acceptance rules, set from its panel: the presets Everything, Food only, Materials and Nothing, or a tick per item kind. This is how you sort a settlement — food at the fire, wood at the building site, ore at the mason's yard.

  • A hauler only walks to a pile that accepts what it is carrying. If no pile in range does, the load has nowhere to go and you get a red alert.
  • Rules never touch what already lies there, and never block taking things out. Setting a pile to Nothing is therefore how you drain one: it keeps serving, stops receiving.

A pile set too narrowly is one of the quieter ways to stall the whole automation, and the panel is the only place it shows.

Every workshop keeps its own yard

A job building — fisher's hut, lumber camp, farm, mason's yard, hunting lodge — holds a store of its own beside it: 20 units of that trade's produce and nothing else (fish at the hut, logs and boards at the camp, stone and cut stone at the yard, vegetables at the farm, meat at the lodge). Left-click the building to read it.

  • Produce lands there only while the worker is standing at the building. Work a tree forty tiles into the woods and it fills the pack exactly as it always did — nothing teleports home, which is a quiet argument for siting the camp where the work is.
  • The goods count towards the settlement's stores: edible, spendable, haulable, and standing at the workshop counts as standing at the stores.
  • But haulers never dump anything there — it is an out-tray, not a shelf, and it accepts nothing but its own trade's produce.
  • One tile, one kind: twenty logs leave no room for boards until somebody clears them.
  • When the yard fills — or the worker's own pack does — the shift ends and the event log says which of the two ran out, because clearing a yard and bringing a load in are different jobs. That is the normal end of a shift, not a fault. A farm ordered out of season says so too, rather than standing there mute.

Emptying it by hand. Left-click the workshop and press Open the yard: the store opens beside the pack of the companion standing at it, in the same two-column window a stockpile uses — click a row to move the whole stack, Shift+click for a single unit. Where a pile shows its editable storage rules, a yard shows the trade's fixed fence instead: it is not yours to loosen. Putting goods back in is allowed as long as they are that trade's produce — the yard does not judge whether shelving them there is clever, and they age and spoil in it like anywhere else, so a yard used as a larder is a yard that will block the work.

Or let the settlement clear it. With a Planning table standing, a workshop whose yard is over three quarters full posts Clear the yard on the task board, and any companion running the 1-block Take a task rule carries the produce to a stockpile, load by load, until the yard is empty — then the posting is withdrawn and the trade itself is claimable again, so the work goes on without you. While a yard is full, nobody takes that trade on at all: there would be nowhere to put what they made. This is the usual bargain — by hand it always works, unattended it has to be earned.

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.

SlotWhat goes inThe limit that catches people out
FuelThe wood actually in the fire. Twigs count too, 3 twigs to a logA campfire holds 4 logs and not one more — you cannot bank a night's fuel in it. One log relights a pit that has gone out; a pit still burning cannot be un-lit
PanWater to boil, or food to cookOne kind at a time. A pan boiling water cannot sear a fish — if you queue supper on it, your drinking water is not coming
ReadyWhat came off the panRight-click takes a cooking slot back out

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): 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. Every house is 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.

Every building is drawn as the thing it is, so a settlement can be read from across the map without hovering anything: the lumber camp is a lean-to over stacked logs with a sawbuck beside it, the fisher's hut hangs its catch on a drying rack, the mason's yard is an open working yard of dressed stone, the hunting lodge pegs a hide out on its frame, the smokehouse vents its two plumes, and the planning table carries the settlement plan. The storage box and the water barrel used to be told apart by tint alone; they no longer are.

Where you build decides what gets used

Every supply building has an action area, and outside it the building does not exist as far as automatic work is concerned:

  • Campfire — 20 cells (its warmth reaches far less: 3.5)
  • Well — 20 cells
  • Stockpiles — 30 cells

A rule or a task that needs a fire, a well or the stores and finds none in range does not walk further — it stops and posts a red alert. That is the classic death: a companion starving beside a full larder, because the larder was 40 cells away. Your own right-click orders ignore the radius entirely and will walk any distance, which is exactly why the problem stays invisible until you automate.

So: build where the work is, and give an outpost its own stockpile zone — zones are free.

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; action area 20
Bed / Stone hearthFurnitureNot in the build ring at all — placed from the room panel
Straw bed / BedrollFurniture that also campsThe two pieces in both lists: the room panel and the Supply ring, so either 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; 1 cut stone or 1 rough 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. Action area 30, and each pile takes only what its rules allow
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). The lumber camp, mason's yard and smokehouse also carry a craft queue — see below
FarmVegetables (Farmer tends it)Dormant in winter
Planning table+6 rule blocks; copy programs; opens the task board

The workshop craft queue

A workshop used to be a token: it unlocked a trade and posted a task, and nobody ever stood at it. Since 19.1 the lumber camp, mason's yard and smokehouse carry a craft queue — left-click one and tell it what to make.

Two ways to work it, and that is the phase split
Right-click the workshop and the selection goes and works the queue by hand — the phase-1 way, no automation required. Or let a Take a task rule claim the posting the bench puts on the board, and the settlement fills the order while you do something else — which needs a planning table, like every other task. Crafting used to be identical early and late; now it is the same split as the rest of the game.

The crafter fetches the inputs itself (its own pack first, else a trip to the stores — exactly what a builder does for its materials), works at the bench, and pockets the output. Progress belongs to the order, not to the worker: two companions at one bench stack their effort, and someone called away mid-craft loses the seconds banked and never the materials. The craft spot (the 1×1 site you pin anywhere from the Crafting tab, K) is untouched — it is still how the axe, bow, rod, bedroll, cordage, coat and hat are made.

