Systems
Depth, explained rather than dazzled.
For each system: what exists, what a moment of play looks like, and what is still planned. Numbers come from the game data of version 0.9.1.
By the numbers
- items
- 154
- recipes
- 120
- world objects
- 151
- creature types
- 20
- villager roles
- 17
- terrain types
- 27
Counted from Game/data/*.json at commit 54595aa. Mechanics may differ in later versions.
In the internal build
Building
- What exists
- Walls, doors that open for people but not animals, floors, fences, furniture, chests and beds. Enclosed rooms get automatic roofs that fade when you step inside.
- A moment of play
- You hold the right mouse button and drag a line of wall. When the last piece closes the room, a roof appears.
- Still planned
- More building pieces.

In the internal build
Crafting
- What exists
- 120 recipes across hand crafting, workbench, furnace, anvil and more. Chains: wood to planks, stone to bricks, flax to cloth, hide to leather.
- A moment of play
- You carry wood and stone to a workbench, craft a masonry bench, and make bricks for a wall.
- Still planned
- Nothing specific beyond new content.

In the internal build
Farming
- What exists
- Hoe, farmland, seeds and growth stages. Growth depends on season and weather: crops stop in winter and grow faster in spring and rain.
- A moment of play
- You till a patch, plant wheat, and come back after a rain to a field that is ready.
- Still planned
- Nothing specific.

In the internal build
Gathering
- What exists
- Chop trees, mine ore and stone, pick plants and dig sand. Tools come in tiers (stone, copper, iron) and gate which ores you can mine. Felled trees regrow.
- A moment of play
- You swing an axe at an oak: it drops wood and maybe an acorn, leaves a stump, and after a while a sapling grows there.
- Still planned
- More terrain features to gather from.

In the internal build
Saving
- What exists
- Autosave every five minutes and on quit, a backup file for every save, and migration from older save formats and from the former name.
- A moment of play
- You quit in the middle of building; the next start brings you back to the same bed.
- Still planned
- Chunk files for very large worlds.

In the internal build
Time, weather and seasons
- What exists
- A 20-minute day, four seasons of 3, 6 or 10 days (or off), and local weather. The world pauses when the game is paused.
- A moment of play
- A storm rolls in over the village, villagers head indoors, and the evening comes early in winter.
- Still planned
- Nothing specific.

In the internal build
Trade
- What exists
- Settlements keep eleven goods in stock, consume them hourly and price them by scarcity. Merchants with pack mules carry surplus along roads, and you can trade on the road.
- A moment of play
- Wood is in demand in Dunmere, so the trader offers more for it.
- Still planned
- Multi-hop caravans and hierarchical long-distance pathfinding.

In the internal build
Villages
- What exists
- Settlements in four tiers with streets, houses and workshops. Villagers hold 17 roles with their own job loops and sleep at night.
- A moment of play
- During the day the farmer works the field and the woodcutter fells trees while a guard patrols.
- Still planned
- Five peoples with their own architecture, travelling wanderers, caravan guards and bandits.

In the internal build
Wildlife
- What exists
- Animals wander, graze, rest at night, flee, hunt and fight back. Populations depend on forest cover and season. Animals can be tamed and bred.
- A moment of play
- A fox stalks a rabbit while a boar stays out of the way. If you clear the forest, the deer move on.
- Still planned
- Better animal path-finding; today animals only steer.
