Building guide

The village has fallen

Every villager has fallen. The battlefield is paused.

Revival: full health · attack ends · village stays paused.

✦

Ember & Wild

Finding a place to begin…

☀
Day 1Early autumn
THE WILDERNESSFernwater Vale

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Game menu

Journey difficulty

Wolf counts at your current village level. Gaps start after contact; travel adds time. Announced raids keep their settings. Goblin raid counts follow village level.

How repair costs work Repair bills scale with missing health: Easy 50%, Standard 70%, Hard 80% of that share of the cost basis. Minimum bills are 10% / 14% / 16%; rubble costs 60% / 84% / 96%. Each resource rounds up. Some completed upgrades contribute to the cost basis; the building shows its exact bill. Changing difficulty affects new quotes only. Reserved repairs retain their bill.
Villager names

60 names per theme. Applies to future settlers in this journey; existing villagers keep their names.

Sound

Positional sound follows the camera.

Recent sounds

Open this after hearing an unfamiliar sound. Each short sound’s latest occurrence stays listed until you reload or change journeys; continuous ambience is omitted.

    Capture an unfamiliar sound

    Start capture, close the menu and play. After hearing the sound, open this menu immediately and keep the last 30 seconds. Only game sound is captured. The clip and playback trace stay in this tab until you download them or leave the page.

    Capture is off.

    Controls & rules

    Map & inspection

    Inspect
    Click a person or building
    Pan / zoom
    Drag or arrow keys / mouse wheel. Village or Home frames the settlement; World or M frames the map. Unexplored ground stays hidden.
    Find / follow
    F · pan to stop following
    People 1–10
    1–9, 0
    Pause
    Space · also automatic in hidden tabs
    Journal
    J
    Interface
    − compact · × hide · View restore · H toggle

    Building & orders

    Construction
    Choose a building → clear ground within build range
    Building lanes
    Different buildings need one clear tile. Matching buildings, stores and defenses can form groups. Keep working edges connected to the village.
    Farms / stores
    Click one plot or drag a row of up to 24. Preview shows total cost; Escape cancels. Middle-drag pans.
    Placement colors
    Teal: occupied plots · dashed gold: clearance · red: conflict
    Workers
    Automatic construction, repairs, gathering and supply
    Explore with Rowan
    Select Rowan, then click explored ground. Walk toward the frontier to reveal land. Escape or another selection returns him to village work. Exploration does not extend build range.
    Village champion
    After Hall I: select Rowan → click through trees and rocks to move or an enemy to engage. Blocked ground chooses the nearest reachable explored tile. Esc or another inspector releases steering. Retreat and recovery take priority.
    Posted guards
    Release guard before giving another order
    Cancel targeting
    Escape or right-click
    Clear / forests
    C / V (requires Forestry) · Shift erases
    Walls / gates
    Wall lines: up to 24 sections · T rotates gates
    Remove
    X toggles removal · Delete removes inspected building
    Salvage
    Half paid build cost, rounded down · current sight required
    Interrupted work
    Paid materials and progress retained

    Village data

    Population
    Residents / beds · civic cap shown separately
    New settlers
    Spare completed beds + safety + village appeal + cap space
    Stock / limit
    Deposited resources / compatible storage capacity
    Resource rates
    Observed change per minute · expand a row for sources and uses
    Food & heat
    Header counters open supply, consumption and shortage details
    Research
    One project per institution · one distinct worker per required skill
    Map markers
    Research → On-map progress: expanded / compact / hidden
    Fog
    Dark: unexplored · dim: last observed, may be out of date
    Defeat
    Every villager fallen simultaneously ends the journey

    Journal

    Newest first · Esc to return

    Village defense

    Rally rules & controls
    Auto-rally
    Observed raids near the settlement & sustained assaults; remote outpost contact stays local. Stand down after 10 seconds clear.
    Manual rally
    Hold until you choose Stand down.
    Rally work
    Available villagers fill lookout vacancies, including farmers. Others work inside staffed lookout cover; exposed work waits. Bow-equipped villagers fire at observed enemies in range, even outside lookout cover. Up to two nearby helpers answer attacks on people, buildings or livestock; healthy villagers defend themselves. Retreat at one-third health takes priority.
    Local defense
    Villagers protect endangered people first, then their own home, then nearby village buildings. Farmers and researchers can interrupt work; paid work and carried goods are retained. Nearby impacts call local help even when the attacker is unseen. Responders defend the threatened place, use helpful vacant lookouts, and return to work afterward. Isolated villagers withdraw from stronger groups; serious injury takes priority.
    Permanent watch
    Choose 0, 1 or 2 guards at each lookout, within its capacity. These requests remain after stand-down.
    Lookouts
    1 seat at tiers I–II, 2 at III–IV. Temporary rally guards resume work on stand-down.
    Professional army
    From Hall II, hire red-uniformed newcomers at a Barracks. They share ordinary homes, meals and manufactured equipment. Guards patrol and respond on the ground; civilian crews staff lookouts. Credible village alarms call available patrols, with distant reports retained for investigation. Soldiers act independently of civilian rally and retreat automatically at 20% health. Watch payroll warnings in the Barracks; unpaid contracts end after the grace period, then soldiers return their equipment and leave when safe.
    Guard riding
    Research Horse husbandry at the Farming guild, then Mounted patrols at a Melee yard (Hall II, two distinct researchers: Combat 4 and Logistics 3). Choose Assign horse in the Barracks roster and resume play. The guard collects an existing unclaimed horse with at least 40 health from a staffed Stable with travel feed and protein care. Riding gives 40% faster travel; mixed foot/riding pairs keep foot pace. Assignment waits through shortages without buying horses. Return horse stops the request and returns the mount when safe. Civilian lookout crews stay on foot.
    Safety
    Use explored routes; injured villagers retreat. Lone marauders call local helpers.

    Test the defenses

    Spawn site: visible, clear ground · Damage: normal

    Click to spawn · Escape cancels · Resume to begin combat.

    Food & meals

    Food balance · recent portions/min
    Source Staff / plots Rate
    Farms
    Fishing
    Hunting
    Meals & upkeep
    Project spending
    Imports / exports
    Balance
    Stored / capacity
    In home pantries
    Pantries awaiting delivery
    Diet variety · last six minutes
    Food Stored Pantries Eaten Not eaten by
    Calculation & meal rules
    Farm harvests to date
    Measured balance
    Recorded harvests and catches, meals, horse feed, facility upkeep, project spending and trade. Balance also includes losses, refunds and rewards. Internal deliveries are transfers, not production. Travel feed is paid in advance.
    Meal interval
    60 seconds · served from home or camp pantries
    Foods
    Staples, fish, venison · protein also supplies industry and research
    Variety
    Based on recent meals eaten
    2 missed meals
    Work −20% · healing −50% until fed · no starvation deaths

    Stores and economy

    PAUSED

    Counting rules
    Available
    Stock − prepaid home fuel − delivery and project commitments
    Outside stores
    Carried goods, worksite buffers and staged exports counted separately
    Incoming
    Reserved destination space; goods counted at their current location
    Projects
    Reserved at source; spent when consumed at the worksite
    Transfers
    Excluded from production and consumption
    Add storage

    Limits apply per resource · Full stores pause collection · Overflow retained.

    Upgrades: inspect a store · Damage: proportional stock loss, not restored by repairs.

    View

    Panel visibility & layout

    H: toggle interface · Layout saved in this browser · Game paused.