RecipeMade atCostsWhat it buys
PlanksLumber camp2 wood → 3 planksWalls, doors, floors, beds and boxes for a third less wood, and lighter to haul
Cut stoneMason's yard2 stone → 3 cut stoneRoads, wells and the stone hearth for a third less stone — what makes a long road affordable
CharcoalSmokehouse4 wood → 2 charcoalBurns as long as its log at a third of the weight — the fuel a trek carries
A lumber camp's craft queue
Left-click a workshop: what it is making, the standing orders (with an x to drop one), and everything this bench can make, priced against what the settlement holds. Below it, the same building's task-board postings — the second one is the queue itself, which is how the settlement fills the order without you steering anybody.
A processed material is a discount, never a gate
Planks and cut stone are a building's primary cost, with the raw material kept as its cost alternative. The settlement spends planks when it has them and plain wood when it does not, so nothing you could build on day one ever waits on a workshop. What the workshop buys is material efficiency — which is the point: before this, wood was wood, and a "better" building could only cost more wood.

Two prices for one building. A buildable may list alternative costs — the campfire's 9 twigs or 3 wood. 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. 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.

Draw walls, close a room

There is no ready-made house, so this gesture is how you get shelter. Walls are straight runs, not freehand:

  • Left-click plants an anchor.
  • Move the mouse and a straight run follows it — it snaps to whichever direction you have pulled furthest, so you cannot draw a diagonal by accident.
  • Left-click again fixes that run and starts the next one from its end: that is how you turn a corner. Fixed runs stay put, and a corner is exactly where a door goes.
  • Right-click ends the chain. Esc discards only the run you are currently dragging, never what you already fixed.
A room counts as closed only if the outline has no gap
The enclosed area becomes roofed and warm the moment it is completely surrounded — and cliffs and water may form part of the border, so a wall between two rock faces is a legitimate wall. But a single missing cell means no room at all: no roof, no warmth, no furniture list. Hover the outline and the info panel tells you whether it closed. The door cell itself counts as outside — sleeping in the doorway is sleeping in the open.

Buildings go on grass or sand only. Water and mountain refuse; a forest tile has to be felled first, and the grass it leaves behind then takes a building.

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
Bedroll1 carried bedrollnone (unrolled)The bottom rung: 70% of a bed's rest rate, no shelter from the cold. Made in the crafting tab (K) and laid out from the Supply ring or a room's furniture list. It lies 1×2 (R turns it). Right-click it: Sleep, or Pick up — picking it up returns the whole roll to the pack, so it survives a migration
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. Demolish-only (half refund): a thing you leave behind
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. Their materials are nearly identical: a straw bed goes up the instant its materials arrive, a proper bed is close to an hour of a builder's work. Helpers shorten it; the entry's tooltip quotes the time.

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, a workshop's yard fill. 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: 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), a workshop whose yard has filled calls for it to be cleared onto a stockpile, 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. Each building's panel lists what it is posting and carries a Post tasks switch, so a single building can be told to stop asking without touching anybody's program.

Read the program while it runs

The editor is also the debugger: every line shows what it is doing right now, and time keeps passing while you read it.

StateMeaning
ACTIVEThis is the rule being worked.
latchedIts trigger is over, but the UNTIL is holding it on.
blockedTriggered, but it cannot run — the target or the source is missing (nothing to fell in range, no pile that takes the load). It retries every few seconds while the rules below it carry on. This is the answer to "why is she just standing there".
waitingNot triggered.

A small program that keeps somebody alive through a winter looks like this:

WHENDOUNTIL
Season is WinterFisher
Wetness ≥ 50Warm upWetness < 1
Carry herbs < 2 AND Stores herbs ≥ 1Fetch herbs

Time & world

Read the land — wind, water, coast and soil

Every island has a wind, and it decides where the green is. The weather comes in off the sea from one direction, drops its rain as it climbs the high ground, and arrives on the far side wrung out. So the windward side is wooded and well watered and the far side of the high ground is dry — that is where the sand and the desert are. The direction is rolled fresh for every island, so it has to be read each run: walk up onto high ground and see which side the forest is on. There is no minimap, on purpose — this is what replaces it.

The island sheds its own water. Nothing is placed: rain runs off the high ground, threads gather into streams and streams into a few trunk rivers that widen as they go and empty into the sea, and water stands in the hollows as lakes, each with a brook draining out of it. A river is still deep and impassable — the only way across is a bridge — but where one is still a thread you can often walk around it, so following a river uphill makes the crossing cheaper.

The coast is not all the same. A beach (pale sand at the water) is open, buildable ground. A sea cliff (dark banded rock) is a wall: it cannot be climbed, built on, or come down to the water at, and about a seventh of the shoreline is cliff — so walking the coast is a real route choice. A marsh (dull grey-green, pooled with dark water) forms only where a big river empties into the sea: wadeable at little over half speed, never buildable, and rare enough — a handful of river mouths on the whole map — that the one you find is worth remembering.

Steep ground costs time everywhere. A hillside slows a companion to half pace at its worst, whether you are walking it yourself or a rule is walking it for you. A flat way round a hill often beats the short way over it.

