JOURNEY ENDED

The village has fallen

Every villager has fallen. This journey is over.

Housing can bring back a fallen villager only while someone survives.

Ember & Wild

Finding a place to begin…

EMBER & WILD

THE FIRST CLEARING
Day 1Early autumn
THE WILDERNESSFernwater Vale
100%
MESSAGE
BUILDSelect a person · Click to move or gather
BY THE FIRESIDE

Ember & Wild

Your journey is saved on this browser. Export a save to keep a separate copy.

Sound

Sounds soften with distance from the center of your view.

Playtesting

Terrain and occupied footprints still apply. Settings carry across seeds. Revealed land stays explored when switched off. New revealed maps start paused.

Spawn marked test encounters in chosen numbers. Normal encounters keep their own schedule.

A new journey replaces the current autosave.

FIELD NOTES

Make a place worth staying.

Click one of your people to select them. Click the ground to move, or a tree, stone, berry bush, or flax patch to gather.

The people roster shows everyone and their current activity. Click a roster entry to select, find, and follow that person. Keys 1–9 and 0 select party members 1–10. Use the Build categories to choose buildings. A number appears over the selected person or anyone hovered on the map or in Your People, including through scenery. Visible number markers can also select that person. A selected tower guard stays at their post when you click elsewhere on the map; the click clears their selection. Use Release guard in the party panel or lookout panel to send them back to village work.

Use Clear land in the Build toolbar (C), then paint rectangles to clear. Once Forestry is discovered, use Forests (V) to paint village regrowth areas; staffed forester huts plant their nearest suitable ground. Hold Shift to erase either land plan. Escape cancels. Gather supplies, choose a building below, then click clear ground inside the village boundary. Completed buildings reveal nearby terrain and extend building range; wandering villagers only reveal terrain. Your first campfire must be within 6 tiles of the starting clearing. Walls and gates provide no sight or building range. Your selected person walks there and builds it. Hover a structure for a summary; click to pin its compact details and actions beside it. The world keeps running. Click another building to switch, or click empty ground, press Escape, or use × to close. Choose a free villager to repair or continue construction. Destroy expands an inline salvage confirmation. Demolition returns half the build cost (rounded down) and requires current sight.

Timber walls (7): click a start tile, then an end tile to queue up to 24 sections. Place gates (8) in gaps; Gates align automatically with adjacent walls. T chooses their facing at corners or when placed alone. Gates admit villagers and block wolves. Lookouts join wall runs and corners. Place a lookout on a completed wall, or choose Replace with lookout from the wall’s card, for 40 wood and 24 stone. Its foundation blocks passage while being built. Every structure has HP: enemies can destroy it, opening a breach and stopping its benefits. Select a villager, then click damaged structures to order repairs or rebuilding once nearby wolves are gone. Work takes time and reserves materials once. Assign Repair & rebuild village in Work & skills to finish unclaimed visible construction and maintain damaged buildings. Interrupted construction keeps its progress and already-paid materials.

A campfire, spare shelter, and 4 food persuade travelers to join. Select your person, then click a traveler to approach them. Each shelter makes room for two more people.

Explore the old arch for a discovery. Build a workshop and research better tools. Bring six people together and weather the first danger to complete this chapter.

Wolves roam outside the clearing. Your people defend themselves, but can retreat to a campfire to recover. Fallen villagers return from completed housing after a 30-second cooldown, with 50 HP. If every villager falls at once, the journey ends.

Use Work in the party panel to assign automatic work. Selecting someone keeps their work running; commands take priority and Stop switches to manual orders. Villagers use shared explored knowledge and learn their jobs through practice. Click the food total for production, meals, and the next meal countdown.

Footsteps, gathering, and combat sounds follow your camera. Pan toward an activity to hear it more clearly. The speaker button mutes sound; effects volume is in the game menu.

Use each panel’s − and × controls to compact or hide it. View in the bottom-right corner restores panels and offers a compact layout. H hides or restores your chosen interface.

Press J or click Journal beside Your journey to reread messages. Discoveries are kept permanently. The world pauses while the journal is open; Escape or J returns to play.

Darkness is unexplored land. Dim land remembers what you last saw. Changes there remain unknown until someone returns.

Drag the map or use arrow keys to pan. Scroll to zoom. F centers on your person. Escape cancels construction or removal. X toggles repeated building removal; Delete removes the inspected building. Click an active party tab to collapse it. Space pauses, including while planning orders. The world pauses when this tab is hidden.

THE STORY SO FAR

Your journey, remembered.

Discoveries, camp life, and news from the wilderness.

Ⅱ   The world pauses while you read
Newest first · Esc to return
WHEN THE HOWLS COME

Defensive positions

Choose who keeps the village running and where everyone else defends.

Rally rules

Essential workers continue their assigned work and do not leave to help nearby fights. Lone marauders call local helpers. Raid rallies stand down after 10 seconds clear. Manual rallies hold until you stand down. Injured villagers still retreat to heal.

Ground positions work from the beginning of a journey. Defensive structures take one villager each. Without a position, villagers gather near camp. Routes stay on explored ground. Stand-down restores available previous orders and trade preferences.

DEFENSE TESTING

Test the defenses

Spawn a precise number of enemies on visible, clear ground. They attack the village and deal normal damage.

Placement pauses the game. Click a spot to spawn; resume when ready. Escape cancels. These test enemies stay until defeated.

THE VILLAGE TABLE

Food & meals

Everyone, including the founder, eats 1 food each minute.

In the stores
People to feed
Estimated production
Meals consume
Estimated production minus meals

Farming provides early food; research Fishing for staffed shoreline lodges. Assign Tend farm plots in Your people, or select a villager and choose Tend plot in a plot’s details. Two missed meals slow work by 20% and healing by 50%; a meal restores normal rates. Nobody dies from hunger. Routine meals stay in the journal.

ROOM TO GROW

Village stores

Village heating

1 coal replaces 4 wood. Haulers deliver fuel to occupied homes. Smelters always need coal; towers still use wood and fiber.

Each resource has its own limit. Full stores pause gathering and plot production. Existing supplies above the limit are kept and can still be spent.

Click a completed store to upgrade it. Damage permanently destroys a proportional share of its stored material; repairs cannot recover it. Shared stockpiles from older journeys retain their capacity.

ROOM FOR THE WILDERNESS

Your view

Keep what you need. Compact panels retain their essential controls; hidden panels can be restored here.

H hides or restores your chosen layout. View always stays available. Preferences are saved in this browser, separately from your journey. The game pauses here.