The Titan, a huge four-legged walking landship, strides along a snowy road through the morning.

The Landships

Towns that walk.

Walking and rolling bases that carry your people, your stores and your work across the country.

Update 1.101.10 The Living Road is out

The size ladder

From courier to walking town

Ten classes in four sizes. Each is built where its size allows, and a fleet holds up to three ships, one of them colossal. At a Landship Yard a ship can be traded in toward a larger class.

Small

Two-legged walkers, raised on a Walker Frame beside a pitched camp. Room for four.

The Hearthrunner in the game by day, seen from above on a snowy road. The Hearthrunner at night, windows and lamps lit

Courier · Small

Hearthrunner

A two-legged courier walker. Springy legs and a lean cab, fast over rough ground: a pilot and up to three riders, with a saw, a small miner, extra cargo or a small weapon.

Moves on
2 springy legs
Crew
4
Length × beam
5.5 × 3.2 m
Built at
Walker Frame (camp)
Cruise
6 m/s
Climbs
32°
Hull
450 HP
Build pads
4
Size
Small
Concept art sheet for the HearthrunnerSee the concept art
The Ashwalker in the game by day, seen from above on a snowy road. The Ashwalker at night, windows and lamps lit

Scout · Small

Ashwalker

A two-legged scout walker built at camp: high clearance, a winch and headlamp at the bow, room for four. The entry to the walker ladder.

Moves on
2 legs
Crew
4
Length × beam
6.5 × 4 m
Built at
Walker Frame (camp)
Cruise
4.4 m/s
Climbs
30°
Hull
600 HP
Build pads
5
Size
Small
Concept art sheet for the AshwalkerSee the concept art

Medium

Built at a Landship Yard in a settlement. Up to fifteen aboard.

The Muleback in the game by day, seen from above on a snowy road. The Muleback at night, windows and lamps lit

Pack walker · Medium

Muleback

A four-legged pack walker for supply runs and salvage: racks, nets, a water drum and a cargo crane. It carries the most for its size.

Moves on
4 legs
Crew
15
Length × beam
15 × 7.5 m
Built at
Landship Yard
Cruise
3.2 m/s
Climbs
26°
Hull
1,700 HP
Build pads
10
Size
Medium
Concept art sheet for the MulebackSee the concept art
The Whitefang in the game by day, seen from above on a snowy road. The Whitefang at night, windows and lamps lit

Escort · Medium

Whitefang

A four-legged escort and hunter: an armoured iron prow with a harpoon, headlamps and a rope drum, clawed feet with ground spikes. It guards the caravan and hunts what hunts it.

Moves on
4 legs
Crew
15
Length × beam
11 × 7 m
Built at
Landship Yard
Cruise
3.6 m/s
Climbs
28°
Hull
2,200 HP
Build pads
8
Size
Medium
Concept art sheet for the WhitefangSee the concept art
The Havenback in the game by day, seen from above on a snowy road. The Havenback at night, windows and lamps lit

Caravan · Medium

Havenback

A four-legged caravan walker: a self-contained homestead with living quarters under a hipped roof, a water drum, a lookout turret and a crane. A travelling refuge for fifteen.

Moves on
4 legs
Crew
15
Length × beam
18 × 10 m
Built at
Landship Yard
Cruise
3 m/s
Climbs
25°
Hull
2,600 HP
Build pads
11
Size
Medium
Concept art sheet for the HavenbackSee the concept art
The Rover in the game by day, seen from above on a snowy road. The Rover at night, windows and lamps lit

Hybrid · Medium

Rover

A six-wheeled scout on six legs: quick on its wheels, and when the ground turns steep it stands up, locks its wheels as feet and walks, stepping over obstacles up to 1.4 m.

Moves on
6 wheels on 6 legs
Crew
6
Length × beam
12 × 6.5 m
Built at
Landship Yard
Cruise
5.4 m/s driving, 1.6 walking
Climbs
18° on wheels, 34° walking
Hull
1,400 HP
Build pads
6
Size
Medium

Large

Travelling towns: stepped decks, sails, drills and cranes. Up to twenty aboard.

The Titan Walker in the game by day, seen from above on a snowy road. The Titan Walker at night, windows and lamps lit

Junk-ship walker · Large

Titan Walker

The great four-legged junk walker: a bowsprit prow with net and bells, a pagoda bridge tower, a huge fan sail, gear trains and chunky clawed legs. A travelling town that climbs where wheels cannot.

Moves on
4 legs
Crew
20
Length × beam
26 × 12 m
Built at
Landship Yard
Cruise
3 m/s
Climbs
24°
Hull
3,000 HP
Build pads
12
Size
Large
Concept art sheet for the Titan WalkerSee the concept art
The Harvester in the game by day, seen from above on a snowy road. The Harvester at night, windows and lamps lit

Miner · Large

Harvester

A six-legged mining walker: a wedge-armoured drill head at the bow, ore bins and a crane at the stern. Slow, steady and very strong, on a tripod gait.

