An open-ended survival and resource management game, focused on raising a family. The game takes place in 1200 CE Eastern Finland, in the pristine woodlands of a region called Savo.
The family members will handle a lot of tasks routinely. But you can adjust how many hours are spent with daily routines like household chores, basic maintenance, parenting, resting, and foraging - the remaining time will be available for tasks which you plan. Tasks include crafting, building, farming, hunting and so on. Grow linen, spin yarn, weave textiles, craft clothes. Dig clay to make pottery. Burn a kiln to make charcoal. Collect bog iron to produce iron ingots, forge spearheads and other such essential tools.
Once a year there will be a market event, which you can choose to go to. At the market you can barter for tools and farm animals.
When the kids grow up you can continue playing as your off-spring - either staying to support the elder generation, or leaving to start a new homestead. Once your clan grows you can freely choose which family to play as. Or, you can even choose to play as the spirits of the late ancestors.
The UI is mouse-driven, assisted with customizable hotkeys. The game map can be viewed either in 2D or 3D, you can freely switch while playing. Some game elements are simulated as small text-based stories, where you choose from options, and your decisions will affect how the story unfolds.
The story
A young family has decided to establish their home in remote woodlands. They pack a set of essential tools and row up the local waterways deeper into the wilderness. After a few days of rowing they feel that they are far enough to have a peaceful spot of their own. Fishing, foraging and hunting provide food. But how to turn pristine woodlands to arable land? Fell down trees, burn them and the ashes will make the soil fertile. Agriculture is a lot of work but a decent harvest will keep the family fed through the long dark winter. And then there are children! More nutrition is needed to keep the little ones fed. And as they grow, they learn skills from the parents and start contributing to the workforce. Eventually the offspring will be old enough to marry and to start families of their own.Game mechanics
The time-scale of the game is weeks. In-game years flow rather smoothly so you can easily see your building projects advancing and your family growing. Although, it won't always be that easy - harsh weather can ruin your crops, accidents can cause injury. No combat - the cold, hunger and accidents being the only enemies. The game play is about managing the most precious resource - time. Work long days to get that house finished, and run the increased risk of accidents due to overworking when tired. Or work at lower pace and run the risk of your family suffering from cold when the autumn sets in.The family members will handle a lot of tasks routinely. But you can adjust how many hours are spent with daily routines like household chores, basic maintenance, parenting, resting, and foraging - the remaining time will be available for tasks which you plan. Tasks include crafting, building, farming, hunting and so on. Grow linen, spin yarn, weave textiles, craft clothes. Dig clay to make pottery. Burn a kiln to make charcoal. Collect bog iron to produce iron ingots, forge spearheads and other such essential tools.
Once a year there will be a market event, which you can choose to go to. At the market you can barter for tools and farm animals.
When the kids grow up you can continue playing as your off-spring - either staying to support the elder generation, or leaving to start a new homestead. Once your clan grows you can freely choose which family to play as. Or, you can even choose to play as the spirits of the late ancestors.
The UI is mouse-driven, assisted with customizable hotkeys. The game map can be viewed either in 2D or 3D, you can freely switch while playing. Some game elements are simulated as small text-based stories, where you choose from options, and your decisions will affect how the story unfolds.
Modding
There is a rather flexible modding system based on editing text files in xml format. You can modify and add game elements like items, animals, ailments, crafting recipes and tasks. You can even write your custom stories if you like to. Graphics and the appearance of UI elements can also be modded to ones liking. 3D models can be added in glb / gltf format.Localization
The UI is designed to support translations.
Version 0.9.15 released
Hunting and fishing are now more realistic and challenging. This affects the seasonal routine, which automatically checks traps and then chooses between fishing, hunting and gathering based on current season and available tools. A most notable visible upgrade is making different water depths look different. Shallow, medium and deep water now have their own hue of blue. Fish traps can only be set in shallow waters, and fish tend to gather at the shallows only at the spawning season, otherwise they prefer deeper waters.\n\n
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Full changelog for version 0.9.15
\n\n- \n
- ADDED: new animal types squirrel, fox, lynx, mallard, and grouse. Also new fish; pike and zander.\n
- IMPROVED: The seasonal routine now simulates fishing and hunting with greater detail. Active hunting takes into account the availability of bows and arrows, and occasionally a missed arrow will be lost. The size of animal populations now properly affects how likely it is to spot this or that type of animal, and all active hunting affects the population size.\n
- ADDED: There now is basics of wild animal seasonal behavior patterns. For example mallards are migratory, so they are completely absent in winter. In summer they scatter around on wide area. In late autumn they gather to form a sord, so a lucky hunter can catch many of them at one spot.\n
- ADDED: There is now a details view for every activity of the seasonal routine. In the routine management dialog click the seasonal routine to see a summary, then click any of the item rows to see details. For example, clicking \'active hunting\' row will show the types and numbers of animals caught, also telling if any arrows got lost.\n
- IMPROVED: The interactive hunting story now includes notifications about fatigue and possible ailments of the hunter(s).\n
- IMPROVED: The engine parsing textual elements now does better at handling English grammar. For example, it chooses different words when referring to one or many people; \'he is\' or \'they are\' This logic is designed to be moddable, so when translations are added new grammar rules can be defined in text files without modifying the game source code..\n
- IMPROVED: Pelts and furs now have four grades. In the summer animals yield inferior pelts, they are mostly good for making leather. In winter when animals have thick warm fur they yield ordinary, fine or excellent pelts. Ordinary pelts are called simply pelts, and they make utility furs, good for making clothing and other everyday items, but they don\'t have particularly high barter value. Fine pelts make furs which are the all-around basic barter item. Excellent pelts make luxury furs with very high barter value. The grade depends on the type of animal - for example hare fur is nothing exceptional, but lynx fur has interesting color patterns, making it more valuable at the market..\n
- ADDED: When tanning pelts to get furs there now are separate sliders for each pelt quality grade, and you can choose to process multiple grades at one go.\n
- ADDED: New item category VALUABLES. The items in this category are pearls, furs and luxury furs\n
- ADDED: Game difficulty can now be adjusted mid-game using a slider in the SETTINGS dialog.\n
- ADDED: When planning task MARKET there now is an option to choose which animals (if any) to take to the market.\n
- ADDED: There now are lighter and darker variation of the lake tile, to indicate shallow and deep water.\n
- CHANGED: When looking at traps it showed the average daily yield, calculated for past 30 days. That is now changed to displaying the total catch for past 7 days.\n
- FIXED: The gained, consumed and wasted items per week report got messed up when loading a saved game. This is now fixed.\n
- FIXED: Generating geography metadata sometimes got water depth and other values wrong. These are now fixed - unfortunately the fix doesn\'t affect existing maps, so it is recommended to start a new game to get a freshly generated map.\n
- FIXED: At least on Mac there was a crash on 3D map when enabling the helper grid. This is now fixed.\n
- FIXED: After returning home from the market your domestic animals could just disappear for no reason, sometimes also leading to the game crashing. These are now fixed.\n
- FIXED: There were various vague problems after a hunting trip. Traps stopping to catch anything and such. These are now fixed.\n
[ 2025-10-04 19:19:01 CET ] [Original Post]
Minimum Setup
- OS: Debian 11. Ubuntu 20.04. or equivalent
- Processor: 64-bit 1 GHzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 1024 x 600 openGL 2.0
- Storage: 200 MB available space
Recommended Setup
- OS: Ubuntu 24.04 LTS
- Processor: 64-bit 1 GHzMemory: 8 GB RAM
- Graphics: 1920 x 1080 openGL 4.3
- Storage: 200 MB available space
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