Misty fields before a walled timber town with a mill, at dusk

GRIM MEDIEVAL SURVIVAL · IN DEVELOPMENT

The dead walk the valley. Hold what you build.

You wake on a cot in Ashwick, a walled river town still standing after the dead rose. Learn to live off the land, claim ground beyond the wall, and keep a fire burning through the night.

STEAM PAGE COMING SOON FOLLOW DEVELOPMENT CONTACT

Single player · co-op planned · PC (Windows)

THE GAME

Live off the land. Keep the fire lit.

01

A town that lives

Ashwick: a smithy, an inn, a market and a watch on the wall. Every house can be walked into, and its people keep their own hours.

02

Claim the land

Ashwick's ground isn't yours to take. The hills beyond are. Light a claim fire, keep it fed, and the land is yours.

03

Hold the night

When the bell rings, the gate shuts. The dead come out of the treeline for whatever you have built. Hire a guard; some nights they come in force.

04

Build it yourself

Twig, wood, then stone. Raise your home piece by piece from the same kit the town itself was built with.


YOUR FIRST NIGHT

Your home is your first outpost

The claim fire is no altar: logs stacked in a ring of stones. Feed it and Lark Hill is yours. Let it go cold and the land slips away.

Build walls before dusk, find a guard who will stand a watch for coin and bread, and see the night through. Every outpost after that works the same way, a little farther from the wall.

Figures crossing a misty field toward the town wall
Key art. In-game screenshots come with the next builds.

DEV LOG

Work in progress

Build 10: fixes from the first hand playtest

  • A proper pause menu: Save Game, Settings, Main Menu and Quit to Desktop.
  • The game now saves by itself every few minutes, after you sleep and when you quit.
  • Continue on the main menu, and a warning before a new game replaces a save.
  • A journal on J, and many small fixes to menus, respawning and prompts.

The first hour

  • Doctor Hale, the market and the reeve: a first chain of tasks with a journal and markers.
  • Trading both ways at the stalls, and a town whose people walk, work and go home at dusk.
  • Your claim fire at Lark Hill, your first hired guard, and your first night.