How to play

You are a god with a hand and no direct control. Everything below is about nudging a town that is already trying to look after itself.

  1. Your first ten minutes
  2. Controls
  3. Villagers and jobs
  4. Skills and Legends
  5. Building and adjacency
  6. Ages and Insight
  7. The economy
  8. Prayer, miracles and alignment
  9. Your creature
  10. Winning a land
  11. Weather, seasons and the world
  12. Saves and settings
The main menu, with five creatures to choose from and controls for seed, map size and number of rival tribes
Pick a creature before you start — it changes what your companion is naturally good at, and it is the one choice you cannot change later. The seed, map size and number of rival tribes are yours to set too.

Your first ten minutes

  1. Feed them. Click a villager to pick them up, then drop them on a field. They become a farmer. Do this two or three times. Food is the thing that kills a young town.
  2. House them. Press B, pick House, click a free hex. Builders show up on their own. Each house holds five people and lets the town grow.
  3. Give them somewhere to pray. Build an Altar and drop villagers on it. Worshippers generate Prayer Power, which is what miracles cost.
  4. Make it rain. Press 1 and click a field. Watered crops grow about six times faster.
  5. Keep the wood coming. Loose trees run out. A Woodcutter's lodge sprouts saplings around itself so foresters never run dry.
  6. Start the clock on the ages. Build a Library and staff it. Scholars make Insight, and Insight is the only way into the Bronze Age.

If people start starving, you have too few fields or too few farmers. Click a field and use the + button to staff it from the idle pool; the number beside it is exactly how many villagers can be assigned right now.

A close view of the village with houses, a temple and villagers walking between them
Villagers walk real paths between jobs. They sleep at night, eat when hungry, and get unhappy if any of that is missing.

Controls

ActionInput
PanLeft-drag the land (grab and pull), Shift+drag or middle-drag anywhere, WASD / arrows, or push the pointer to the screen edge
Rotate and tiltRight-drag, middle-drag, Ctrl+drag, Q / E
ZoomMouse wheel, towards the cursor
Pick upLeft-click a villager, tree, rock or heap inside your influence
Drop or throwRelease. Flick the mouse as you release to throw
Reward the creatureHold the button on it and move — a stroke
Punish the creatureA quick tap on it
Cast a miracle1–9 or the Miracles tab, then click. Hold Shift to keep casting
BuildB, pick a building, click the ground. R rotates, Shift keeps placing
Walls and roadsPick them in Build, then drag a line on the ground
CancelRight-click or Esc
Centre on temple / creatureSpace / F
TabsBuild, Miracles, Creature, army T, tribUte, stats I, Esc menu
Creature ordersK then click an enemy to attack; G then click a spot to guard
Hurry a villagerAlt+click them. They work faster for a while, but it frightens them
SacrificeAlt+drop a villager on your own altar
Gesture castingAlt+drag: circle = Water, V = Heal, zigzag = Fireball, vertical = Lightning, horizontal = Shield
Speed and pause+ / −, P
Photo mode / helpY hides the interface · H shows the controls

Touch works too: one finger pans or grabs, two fingers pinch to zoom and twist to rotate.

Villagers and jobs

Villagers eat, sleep in houses at night, age, fall ill, and get frightened. They are never ordered about directly. You give someone a job by dropping them on the thing that needs doing, or by clicking a building and using its + and − buttons.

Fourteen jobs exist. Farmers, foresters, miners, builders, breeders and worshippers cover the early game. A library adds scholars, a market merchants, a harbour fishers, a herbalist healers, and a monastery missionaries and emissaries.

Auto-assign jobs in the town panel lets the town manage itself. Turn it off when you want full control over who does what.

The "available" count next to the assignment buttons is the exact pool the + button draws from: idle adults and breeders, sleepers included because they get woken. Children, soldiers and anyone away on a mission are never counted.

Skills and Legends

Every second a villager spends at a job is experience in that job. Six ranks:

NoviceApprentice ~1 min JourneymanExpert ~9 min MasterLegend ~25 min

Each rank is +12% output. A Legend also inspires everyone working at the same building, for a further 25%. The building panel lists the crew with their ranks; the + button picks the most experienced villager available, and − releases the least. Hovering a villager shows their rank and what they are best at, which matters when you are reassigning people.

Building and adjacency

Building is on a hex grid: one building per tile, with the grid drawn around your cursor while you place. Walls, gates and roads are free-form lines you drag, and roads run under buildings rather than competing for the tile.

