Build Your Economy
Manage the acquisition, refinement and distribution of resources. The goods must be transported to the desired location by someone actually having the time and space to do it.Care About Your Villagers
Manage the needs of the citizens. They are “alive” and have a specific home, workplace and broad range of needs. But animals also look for food, get thirsty, sleepy, form groups, look for social interactions, and try to find their place in nature. Even plants need water, the right temperature and try to survive.Find Balance (Or Not)
Humans share the same space and resources with nature and influence each other. While in the beginning the influence of the humans is insignificant due to the small size, it gets more and more important when the city - and its needs - grow. Risk of extinction and risk of overpopulation may form depending on the actions of the player.Observe The Vibrant World
The Seasons and weather affect the gameplay. Certain plants only grow in certain seasons and the temperature and weather affects the Humans, Animals, Plants, and the Environment.Take Your Time
You set the pace. Pause the game, speed it up or slow it down whenever you want. Nature is robust, and your villagers unlock more complex needs with your progression.Build Your Own Scenarios
Create own maps and scenarios in the editor. The whole landscape can be changed and the objects on it. Add new maps or link existing ones together to a new world. You can connect water flows and create paths for travellers.Hey settlers
This small update improves how barns handle their animals, adds some helpful tooltips, and includes various quality-of-life and crash fixes. Thanks for your continued support and feedback!
Barns & Animals
Barns now better manage runaway animals
[/*]Barns have more reserve slots to control population
[/*]Oldest animals are now prioritized for gutting
[/*]Products from slaughtered animals now count in production stats
[/*]Tamed animals are less disturbed by nearby humans or wild animals
[/*]Improved logic for animal relocation: now tries barns/homes first before sending them to market or center
[/*]
UI & Gameplay Improvements
Added comfort and sleep tooltips to UI
[/*]Intro & welcome screen can now be advanced with a mouse click
[/*]Clarified you can use any button to progress the intro story
[/*]Better handling of humans/animals when starving and thirsty simultaneously
[/*]Added aging weaknesses for very old characters:
[/*]New weakness stage at 80+
[/*]Final weakness stage at 100+ to avoid immortality
[/*]Limited central popup messages to 8 to prevent spam when inviting large groups
[/*]
Bug Fixes
Fixed yummy spelling
[/*]Fixed typo in forge upgrade costs
[/*]Clicking minimap no longer accidentally places roads/buildings
[/*]Animal selection menu no longer covers the minimap
[/*]Fixed crash when an animal dies while leaving the map and saving occurs right after
[/*]
Weve just reached 200 Steam reviews. Thank you so much for the love and support!
It means the world to our small team. If you havent yet, leaving a review helps us more than you know!
And dont forget: Of Life and Land will be 40% off during the Steam Summer Sale!
[b][u]Team Of Life and Land
[/u][/b]
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Minimum Setup
- Processor: 2.6 GHz Dual CoreMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 1 GB Dedicated Memory
- Storage: 2 GB available space
Recommended Setup
- Processor: 3 GHz Quad CoreMemory: 1 GB RAM
- Graphics: 1 GB Dedicated Memory
- Storage: 2 GB available space
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