The ground under a farm matters. Fertile bottom land is flat, wet, and has a lot of country draining through it — a floodplain. A farm there works at better than twice the pace of one on a dry slope. Hover any buildable tile and it says which you are standing on: bottom land, good soil, heavy going or barren. With water and wood, that makes three things to weigh when you pick where to settle.

Woods are thick or thin. Growth follows rain, height and steepness, so there is closed forest on the wet side, open groves inland, clearings, and a treeline above which nothing stands (and it sinks as you go north — cold means bare earlier). A tree in the wet lowland carries several times the wood of a stunted one at the treeline, and the crowns are drawn to match — so a wood worth walking to looks like one, and where a lumber camp stands is a real decision. Species follow the place too: oak in the warm wet lowlands, spruce in the cold heights, birch out at the thin edges, pine in between.

An old camp: a cold ring of blackened stones
A cold hearth at the wood's edge — somebody camped here, at water with wood in reach, and left something behind.

You are not the first party here. Out in the unexplored ground there are old camps — a cold ring of fire-blackened stones — and cairns stacked on the passes through the mountains. They are not scattered at random: a camp sits exactly where you would have settled, at fresh water with wood in reach, so finding one tells you the ground around it is good — and whoever left it usually left something behind on the ground to pick up. A cairn marks the one flat way through a range, which can save a long detour. Both are named the moment you see them and go into the chronicle (J).

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. Water that stands — 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. Running water is clean, and so are wells and hot springs. A lake stays still water even though a brook drains it: what matters is that the water sits, not where it eventually goes — so follow the outflow a little way downhill and you are drinking from a stream instead. 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 trunk river cutting to the sea
The island sheds its own water: threads gather into streams and streams into trunk rivers, deep enough that a bridge is the only way over.
A crater lake landmark
Landmarks worth remembering: a crater lake, steaming hot springs, standing stones. Each is named and chronicled the moment you see it.

Caves bring a light

A cave mouth in a mountainside
All the world map shows of a cave: a dark hole in the rock, a lit lip of broken stone around it and rubble spilled out at its foot. Right-click it — or walk onto it — to go in.
Inside a cave, lit by a torch
Inside — a map of its own. This is what a torch buys you; without one you see two steps.

Mountains are not only a wall to walk around: search a mountainside for a cave mouth — a dark hole with a pale lip of broken stone and rubble spilled out below it. Right-click it, or walk onto it, and the party goes in; every rock cell touching the opening counts, corners included, so a near miss cannot set anyone mining the doorframe. Inside is a map of its own, and the way back is an arch of daylight in the wall. The world above keeps running the whole time — clock, weather, animals, everyone you left up there — so a scout can go down while the rest of the party works.

What a cave isWhat it means
Pitch darkYou see barely two steps ahead down there (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.
Ground you can build onA cave floor takes a campfire, a stone hearth, a torch, a bed, a straw bed, a bedroll, a storage box, a water barrel, a planning table, planks, road — and stockpiles, so a cave becomes a real base rather than only a place to sleep. Dropped stacks stay put on it too. What will not go underground are the things the rock has made pointless: houses, farms and wall runs. The way out is never built over.

The mountain tells you how big the cave is — a lone rocky knuckle holds a fissure you cross in a few dozen steps, a proper range a warren, a gallery or a pillared hall. Size the massif up from outside before you spend a torch on it. Mushrooms and stone wait deep inside, always a good walk from the entrance, so a cave pays only the party that explores it properly. Nothing lives down there; the danger is the dark and the walk home.

Some caves hold water — a still pool of seeped snowmelt, drunk from or filled at like any river. Because rock has no weather it never freezes and never dries up, which can make a known cave the most reliable water on the map in exactly the seasons that close everything else. It is standing water, so boil it. Wet ground above means more of it: swamp mountains are wettest, desert caves bone dry.

Rule programs keep running underground. A companion you send into a cave still follows its plan, and when a rule wants something the cave has not got — a drink, a meal, the stockpile — it walks out through the mouth by itself, does the errand up top, and is free to be sent back down. You never have to fetch anyone out by hand.

And a cave counts as part of the settlement it opens into. Whatever you carry inside stays reachable from outside: a builder working at the mouth fetches timber from a stockpile you laid down in the cave, a tired companion claims a bed you unrolled in there, and a thirsty one walks in to a pool it has already seen rather than trekking to the river. The rule is simply that a cave is as far away as the walk into it — the mouth, plus however many steps deep the thing sits. So a pile just inside the entrance is practically next door, and one at the far end of a rambling warren is a real errand nobody will make automatically. Put your stores near the mouth if the camp outside is meant to use them. Only what the party has actually seen counts: an unexplored cave offers nothing, and neither does a pool in a corner you have never lit.

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.

The event log — and the red alerts

Bottom right, a live feed of what the settlement is doing: arrivals and deaths, buildings raised, illnesses, level-ups, the traces a false companion leaves, season turns. Drag it by its top-left corner to move it.

The red lines are the rescue signal
Because nobody looks after themselves, the red alerts are the only warning you get — and several failures announce themselves there and nowhere else: a rule that cannot run because its target or source is missing; a companion following an order into collapse; a load with no pile that will take it; a stat crossing into mortal danger. Nothing on the map turns red for these. The alerts warn, you rescue.

A worker that cannot work says so, too. No tree in reach, no rock face, no farm, no water to draw, no bow or rod in the pack — the companion posts one red line naming the reason and stops, rather than standing there looking busy. It comes once per reason, so a new problem is never buried under a repeat. A farm in winter stays quiet on purpose: dormant fields are the rule working, not a failure.