Where you put something matters. Like Civilization, what sits on the six neighbouring hexes gives a bonus:

BuildingLikes being next to
FieldA granary, or the water. A Terraces of Plenty anywhere in town helps every field.
MineHigh ground.
AltarShrines, statues and wonders. An Obelisk of Dawn in town boosts every altar.
HouseA market or a tavern — happier residents.
MarketHouses and a harbour.
LibraryAn altar, and especially a monastery.

The building panel shows the bonus you are getting and what would raise it. Buildings also upgrade through three levels: each level fills more of its hex, gains ornaments, and multiplies what it does.

The build menu showing five categories of buildings with costs
Twenty-four buildings in five categories. A gold dot marks something the current age just opened that you have not built yet.
A field selected, its panel listing crop progress, soil quality and the adjacency bonuses it is receiving
Select anything to see what it is doing and why. This field is up 55% on adjacency alone, and the panel names each source.

Ages and Insight

Scholars at a Library produce Insight, and Insight is the only thing that advances the age. The top bar shows which age you are in, the meter, and how many minutes until the next one.

AgeInsightOpens
Stone0Huts, fields, a lodge, a mine, a first altar, a library
Bronze90Granary, market, harbour, herbalist
Iron300Tavern, monastery, armoury, watchtower, statue
Classical650The Great Pyramid, the Obelisk of Dawn, the Terraces of Plenty

Each new age is worth two Tribute. Rival tribes advance with time, so a slow start means facing better-equipped neighbours.

The economy

Five resources: food, wood, stone, iron and gold. Loose rocks and trees run out, so the mid game is about replacing them with buildings that never do — a Mine beside a vein digs it forever, a Woodcutter's lodge regrows the forest around it, a Harbour brings in food whatever the season, and a Market turns surplus into gold.

Everything is stored in your temple, which holds 600 of each on its own; storehouses and granaries raise the cap. Every stockpile in the town panel carries a live per-minute figure — hover it to see produced and consumed separately. Press I for the full picture.

The stats panel with production rates, charts of population and stockpiles, and job distribution
Thirty minutes of history, who does what, and which needs are going unmet.

Prayer, miracles and alignment

Worshippers at an altar generate Prayer Power. Nine miracles spend it, from Water at 60 up to a Meteor at 520. You can only cast inside your influence, the ring that grows with your population and how impressive your buildings are.

Miracles pull your alignment one way or the other. Water, Heal, Food, Siren and Shield push you towards benevolence; Fireball, Lightning, Hurricane and Meteor towards malevolence — and so does throwing your own people into the sea. Your temple, your hand and your creature all change appearance to match, and two advisors argue about every decision.

Tribute is the other currency: renown accrues from population, impressiveness and happiness, and every 450 renown is one point. Spend it on new miracles, army types, creature upgrades and divine powers.

Your creature

You pick one at the start — ape, lion, cow, wolf or tortoise — and it learns by watching. It has opinions about eating trees, eating villagers, gathering wood, watering fields, fighting and sleeping, and each of those is a weight that moves when you react.

With the Creature miracles unlock it will also learn miracles by watching you cast them nearby. It grows as it gains experience, and a large well-fed creature is the single most effective thing you own in a war.

Winning a land

Rival towns have a loyalty bar. Two ways to empty it:

Awe

When your influence reaches their town and you are more impressive than they are, loyalty falls. Below 40% their villagers start walking over to you; at zero the whole town converts. Wonders, statues, a big happy population and miracles cast nearby all help.

War

Unlock the Armoury, train platoons of swordsmen, archers or battering rams, and march them in. Walls and watchtowers hold the line at home. Taking a town by force works, but it costs you alignment and the survivors take a while to believe.

A Monastery opens a third route. Missionaries walk to a rival town and preach: its loyalty drops while they speak and wavering villagers convert on the spot. Emissaries buy favour instead — at 3 the town stops raiding you, at 6 it sends gifts, at 9 it joins you peacefully. Terrorising a town loses the favour you bought.

Weather, seasons and the world

Each island is generated from a seed: a domain-warped coastline with bays and peninsulas, islets offshore, inland lakes, mountain ridges, and nine biomes from jungle to tundra to volcanic ash. Soil matters — crops grow fastest in jungle and worst in desert and alpine. Deserts hide more gold, badlands more iron.

Seasons turn every two days. Winter slows crops to a crawl and burns wood to keep people warm, so a full store going into it is the difference between a quiet season and a funeral. Storms start fires, droughts wither crops, and rain does your watering for you.

Saves and settings

Seven save slots: a quick save on F5 / F9, an autosave every two minutes, and five named slots. Everything lives in your browser's local storage, or the app's own storage on desktop — the two are separate.

Beyond the four-land campaign there is a skirmish mode: pick a seed, a map size up to Colossal, and up to seven rival tribes.