Coming soon on Steam A brand-new design for the game

It starts with
one fire

An idle civilization builder set in a single valley you can orbit, pan and zoom. Nine ages. Everything you raise, you can see. Everything you choose, you keep.

Ages
9
Technologies
67
Buildings
116
Worker roles
54
Wonders
14

The first hour

Three people, and nothing else

You start with a gatherer, a woodcutter and a builder, and a food clock already counting down. Nobody explains the whole game to you — a ten-step tour covers the basics and then gets out of the way.

The first real decision arrives within minutes: another gatherer now, or a hut so that more people can live here at all? Every hire costs more than the last, so there is no order that is simply correct.

  • 19 resources, unlocked one technology at a time
  • Workers eat. A civilization that hires too fast starves
  • Progress continues while the game is closed — once you've built for it
A single campfire on an unclaimed hex at dusk, surrounded by trees and loose stone.
The Primitive Age. One tile, one fire.

The arc

Nine ages, one valley

Each age is gated behind a single technology, and arriving changes the ground itself — the palette, the buildings, the threats, the colour of the sky.

  1. I

    Primitive

    A campfire, three workers, and everything still to learn.

    Opening
  2. II

    Agricultural

    Fields, granaries, and the first written word.

    Agriculture
  3. III

    Bronze

    Ore, coin, and the first standing army.

    Bronze Working
  4. IV

    Classical

    Philosophy, theatre, libraries that outlive you.

    Philosophy
  5. V

    Medieval

    Walls, cathedrals, roads — and monuments you must choose between.

    Feudalism
  6. VI

    Industrial

    Steam, steel, and the first smoke that stays.

    Steam Power
  7. VII

    Modern

    Grids, data, and cities that plan themselves.

    Electricity
  8. VIII

    Space

    The backdrop stops being a valley.

    Rocketry
  9. IX

    Galactic

    Somewhere out there, an ending you choose.

    FTL Travel
  10. Not pictured

    Every image on this page is from the first five ages. What the last four look like is the reason to play.

Systems

Everything pulls on everything

There are no standalone tabs. Happiness feeds population; population staffs the mines; the mines feed the walls that stop the raid that would have cost you the harvest.

A palisaded village of huts, farms and drying racks on a lit hex, with a lake on the tile beyond.

A world, not a spreadsheet

Your civilization is a hex of real ground rendered in 3D, built from your actual save. Raise a granary and a granary appears. Claim a border tile and the map grows into it. Let a disaster through and you can see what it broke.

Drag to orbit, scroll to zoom, click a tile to work it. The same scene is the backdrop of the title screen, drawn from whichever civilization you last played.

Every worker is a decision

54 roles, each producing something specific and eating into a shared population. Hiring costs rise 35–50% per worker, so the tenth Builder costs many times the first.

Research that shows its work

67 technologies, each unlocking real content rather than a flat multiplier — and each printing the exact before-and-after on every worker it touches, before you spend.

116 buildings, each with a job

Housing raises your cap. Storage decides how much of a boom you get to keep. Industry multiplies one resource; culture buys back the happiness the industry cost you.

Wonders are a choice

14 monuments, but only two per age. The Medieval Age offers five and lets you raise two. What stands in your valley is a statement about what you cared about.

The map is the world

No separate strategic layer. Frontier tiles ring your hex and you take them off the ground itself — with soldiers, with silver, or with faith. Land you hold produces for you forever after.

Three faiths, each with a price

Solaris grows enormous, joyful populations — and fights at 80% strength. The other two ask for something else. Faith buys blessings from a three-tier tree, and the choice is permanent for that civilization.

Trade, and a market that moves

15 routes running in parallel, as many at once as your posts, guilds and exchanges allow. Prices drift as you flood the market, so the profitable route this hour is not the profitable route next hour.

War you can lose

18 unit types across the ages, a counter system, and raids that arrive whether or not you built for them. Soldiers consume population, so an army is a standing cost, not a stat.

Perils, gathered on one page

Nine natural disasters, building damage, raids and pollution read as one situation rather than four panels. The tab burns red while anything serious stands, so you never have to go looking for bad news.

It runs while you're gone

Offline progress is not automatic — it's earned. A watchtower buys the first hour, a signal tower the next, a relay post the one after. How far the world gets without you is something you built.

Milestones worth reaching

25 milestones and 49 achievements, each tied to something you actually did — a hundred thousand units traded, four routes running at once, a wonder raised before the age turned.

Nothing is a dead end

Every resource, worker and building stays useful into the next age — later tiers multiply the earlier ones rather than replacing them. Your first Woodcutter is still working in hour forty.

The interface

Every number says where it came from

Shown at actual size, straight out of the running game. Nothing here is a mock-up and nothing is scaled up to look impressive — this is the type you'll be reading.

The Alchemy technology card: its description, then Herb Gatherer speed +8% (16% to 24%), Herbalist +6% (11% to 17%) and Alchemist +5% (5% to 10%).
A technology, with the before-and-after on every worker it touches
The Stonehenge wonder card with a 3D preview, its effects — plus ten happiness and plus ten percent all production — and a line of flavour text.
A wonder, previewed in 3D before you commit the stone
A Knowledge resource card: 922.5K of 3.6M, plus 103 per second, above seven separate percentage bonuses.
A resource, and the full stack of bonuses feeding it
The WOOD worker group: 649 per second at plus 80 percent, with Woodcutter, Lumberjack and Forester cards showing output and steeply rising hire costs.
One resource's whole labour chain — three tiers, and what each one costs to hire
A holdings summary: gold plus 7.5 per second and food plus 2.5 per second from eleven water tiles and five coast.
What the land you've taken pays you, every second, forever

Seasons

A four-hour year

Four seasons, one hour each, on a loop you can plan a whole session around. Winter is not decoration: food upkeep rises 30%, population growth drops by a third, every march slows by a third, and the smoke from your industry sits over the valley instead of clearing.

  • SpringCrops, herbs and herds. Growth is at its fastest.
  • SummerLong days. Forests and quarries at full pace; the air suffers.
  • AutumnHarvest. Clay is plentiful, gold flows, roads stay passable.
  • WinterPeople eat more, travel less, and the sky stops clearing.

The shell

One screen, everything on it

Resources and workers on the left, the world in the middle, milestones and a live production sheet on the right. Panels fold away when you don't want them.

The full game screen: resource cards with bonus badges on the left, a walled medieval town rendered in the centre, and milestones and production panels on the right.
A Medieval civilization at 422 population. Ages VI–IX are not pictured, by choice.
Coming soon on Steam

Play the demo now

The demo runs the opening five ages — from the first campfire to a walled classical city — on the same build these images came from. The full release follows.

Opens the Steam store page in a new tab.