The gameplay guide

From a quiet camp
to a city with purpose.

Follow the decisions that turn residents into workers, resources into opportunity, and a settlement into an army’s home. These are genuine captures from the desktop Alpha.

Settle · Your starting point

Meet the city you will build.

You arrive with a Citadel, Houses, Tool Workshop, and Storage already standing. Residents are idle, your first profession tools are ready, and Food and Materials give you room to begin. Weapons must be produced by your Blacksmiths.

Starting Alpha city with the Citadel, Houses, Tool Workshop and Storage
Actual desktop Alpha capture · Demonstration city · Select the image to view it full size

Select a building to open its detail panel. The Building tab explains its purpose and upgrades; its other tab holds the work you can do there. The top of the screen shows residents, resources, and your city’s completed development time.

First choice: open Houses and give your residents a profession. Your city’s economy grows through people doing work.

Give people a purpose

A worker changes what your city can do.

In Houses, open Workers. Farmers produce Food, Engineers produce Materials, and Blacksmiths produce Weapons. Use the plus control to order training when an idle resident and the right unused tool are available.

Houses Workers tab with profession cards, reserved tools and training queue
Actual desktop Alpha capture · Demonstration city · Select the image to view it full size

Prepare the next worker

A tool is reserved as soon as training is ordered. Workers train in sequence; completed workers start contributing to their resource.

Keep your options open

Balanced professions give your city a steadier start. A focused workforce produces its chosen resource more strongly, but will need help covering the others.

Cancelling waiting training returns its tool. Cancelling active training returns the resident but uses up the tool. Unassigning a trained worker also leaves the tool spent. Safeguards protect your route back to each resource when tools are scarce.

The Workshop keeps growth moving

Give the next pair of hands a tool.

Open the Tool Workshop’s Crafting tab. Choose the tool for the profession you want to grow next. Every recipe uses Food, Materials, and Weapons, which makes your first Blacksmith especially useful.

Tool Workshop Crafting tab showing tool recipes and active craft progress
Actual desktop Alpha capture · Demonstration city · Select the image to view it full size

Tools are crafted individually in a queue. Each order is paid in full when you place it. An order you cannot afford is rejected; a waiting tool order can be cancelled for a full refund. Active tool crafting currently continues to completion.

Plan the chain: workers create resources, resources pay for tools, and tools let more residents become workers.

Expand · Open the next possibility

Growth is a chain of opportunities.

Raise the Citadel to lift the ceiling on other buildings. Expand Houses to make room for more residents, who arrive gradually while space is available. More residents give you more choices for your workforce.

Citadel Building tab explaining the building-level ceiling and upgrade action
Actual desktop Alpha capture · Demonstration city · Select the image to view it full size

Unlock new city work

Establish your trained workforce to reveal the Barracks construction site. Recruit your first soldier to reveal the Hospital. Complete the Hospital to open Library, Fortification, and Siege construction.

Build with a plan

New buildings and upgrades use an available builder and prepay Food plus Materials. Citadel progress and the current era both limit how high a building can grow.

Later eras bring another builder automatically, giving your city more room to construct in parallel. Buildings progress from tents and thatch to timber, stone, and working steam machinery.

City rank records the actual active time spent on completed construction and research. Work still in progress and cancelled jobs add nothing.

Food · Materials · Weapons

Keep your city’s ambitions supplied.

Food and Materials build the city. Food and Weapons recruit soldiers. Materials and Weapons fund research. Tools connect all of them back to your workforce.

Storage Building tab with separate resource capacities
Actual desktop Alpha capture · Demonstration city · Select the image to view it full size

Storage has a separate bin for each resource. A full bin pauses only its own production. The surplus does not automatically move to guild storage, so spend, expand, or plan a transfer as the cooperative game develops.

Prepare before ordering: building work, tool crafting, recruitment, and research all charge their full cost when ordered. Waiting paid jobs can be removed for a full refund where cancellation is available; cancelling active building or soldier work loses the part already completed.

Storage’s Aid tab previews resource requests. Live delivery to a guild Treasurer and shared bank transfers belong to the planned multiplayer game.

Your workforce becomes your identity

Choose a focus. Become a class.

You begin as a Peasant. Once your workforce is established, the profession with the most trained workers determines your city’s class. The change happens when training completes. The Citadel’s Class tab shows your current direction and links back to the matching worker controls.

Citadel Class tab showing the Alchemist path shaped by a Farmer-led workforce
Actual desktop Alpha capture · Demonstration city · Select the image to view it full size

Farmer-led · Alchemist

Medium armor balances offense and defense and has a faster base march pace. Your city specialty improves healing, and the Library develops economy and care.

Engineer-led · Paladin

Heavy armor brings stronger defense with weaker offense and a slower base march pace. Your specialty improves construction and research; Fortification develops protection.

Blacksmith-led · Berserker

Light armor brings stronger offense with weaker defense and a middle base march pace. Your specialty improves recruitment; Siege develops attack.

You can change your workforce and move into another class. Completed research stays with the city, so discoveries made along an earlier path remain valuable.

In the planned war game, Alchemists sustain allied forces, Paladins help protect them, and Berserkers press the attack. Their class passives grow stronger in a Commander’s rally; those war effects are still in development.

Muster · Build the force you need

Strength has a counter.