How much it says is up to you: Esc → Settings → Gameplay offers Everything, Only what matters and Fewer. Verbosity only filters the live feed — the chronicle (J) always keeps the full history.

Difficulty & saving

Difficulty is chosen on the title screen, per run, and it decides what a mistake costs.

HardBrutal
SavingSave and load freelyPermadeath — the game saves itself, and Continue resumes exactly where you left off. The save suspends a session; it never undoes a death
It savesWhen you do (F5)On an interval, at every dusk, on every death, in danger, on pausing and on quitting
Rule editorPauses the game while openTime keeps running while you plan

Each run gets its own named slot: the Esc menu names, overwrites and deletes them, the title screen loads any of them. The autosave interval is in Esc → Settings → Gameplay.

While the prototype is being tested, manual saving is left enabled on Brutal too.

Settings worth knowing about

Esc → Settings, four pages. The ones players actually miss:

  • Gameplay — event-log verbosity, autosave interval, edge-scroll speed and border width (0 switches edge scrolling off).
  • Graphics — resolution, window mode, anti-aliasing, quality, the FPS readout, and the scale of the whole interface.
  • Sound — the volumes.
  • Keys — every binding above can be reassigned.
— 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, embodiment. The drag box is drawn by world/tile_inspector.gd at z_index 110 — above the cave floor (z 2), the fog and the darkness (z 100). It sat at the default 0 until 2026-07-26 and was invisible in every cave while the hit test, being pure geometry, went on selecting.autoload/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 cell the generator marked STANDING, or a body that reaches no sea), and IllnessController.wear_bad_water() is the one place an untreated drink is billed. Since the terrain pitch (2026-08-04) three more: TerrainManager.height_at / slope_at / altitude_at (the height field every later pass reads), rain_at (how wet a place is, as a RANK) and fertility_at (how well it farms, likewise a rank).

A cell has five orthogonal per-cell layers: terrain (what it physically is — world/terrain_types.gd: PLAINS/WATER/FOREST/MOUNTAIN/SAND/SHALLOW plus CLIFF and MARSH, the coast's own sorts), 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 the traces somebody left — old camp / cairn), cave (world/cave_types.gd: where a cave opens — its mouth; the rooms behind it are their own map), and height (world/height_layer.gd: elevation, slope, rainfall and soil fertility — the physical field and what is derived from it per cell).

The terrain pitch (2026-08-04) — the height field is the spine
_classify always computed a height field, used it for three thresholds and threw it away. Keeping it is what every later pass is built on, and each of them replaced a placed or random thing with a consequence of the shape of the land:
  • Height & slope — 5 fbm octaves under a domain warp (a coast that bends instead of a circle) plus a ridged fractal squared under a slow spine mask, so highlands arrive as ranges with saddles. Steepness costs a walker time (to half pace), billed through both movers, so an automated haul pays exactly what an embodied march does.
  • Drainage (world/hydrology.gd) — priority-flood depression fill + D8 flow accumulation. No river is placed any more: channels are cut at quantiles of the land's accumulation (thread / stream / trunk), lakes are where the fill has to stand water, and every lake is given the outlet brook the fill says it has.
  • Coast sorts — steep shore → CLIFF, flat shore with a trunk river arriving at the sea → MARSH, flat shore otherwise → a beach (which needed no new id: it is SAND).
  • Orographic rain (world/orography.gd) — moisture is an air mass crossing the map from a seed-rolled wind, not a second noise field.
  • Forest density — rain × headroom under the treeline × footing on the slope, multiplied (each is a veto). The density is the wood stock, and the canopy sizes its crown off that stock. Species follow the place.
  • Soil fertility — flat × wet × (1 + bonus × log drainage): a floodplain. ROADMAP 14.5 wanted this and could not have it without a soil layer.
  • Traces — old camps at water with wood, cairns on passes, each with a cache on the ground. Not a new system: a landmark already carries naming, fog discovery and a chronicle line.
Two rules run through all of it. Every threshold is a quantile, never a constant — that is what holds the land share still so area_scale() does not move under the spawners. And rainfall and fertility are stored as ranks, because the raw fields are so skewed (the wettest cell can carry hundreds of times the median) that a value threshold calls half the island a desert.
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

A cave is one cell on the world map — its mouth — and a map of its own behind it (world/cave_interior.gd, generated by cave_interior_generator.gd and owned by the CaveManager autoload). The mouth cell keeps its MOUNTAIN terrain, so the terrain renderer, the spawn rules and the walkable tally — and with them every spawn density — are exactly where they were.

How many: cave_count (18 since 2026-07-26, raised from 7) is a request, not a headcount — _carve_caves opens at most one mouth per mountain massif, so a world gets however many massifs clear cave_min_massif_cells (70) and cave_min_spacing (55): measured across five seeds on the 512² map, 13–17. Performance is not the limit and the number was set to saturate the land: an entered cave costs ~40 navmesh polygons (+0.5%) and ~1 MB. It used to cost ~4.5 ms on top of the wall-build freeze as well; since that freeze was traced to the navigation map's free-edge merge and switched off (2026-07-26), a wall costs ~21 ms with every cave in the world open — down from 1278 ms (tests/cave_scale_probe.gd, tests/nav_edge_probe.gd).