Moves on
6 legs
Crew
12
Length × beam
22 × 11 m
Built at
Landship Yard
Cruise
2.4 m/s
Climbs
28°
Hull
3,600 HP
Build pads
10
Size
Large
Concept art sheet for the HarvesterSee the concept art
The Ashfall Flagship in the game by day, seen from above on a snowy road. The Ashfall Flagship at night, windows and lamps lit

Command ship · Large

Ashfall Flagship

The wheeled command flagship: iron-banded timber wheels, three masts of emblem sails, multi-level decks and an elevated command bridge. The most room and the fastest on the road, bound to gentle ground.

Moves on
8 wheels on 4 axles
Crew
20
Length × beam
34 × 14 m
Built at
Landship Yard
Cruise
4.2 m/s
Climbs
14°
Hull
4,200 HP
Build pads
19
Size
Large
Concept art sheet for the Ashfall FlagshipSee the concept art

Colossal

The end of the road. Needs a Grand Yard, and carries a whole settlement.

The Citadel Pilgrim in the game by day, seen from above on a snowy road. The Citadel Pilgrim at night, windows and lamps lit

Walking town · Colossal

Citadel Pilgrim

The end of the road: a colossal six-legged walking settlement, command post, workshop and town in one, that carries a whole community on a migration and founds it anew where it stops.

Moves on
6 legs
Crew
20 + 60 migrants
Length × beam
48 × 22 m
Built at
Grand Yard
Cruise
2.2 m/s
Climbs
22°
Hull
12,000 HP
Build pads
26
Size
Colossal
Concept art sheet for the Citadel PilgrimSee the concept art

The slipway

Built in five stages

Small walkers rise on a Walker Frame beside a pitched camp. Medium and large ships are built at a Landship Yard in a settlement; the Citadel needs the yard upgraded to a Grand Yard. You deliver materials for each stage, and settlers at the yard speed the labour. She is visible on the slipway at every stage.

  1. KeelThe frame is laid.
  2. LegsJoints, rams and feet.
  3. HullDecks and plating.
  4. Engine and bridgeThe stack and the helm.
  5. Rigging and launchSails, lines, and away.

Fuel

Trees, charcoal, and a long walk

TreesFell them with the existing chop work.
WoodBurn it in a charcoal kiln or clamp.
CharcoalThe engine burns it as she walks.

Lamps, kitchens and kilns burn it at rest. With no fuel she settles onto her haunches and stops. A crane can fell and load trees within reach while she is parked, and a charcoal kiln module makes fuel on board.

The Harvester, a six-legged mining walker, standing among snowy pines by day.
The Harvester A drill head, ore hoppers and a crane

42 modules

Every pad takes a module

Every slot is a framed build pad on one of the ship's levels, with a bolted kerb and lashing rings, so you can see where a module goes even when the pad is empty. Modules come at tiers I to III. Small walkers take their own four: a tree saw, a small miner, a cargo pannier and a light weapon.

Weapons

  • Defence turret (auto crossbow)
  • Harpoon ballista
  • Mortar turret

Work

  • Drill rig
  • Crane arm
  • Smelter pod
  • Charcoal kiln
  • Workshop
  • Refinery drum
  • Salvage winch
  • Recovery hook
  • Repair bay

Life

  • Field kitchen pod
  • Crew quarters
  • Garden deck
  • Med bay pod
  • Water purifier
  • Water tank
  • Wildlife cages
  • Seed storage

Light and signal

  • Spotlight array
  • Signal beacon
  • Observation mast
  • Binocular nest
  • Sensor dish
  • Antenna pod
  • Weather station
  • Map table
  • Compass tower

Travel and settling

  • Sail array
  • Spare sail locker
  • Engine assist
  • Fuel tank
  • Cargo hold
  • Armoured canopy
  • Shield plating
  • Settlement-deployment pod
  • Trade stall

Crew and helm

Board, crew, command

Settlers board from a settlement and ride as the ship's crew. They are fed and kept warm from her stores, and they work her modules: gunners, drillers, cooks, medics, gardeners, traders, engineers and lookouts each make their station better.

Park her and press E at the ladder to board; walk her decks as she moves. Take the helm with E: W and S for the throttle, A and D to turn, Space to park, Q for the road autopilot, which follows the winding road and slows for bends. Or click the ground to send her there. Shift+L opens the landship panel.

Migration

Take the town with you

The Citadel Pilgrim can board a settlement: its residents and goods come aboard, and the old place is left behind. Walk her north, and found it anew where she stops, with starter buildings unfolded from her decks. Residents and goods are kept throughout, and the people remember where they came from.

The story of the landships

From the sketchbook

Concept art

The concept sheets every landship was modelled from.

Ochre and charcoal

Painted on the cave walls

Along the road, the old walls remember the walkers.

A cave painting in ochre and charcoal: a four-legged walking landship hung with lanterns and pennants strides beneath a great red sun.
Lanterns under the red sun
A cave painting in red ochre: a landship on long jointed legs in mid-stride, lanterns and a torn banner hanging from its decks.
The ochre strider
A cave painting: a walking landship with towers, chimneys and tiny crew on deck, beside a sun sign and a column of painted marks.
Sun sign and crew
A cave painting: a walking landship with a crane, hanging bells and a long banner marked with a sun, smoke curling from its stack.
Bells and banner

Raise your first walker.

Start with a camp, a Walker Frame and two springy legs.