At the Barracks, open Units and choose Infantry, Archers, or Cavalry. Your active class determines the armor available for new recruits. Ordinary soldiers use Food and Weapons without taking residents away from city work.

Barracks Units tab displaying class-specific Infantry, Archer and Cavalry recruitment
Actual desktop Alpha capture · Demonstration city · Select the image to view it full size

Recruitment trains soldiers in sequence. A quantity order pays for the entire group up front and fixes its troop kind, armor, and Barracks level when ordered. Improving the Barracks produces stronger new soldiers; older soldiers keep the level they were trained at.

Cavalry game portrait

Cavalry

Stronger against Archers

Weaker against Infantry. A favorable target matters as much as the force you bring.

Archers game portrait

Archers

Stronger against Infantry

Weaker against Cavalry. Keep the whole counter cycle in mind when composing an army.

Infantry game portrait

Infantry

Stronger against Cavalry

Weaker against Archers. A mixed force gives you more ways to answer an opponent.

Recruitment is playable · World marching and live battles are planned
Future encounters: armies meeting in the same sector start a timed encounter. More armies may arrive before it resolves. Battles have no retreat. Exactly equal effective forces settle peacefully and return healthy; unequal encounters can leave dead and wounded. The final battle balance is still evolving.

Terrain is planned to make Attack and Defense stronger or weaker depending on the troops and armor you bring. Terrain does not change march speed; armor, class passives, and travel research have their own movement rules.

Fortify · Preserve your strength

An army needs a way home.

Open the Hospital’s Care tab to inspect wounded troops and their recovery. Hospital capacity is shared across your city’s expeditions. Better care gives more wounded soldiers a chance to return.

Hospital Care tab showing wounded soldiers and recovery progress
Actual desktop Alpha capture · Demonstration city · Select the image to view it full size

In the planned battle flow, direct battle deaths are permanent. Wounded soldiers are admitted after battle; those beyond available Hospital capacity become further losses. Alchemist research improves capacity and healing. Extra care for allied wounded applies only to a Commander-created rally.

A stronger army is also one you can sustain. Healing and troop recruitment are playable city systems. Receiving casualties from live world battles is a later chapter.

Discoveries make your choices stronger

Your next advantage starts with knowledge.

Library, Fortification, and Siege each hold a class-aligned research path. You can queue your active class’s path, spending Materials and Weapons up front. Later eras open deeper discoveries while earlier work remains available.

Library Research tab showing Economy discoveries and later elite research
Actual desktop Alpha capture · Demonstration city · Select the image to view it full size

Library · Economy

Better Aid receipts, more Hospital capacity, faster recovery, rally care for allies, planned weather forecasts, and eventually Gunmen.

Fortification · Troops

Stronger action against rebel villages, reduced incoming damage, better stronghold construction and defense marches, and eventually Cannon Men. Its later armor-related benefit is still being refined.

Siege · Offense

Stronger village attacks, harder-hitting troops, faster recruitment, stronger stronghold assaults and attack marches, and eventually Catapults.

Research uses a shared queue. Matching professions help their research progress faster. Completing an era’s full research tier on a path also improves construction and research timing across the city; completing another path in that era does not repeat that shared milestone.

Changing class preserves finished discoveries. A research job already running continues; a waiting job on the previous path waits for that class to return. Research that helps allied forces activates only in a Commander’s rally.

Late discoveries. Distinct roles.

Gunmen approved elite painting

Gunmen

The Alchemist’s elite firearm troops, designed for stronger open-field fighting.

Cannon Men approved elite painting

Cannon Men

The Paladin’s stronghold defenders. Their strength is protection rather than open-field damage.

Catapults approved elite painting

Catapults

The Berserker’s stronghold attackers. Powerful siege specialists with no open-field attack.

Elite recruitment requires the final era, a fully developed Barracks, the matching active class, and the completed research path. Recruitment is in the Alpha; elite performance in live battles is still being tuned.

Plan · Let a good decision keep working

Set the next task in motion.

The Queue button brings Building, Training, Research, and Workforce work into one place. Check what is active, what is waiting, and which commitment you want to keep.

Alpha Queue panel showing scheduled city work and category controls
Actual desktop Alpha capture · Demonstration city · Select the image to view it full size

A builder serves construction. Workers train in sequence, tools craft in sequence, soldiers recruit in sequence, and research uses its own shared queue. Preparing the next paid order lets a useful plan keep moving during your city session.

Know what you are committing: unfinished work does not add city rank. Cancellation rules depend on the action and whether it has started. Check the cost before changing a running plan.

The studio’s goal is a game that respects a full schedule. The Alpha is still testing pacing and does not yet have an authoritative seasonal world clock.

Beyond your walls

A city is the beginning of the story.

The guild hub shows your city’s class, resources, roster, and a preview of the offices that will connect cities. The World view lets you inspect the expanding terrain idea. Both are local previews; shared guild actions, troop dispatch, live chat, and world battles are not available yet.

Actual Alpha guild hub with the signed-in city and open member seats
Actual Alpha capture · Guild interface preview · Entries are local drafts

See what your city will become part of.

Discover guild offices, shared resources, frontier expansion, strongholds, and the road to the final war.

Explore guilds & the world

Your city starts with you

Help shape the realm.

Create your account for Alpha testing. Explore the city, try different paths, and help make the next chapter stronger.