Each interior is laid out in a reserved band of world coordinates east of the island rather than in a separate scene. That is the whole trick: one World2D, one navigation map, one physics space, so nothing is unloaded and the surface simulation keeps running while the party is underground — and selection, right-click orders, the camera and every autoload work down there unchanged. TerrainManager stays the one map seam: is_walkable, is_underground, is_cave_dark, is_buildable and cave_sight_radius route off-grid cells to CaveManager, so no caller needs to know which side of the ground it is asking about. The band's one recurring trap (paid twice, 2026-07-26): GridManager covers only the 512² surface and answers “neither empty nor floor” for every band cell, so any predicate built on it silently rejects the whole underground. That is what made building impossible down there and destroyed a stack dropped in a cave (GroundItemManager._find_drop_cell found no cell and the caller threw the item away). Both now branch on is_underground and read the building/site dictionaries, which are keyed by world cell and have no bounds at all. Buildable.stands_underground() is the separate question of what may stand there: interior_placeable or stockpile. An interior is generated deterministically from the world seed and the mouth cell, so an unvisited cave costs nothing and still comes back identical.

The layout (re-carved 2026-07-26). The interior is scaled against the mountain massif behind the mouth — CaveManager._massif_cells flood-fills it lazily on first entry — on the square root of its cell count: 70 cells of rock give ~80 floor cells and ~29 steps of depth, 290 give ~275 and ~51 (tests/cave_layout_probe.gd, 200 seeds each). The same weight picks the cave’s form (fissure / warren / gallery / great hall), which drives its proportions, chamber count, corridor width and name; both axes are still drawn independently, so the ratio remains deliberately unrelated to the world’s. Chambers are wobbling ellipses, passages wander, two cellular passes smooth the result, dead-end spurs go nowhere on purpose, single rock pillars are left standing in the halls, and the interior is then trimmed onto what was actually carved. Pools (CaveInterior.Tile.WATER) are laid deep in the cave and draw back wherever they would cut a passage; TerrainManager routes is_fresh_water / is_still_water / is_drinkable_water through CaveManager.is_water, so underground water is real water to the drink order, the waterskin and the HUD — still, and never frozen or dried. Finds sit at least 8 steps along the walk from the exit (CaveInterior.depth_at, a BFS), and the renderer shades the floor with the same measure.

The doorway is one shape, drawn from both sides (world/cave_doorway.gd, 2026-07-26). CaveRenderer cuts it into the mountainside and CaveInteriorRenderer draws the same opening from within full of daylight, so walking in and looking back shows one door. It carries a rubble fan, a stone lip shaded from near-black to nearly white as it turns toward GamePalette.mountain_light, two or three chips out of the rim, an uneven doorstep and a darker throat behind the opening — everything hashed off the mouth’s own cell, so no two caves share a doorway and nothing is stored or seeded. It was tuned against screenshots, and the constants carry what the screenshots ruled out: too much rim wobble stops reading as a doorway, chips that reach too far in become fangs, and a bright stroke over the lit half is a smear of paint (hence a shaded band).

What a cave gives youDetail
Pitch darkSight collapses to 2 cells underground (against 20 in the open), tracked per interior (CaveInterior._seen) because the fog grid is sized to the surface. 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. (Building underground is not possible yet, so there is no fire down there to warm you further.)
Finds2–5 spots per cave (mushrooms, rock, loose stones), seeded at least 7 cells from the exit, so a cave pays the party that explores it rather than the one that peeks in.
Going throughStanding on a mouth (or on the exit tile) takes a character through — and since 2026-07-25 a right-click on either resolves to Command.ENTER_CAVE for the whole selection. It had to: a mouth is a hole in a MOUNTAIN cell, so the click fell through to “mine the rock”. A mouth is also only one cell with rock on every side, so CommandController._mouth_click_cell snaps a click on that rock (within MOUTH_CLICK_CELLS) to the mouth itself — the cell, not just the verb, since the order carries the clicked cell with it. Open ground beside a cave is left alone.
Crossing the thresholdAn interior has no navigable link to the surface, so CaveManager.route is the portal seam every mover asks: a walk that crosses is really two walks, aimed at the exit tile (or the mouth) first. That is why rule programs keep running underground — a thirsty companion leaves the cave by itself, because the way out is the first leg. World searches centre on the mouth while inside (CaveManager.search_center); reach tests still use the real cell.

