A small hamlet by the road, its lamps and windows lit against the winter night.

Survive & Build

Make it through the night. Then make it home.

Warmth before everything. Then a fire, a camp, a settlement, and people who stay.

Dusk The lantern holds the dark back

Survive

Warmth, hunger, wounds

Health, resolve, warmth and breath, with hunger, thirst and your lamp fuel on the side.

The cold drains you faster in the Deep Winter and on high ground. Eat and drink, and food spoils: slowly in the cold, quickly in summer. Cuts and bites bleed until you dress them; sickness and injuries show on an anatomical card. Clothing matters.

Your lantern goes off, dim or bright. Bright light holds the horrors at its edge, and burns fuel. A red ring warns before a prowler lunges.

  • Four difficulties: Hearth, The Road, The Long Night, and One Life (death ends the journey; the lantern may pass to a settler)
  • Four origins: the Trapper, the Ferryman, the Smith and the Scribe, each with their own kit and knack
  • Tune the cold, hunger, foes, yields and raids yourself
Night A cutthroat at the edge of the light

Fight

What hunts you

Staff strikes, a hunting bow, a quick sidestep and a brace that parries a blow and staggers the foe. Or switch on auto-fight and answer whoever hits you.

There are bandit camps and horror dens in the wilds, raids on your settlements, seasonal giants, and bosses like the Spine Lord and the Ash Giant. Your people, and friendly villagers, come to each other’s defence.

The crafting panel: recipes such as rendering lamp fuel, drying frost apples and grinding rye flour, with what each needs.
Crafting What you can make now

Craft

206 recipes

Knap a stone axe from 3 timber and 2 stone. Then everything else.

Crafting (C) lists every recipe: what you can make now, what is missing and where. Pin one and the game counts what you still need on screen. Stations run from the workbench and field forge to the smithy, glass furnace and foundry; tools wear, and tiers matter.

Last Ember Camp at night: tents around one big fire, lanterns in the snow.
Last Ember Camp One fire, many tents

Camp

The moving camp

Pitch it away from the road each evening (B) and strike it each morning. Your company raises it together, piece by piece: pegs and poles, frame, canvas and hides, ropes, contents. More hands, faster.

It grows as you do: a lean-to becomes a hide tent and then a canvas wall tent; a fire ring becomes a stone hearth; stakes become a palisade screen. Arrange it in the camp editor, and it pitches the same way every night. Sleep in it to skip to dawn when no foes are near.

A hamlet People at work

Build

The homestead and settlements

Found a settlement from a pitched camp and give it a name; its hearth and shelter become the first permanent buildings, and its territory grows as you build. One base per region.

Build and farm inside it (G): housing and production, crafting stations and storage, farming and animals, defence and civic buildings, and furniture to fill them. Walls, palisades, gates, gatehouses and towers are for bases only.

  • 24 buildings added in 1.8.1 alone: watermill, smithy, brewhouse, ropewalk, ice house, root cellar, bell tower, bathhouse, market hall, coaching inn, longhouse and more
  • Every one can be built, and does something
Watermill, as pictured in the game's build menu
Watermill
Smithy, as pictured in the game's build menu
Smithy
Greenhouse, as pictured in the game's build menu
Greenhouse
Longhouse, as pictured in the game's build menu
Longhouse
Gatehouse, as pictured in the game's build menu
Gatehouse
Ice house, as pictured in the game's build menu
Ice house
Bell tower, as pictured in the game's build menu
Bell tower
Coaching inn, as pictured in the game's build menu
Coaching inn
Dovecote, as pictured in the game's build menu
Dovecote
Canvas wall tent, as pictured in the game's build menu
Canvas wall tent
Camp hearth, as pictured in the game's build menu
Camp hearth
Hide tent, as pictured in the game's build menu
Hide tent
Mission Control: the travelling camp and nine villages with their needs, projects and people.
Mission Control One of yours, nine villages, 102 people

Crew

People who decide for themselves

Recruit settlers along the road: cooks, farmers, foresters, hunters, smiths and more. Choose who travels with the camp and who stays at a base, and change it at any time.

Each of them weighs seven needs, a personality and their bonds, and picks what to do. Roles emerge from the work they do, or you assign them. Open Mission Control (Shift+N) for everyone in your settlements: what they are doing and why, work priorities, projects, standing orders ("keep 40 planks") and the chronicle.

Hearthpine Village on a golden winter afternoon: timber houses round a market square, smoke from the chimneys, and dozens of villagers at work between them.
Hearthpine at workIn-game capture
Millcroft Farm Winter fields

Grow

Farming and animals

Sow winter rye, red turnips and pale flax in crop beds; water them and fertilise for a better yield. Grind flour, bake bread, brew and preserve; ice houses and root cellars slow the spoil.

Tame animals and raise them: fourteen species give their own produce, on their own clocks. Pens hold four, byres six and stables eight.

The Havenback caravan landship on a snowy road by day.
The Havenback A travelling homestead

The train

Haulage is the progression

Everything your camp becomes has to be moved every morning. Start with what fits on your back; then a hand-sledge, a handcart, hounds, pack beasts, wagons and freight sledges. Each carrier adds to one shared train stash, so what everyone gathers on the march flows into it.

Carriers eat, tire and can be hunted at night, and a bigger caravan draws more eyes. At the far end of the ladder: a salt mammoth’s howdah, and the landships.

Light the first fire.