Getting Started
Hour one decides day one; day one decides week one. Follow the checklist.
- 1
Camp: woodcutter x3, forager x2
The tutorial suggests 2 woodcutters. Add the third — every building below costs logs.
- 2
Tent → Farm plot
Tent at 10 logs, farm at 15. Then swap foragers to farmers as soon as wheat flows.
- 3
Village: Sawmill first, always
Planks gate 80% of Village-tier buildings. Mine second, dock if river tile.
- 4
Pantry Act ON
First policy, day one, no debate. 10 gold/day buys offline peace of mind.
- 5
2 Scholars by hour 8
Library costs look scary; tech snowball is scarier to miss. Agriculture I first.
- 6
Town: Market → Watchpost, same day
First caravan to Greyharbor with planks. Watchpost before the first raid notice, not after.
Four Classic Wrecks
| Mistake | What it costs |
|---|---|
| Building tents for population instead of food for population | Hunger spiral, full stop, everyone idles by hour 6 |
| Skipping the Mill (flour) for the Forge | Smiths are hungry, tools stop, production stalls town-wide |
| Selling PLANKS to Greyharbor after Workshop exists | Leaving ~3x value on the table per caravan |
| Zero guards at Town tier to "save on wages" | One raid takes the sawmill you skipped breakfast for |
"I checked on my town at 2 AM and all 12 villagers were named Bob. I don't remember doing that. 10/10." — a launch-day review that explains the global Bob shortage.
— Steam review, day 1
It is an idle game. Everyone is behind someone and ahead of someone. The wiki covers launch build v1.0.1; wipes are not planned per devs.
— reply from wiki staff
The in-game tutorial is gentle and mostly right. It undersells woodcutters (take 3, not 2) and oversells early tents. Everything else here agrees with it.