Key tunables — scripts/world/world_generator.gd

GroupExports (on the WorldGenerator node in Main.tscn)
Shapeworld_seed, height_base_frequency, height_octaves, height_warp_amplitude, height_ridge_*, height_spine_*, island_falloff, water_share (0.1385), mountain_share (0.045), sand_share
Water networkriver_thread_/mid_/trunk_share (0.02 / 0.006 / 0.0012 of the land's flow), river_mid_/trunk_half_width (1.2 / 1.7 — a trunk stays ≤4 tiles, the ceiling the bridge-only rule needs), lake_min_cells (120), lake_min_depth (0.045)
Coastcoast_cliff_slope (0.013 — the shore's 85th percentile), coast_delta_radius (4)
Forestforest_share (0.22 at the cut; the biome pass lifts it to ~30% of the land), forest_treeline (0.46) + forest_treeline_north_drop (0.16), forest_slope_bare, wood_per_forest_cell (20), birch_/spruce_/oak_share
Soilsoil_slope_barren (0.020), soil_flow_log_full (9.0), soil_flood_bonus (1.5); the farm end is JobRunner.farm_barren_work_factor (0.45)
Biomestundra_share, desert_share, swamp_share, swamp_bog_count, biome_terrain_affinity
Landmarkscrater_lake_count/radius, hot_springs_count/radius, standing_stones_count/radius, old_camp_count/radius (5), cairn_count/radius (4) + cairn_max_slope, landmark_min_spacing
Spawnspawn_water_dry_quantile (0.85 — the floor is a quantile of how far this map's land lies from a drink, never a constant), spawn_water_max_walk (90, a hard ceiling), spawn_open_land_share, spawn_wood_share (0.12)
Tuning the generator — the two traps that cost the most
Every carve knob moves area_scale(). Spawn counts are densities over REFERENCE_WALKABLE_CELLS (203000), so a change that eats walkable land silently thins every resource and herd in the game. water_share fell 0.185 → 0.1385 across this pitch purely to pay for what the drainage and the cliffs carve. Re-run tests/river_probe.gd after touching any of them and check the tally is back in band (measured 201–203k, scale 0.99–1.00).
The spawn's wood rule is correctness, not difficulty. Since the rain became orographic, "dry" and "barren" are the same place — the rain shadow grows no forest, so no fuel, no fibre, no forage. Aiming the opening at the driest sixth alone put the party where nothing grows: tests/run_playtest.sh measured 3 of 12 companions surviving four days before the pitch, 0 of 12 after it, and 5 of 12 once spawn_wood_share went in. A start with no fire is not a hard start but an unwinnable one — difficulty belongs in spawn_water_dry_quantile, never in an accidental barrenness.
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), the navigation map skips Godot's quadratic free-edge merge (the wall-build freeze in person: 983 ms → 21 ms per wall, no path changed — flush-trimmed chunk seams connect exactly and never needed it) 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 gatesheals_at_rest() (a bed's), regenerates() / regen_blocker() (the waking one), 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.

The bedroll is a bed, not a charm 2026-07-26

Seam. resources_data/buildings/bedroll_laid.tres is the placed piece; the item and the 1×1 craft spot (bedroll.tres, yields_item) are unchanged. Sleep quality rides on the new Buildable.sleep_rest_factor (0.7 here, 1.0 on every built bed), read in JobRunner._rest_in_bed.

Until 2026-07-26 JobRunner.has_bedroll() was the mechanic: carrying one upgraded a rough night from inside the pack. On the user's decision it must be placed first, so rough_rest_factor()/rough_metabolism_scale() no longer read the carry at all and has_bedroll() now means only “there is one here to unroll”. Everything else goes through the ordinary bed path — it is claimed by reserve_free_bed, walked to, slept in, saved and demolished like any bed.

Placing and packing up. BuildingManager.unroll_bedroll(character, container) lays one out on the nearest free cell within 4 (both orientations tried, since it is 1×2), paid straight from the carry (payable_from_carry) and stamped with BuildingNode.unrolled_by — the companion's node name, because that is what the save file already keys characters by. JobRunner._release_bed() is the one place a night ends, so the pack-up hangs there: self_unrolled_bed() gates it, so a companion rolls up only what it laid out itself and a bedroll the player placed stays put — that is how you tell an automated companion where to sleep. pack_up() calls remove_building(node, false): no half-cost salvage, because half of a one-item bedroll is nothing. Player-facing it is JobRunner.Command.PACK_UP on the right-click ring beside Sleep. Console bedroll.

The night watch — JobRunner.Command.WATCH 2026-07-28

Seam. BuildingManager.night_watch_advice(node) is the one answer to “does tonight need somebody sitting up with this fire”. It returns {} for anything that is not a finite-fuel heat source, else needed/cold/fire_hours/night_hours/ coldest_c/reason — the fire panel and the console both read it, so the sum exists once.

The arithmetic behind the warning: a campfire filled to max_burn_seconds (324 s) burns 7.2 in-game hours and the night is twelve, so a party that all lies down around one on a cold night wakes up short a companion. Cold is the whole gate — the reading is taken at 03:00, the coldest hour, through WeatherManager.get_effective_temperature() asked about a future hour, because a watch is set at dusk while it is still mild. The order itself holds position inside the heat radius and refuels on every tick the fire will take, ends at first light (not at the next dawn edge — a watch set at dusk must not end immediately), and costs the watcher a night's sleep, which lands as ordinary sleep debt the next day. Console watch.

Sleeping and mending — player/vitals_controller.gd 2026-07-29

Seams. VitalsController.SLEEP_METABOLISM_SCALE (0.5) is THE sleeping burn, read by JobRunner._rest_in_bed, its rough branch, rough_metabolism_scale() and GatherComponent. Waking repair is regen_per_second = SLEEP_HEAL_REFERENCE (0.12, a good bed) × WAKING_HEAL_SHARE (0.3), and regen_blocker() names the one thing stopping it.

Buildable.sleep_metabolism_scale was deleted rather than set to 0.5 on every bed (2026-07-29, user decision): four beds each carrying their own copy of one number is how they came to say 0.5 / 0.6 / 0.75 / 1.0 in the first place. A bed now pays in rest, warmth, shelter and healing only. The waking trickle never adds to a bed's rate — _process applies the shortfall, so a sleeper mends at the bed's pace and 30 % cannot quietly become 130 %; a bed that heals less (the laid-out bedroll heals nothing) is topped up to it instead. Temperature is the only thing that still moves a sleeper's burn: the cold-hunger and heat-thirst terms keep running, scaled by the same half. Console regen.

A worker that cannot work says so — JobRunner._report_no_work(reason)

Seam. One funnel for every trade's “I am standing here for a reason”, latched on the reason string rather than a flag per handler, so a repeat is quiet and a new problem is not.

Until 2026-07-27 only the fisher announced it; a lumberjack with no forest, a stonemason with no rock face, a hunter with no bow and a water carrier with no source returned zero velocity and stood there, which from outside is indistinguishable from working. A farm in winter stays silent deliberately — dormant fields are the rule working. drop_work() now really does drop every alert latch, including _danger_reported, which had been swallowing the first mortal-danger alert of the next episode. The full tick order and the four layers are in docs/automation-and-jobs.md.

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. RecipeCatalog.is_station(id) is what makes a building a WORKSHOP WITH A QUEUE (19.1) — derived from the recipes, never a flag; JobRunner._do_craft is the ONE handler the CRAFT order and the CRAFT task share. Buildable.has_yield_store() is the fence for the WORKSHOP YARD (2026-07-29).

The workshop yard, and working a building by hand 2026-07-29

Seam. A yard is a StockpileInventory in the same BuildingNode.stock field a stockpile uses — so the city-store aggregate, the map drawing, the save and the demolish drop all keep working with no new code: all four key off the field, not the flag. What makes it a yard rather than a shelf is that Buildable.stockpile stays false, which is what keeps haulers out and leaves a right-click on the hut meaning “work here”. Data: yield_store_items (empty = no yard) and yield_store_tiles (1 = 20 units) on the .tres.

The order is WorkerCommands._cmd_work, and it deliberately owns none of the doing: it walks the worker in, latches reported for duty — it has to latch, because each trade's own search sends the fisher to the water and the lumberjack into the trees, so “am I still at the hut?” reads false a second after arriving — and then hands every frame to run_job, the same WorkAction the rule program and the task board drive. One implementation per trade. It resolves below REPAIR and CRAFT in CommandController, so no click that meant something yesterday means something else today. Console yard.

ConcernFileNotes
Craft recipesitems/craft_recipe.gd / items/recipe_catalog.gdA recipe is not a Buildable: inputsoutput, work_seconds, skill, station. New recipe = a .tres + one preload line. The queue lives on BuildingNode.craft_queue as plain dicts (saved); Sensor.CRAFT_QUEUE posts it
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). A slot shorter than a stored Variant's 4-byte header (MIN_VARIANT_BYTES, checked in _open_for_read) is skipped without being read: a save interrupted mid-write leaves a 0-byte file, and get_var() on it prints an engine error GDScript cannot catch. 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
regen [<rate>]Whether the selection is mending and, when it isn't, the one thing blocking it (a bar under half, too cold/warm, sick). A number sets the waking Health-per-second rate, so the trickle can be watched in seconds.regen 5
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
craft [<recipe> [<n>]]The workshop craft queues (19.1): bare, every standing station with its orders plus every known recipe; with a recipe id it puts that order on the nearest station that makes it. craft clear empties every queue.craft planks 4
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>|walk <n>|in <n>|out|<x> <y>]Caves: list every mouth and what is known of its inside, teleport beside one, order the selection to walk in, send the party in or bring it out, or read a cell.cave in 0
landmark [<n>|<x> <y>]Designed landmarks (crater lake, hot springs, standing stones): list them, teleport to one, or read a cell.landmark 2
height [<x> <y>]The height field: the waterline and how the land is spread over it, or one cell's elevation, steepness and what that steepness costs a walker.height 120 84
flow [<x> <y>]The water network (replaces rivers): the trunk/stream/thread census and the drainage each tier is cut at, or how much land drains through one cell and whether its water stands or runs.flow 120 84
rain [<x> <y>]Which way the wind blows on this island and where the wet and dry quarters lie, or one cell's rainfall as a share of the island — never a raw amount.rain 120 84
soil [<x> <y>]Fertility: how the good ground is spread and where the best of it is, or one cell's rank and what a farm on it would cost in time.soil 120 84
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
looksThe world twin of icons: which standing buildings are drawn as themselves on the map and which still fall through to the plain plank hut.looks
yard [<x> <y>] [<n>|clear]Reports a workshop's own store — the trade it serves, what it accepts, what lies there and the room left. A number fills it with that much produce (to watch a shift end on a full yard), clear empties it. Without a cell it takes the nearest one.yard 20
watch [advice|set]Reads night_watch_advice off the nearest fire — fuel hours, hours of night left, the temperature at the coldest hour and whether a watch is wanted. set puts the first companion beside it on the real Command.WATCH until first light.watch set
bedroll [unroll|packup|list]Bedrolls: list every one lying on the map with who unrolled it, lay out each selected companion's own, or roll up whatever they are standing on.bedroll unroll
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 (the whole terrain census — drainage, coast, wind, wood, soil, spawn and the land tally), height_probe.gd, gen_cost_probe.gd, water_probe.gd, sim_night.gd, nav_edge_probe.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".

A release is not a build. The number only moves when a release is cut, so between two of them every build wears the same one — twenty-three commits and three features once all reported 0.5.0. Since 2026-07-26 the class answers both questions: GameVersion.string() is the release, build_id() is this build<commits>.g<sha>, plus .dirty for an uncommitted tree, and empty when the build is the release. build_string() puts them together as 0.5.0+23.gb81e6d1. It is derived from git, never typed, and never a gate — pure provenance.

How an exported build knows
There is no repository inside a .exe: in the editor build_id() asks git describe (once per process, then cached), and for an export tools/stamp_build.sh bakes build_stamp.txt beforehand — carried into the PCK by include_filter. The stamp is gitignored on purpose: committed, it would change with every commit and could only ever name the one before the commit it ships in. In the editor git wins, so a stale stamp is harmless.

tools/export.sh does both halves: it stamps, then names the file from the seam (build/survival_0.5.0+27.g8331277.exe) — the path on the command line beats the preset's, so the preset stays generic. It has to: the editor's export dialog writes whatever filename you pick into export_presets.cfg, which is how a hand-typed survival_0.3.0.exe came to sit there two releases later. The suite now fails on any preset whose output path contains a version.

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.
It moved to 3 on 2026-08-04, and the reason generalises: a save does not store the map, it stores the seed and regenerates the world from it, then lays the player's diffs over the top. The terrain pitch replaced the height field, the rivers, the coast, the moisture and the forest — so the same seed grows a different island, and an old save would put a house in a lake and a fisher's hut inland. Reading it would be worse than refusing it: the refusal is the migration. Whenever a change makes a seed stop meaning the same map, this number has to move.

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. The first four show the build — a save header carries build_id beside game_version, so two runs saved a week apart under one release number no longer read as the same game.

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.

A MINOR release costs more than a PATCH. Only x.y.0 freezes its own wiki archive — both languages plus a re-shot copy of every screenshot, roughly 10 MB per release. Paying that for a one-line fix is what made a bump a ritual, and a ritual that expensive does not get performed, which is how a whole day of work ended up sharing one number. A patch release therefore rides on the archive of its minor line: needs_wiki_archive() and release_line() are the seam, the suite checks a patch against v<major>.<minor>.0, and wiki/snapshot.sh declines to freeze a patch while still rewriting the version picker.

One command: tools/cut_release.sh
tools/cut_release.sh <version|patch|minor|major> performs every mechanical step: it validates (semver, strictly forward, no such tag, clean tree, an ## Unreleased section that actually says something), bumps project.godot and all three mirrors including both pages' „last revised“ date, gives the Unreleased section its number, runs wiki/snapshot.sh and the suite, then commits and tags with --commit. --dry-run shows every edit and writes nothing; --shots re-shoots the wiki first. Each mirror edit dies if its pattern did not match — a silently un-bumped mirror is the failure it exists to prevent — and a MINOR refuses to run without --shots/--skip-shots and without --wiki-done/--wiki-skipped: the archive freezes whatever pictures are on disk forever, and the minor is the one moment this page gets written at all. It never pushes, never merges, and does not publish the build.

Who cuts one: a PATCH is cut without asking at the end of a fix-only job with a green suite; a MINOR is proposed and waits for a human go — sixteen re-shot screenshots want an eye on them before they are frozen.

Publishing the build — one .exe, always the newest

The download button at the top of this page links companions_<version>.exe sitting next to index.html on the server, and exactly one build exists there at a time. Publishing is the last step of a release, after the tag:

StepWhat it does
tools/export.sh Builds build/companions_<version>.exe and deletes the superseded builds in build/ (--keep-old opts out). A build off the tag has no build id in its name; every other build carries +<commits>.g<sha>, which is what stops a dev export from ever being published.
wiki/deploy.sh Reads the filename back out of this page, uploads that build if the server does not already have it, and then deletes every older companions_*.exe there — never before, so a failed upload cannot leave the site with no download.
wiki/snapshot.sh Strips the download block out of the copy it freezes: an archived page offers no download, because that build's file is gone the moment the next release lands.

The link is a mirror like the version number — cut_release.sh rewrites it and the suite fails if it drifts. It has to be strict: this vhost answers a missing file with this page and a 200, never a 404, so a link to an unpublished build would hand a reader HTML under an .exe name rather than fail visibly.

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 (2026-07-27)
Everything that matters must be in this wiki. Rather too much than too little — but in measure, and readable. A feature is not done until F1 and this page reflect it. The bar for "matters": if a player could make a worse decision without knowing it, it belongs here.

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. Write the changelog entry under ## Unreleased. That section is this page's to-do list — see the next callout.
  3. At the next MINOR release, update the matching Player Guide section here, and — if the change touches code structure (a new file, seam, tunable or console command) — the matching Developer Reference section, re-shooting the screenshot where it shows.
When this page is written (2026-07-29)
At the minor release, and at no other time. Until then the rule was "same commit as the code", and it applied to F1 and this page alike. It still applies to F1 — that text ships inside the build, so it is wrong the moment the code lands. This page is only wrong once someone can download the build it describes, so it is brought up to date as the first step of cutting a feature release. What keeps that honest is the changelog: tools/cut_release.sh minor prints back every ## Unreleased heading and refuses to run without --wiki-done or --wiki-skipped. A patch release still touches the page, but only its numbers — the version, the date and the download filename — which are mirrors a script writes and the suite checks, not writing.
In measure, though
"Rather too much" is about coverage, not about length: no mechanic missing, but each one told once, in the section where a reader would look for it. A rule that fits in a table row does not become a section, and the same rule is not repeated in three places — a second copy is the one that goes stale. When a section stops being skimmable, split it rather than letting it grow.
One language (2026-07-27)
The wiki was bilingual from 2026-07-21 until 2026-07-27, when the German twin (wiki/index.de.html) was retired by user decision. There is one living page again. Archives frozen before that date keep their German copy — they are records of what shipped, not documents to be corrected; only their "current version" link no longer resolves.

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).