You are the governor of a coastal province — and the crown wants more.

Royal orders are the heart of the game. The king demands goods on a deadline. Dedicate a storehouse to the crown, gather what he asked for, and meet the officials when they arrive by land or sea. Deliver on time and your favour rises; miss the mark and the throne grows colder. Taxes and loans ride the same relationship.

Around that pressure, the town lives: villagers work, carts haul goods, warehouses fill. Build workshops, farms, and harbours. Watch the supply chains move in plain sight — logs become planks, wheat becomes bread, fish gets salted for the next ship.

What's in this build

  • Royal orders — crown storehouse, timed demands, favour, tax visits, and loans
  • Living medieval town with day/night, work shifts, and families going home at dusk
  • Visible logistics: wheelbarrows, caravans, storehouse porters
  • Build panel for homes, raw production, agriculture, crafts, and storage
  • Trade by land and sea once a harbour stands
  • Save slots and a short first-town primer

Controls

WASD pan · mouse wheel zoom · Q/E or right-drag rotate · V walk the village · Space / 1–4 time scale · Esc menu

Early visual prototype. Systems are playable; balance, UI polish, and content are still moving. Feedback welcome.

Comments

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This need a steam page, love the artstyle looks cozy and cartoonish and it's up my alley! COOL GAME!

Thanks, I'm really glad you liked it. <3

Making the loop about royal orders — a dedicated crown storehouse, a deadline, officials arriving by land or sea — gives the town a sharper pressure than just watching numbers climb. I like that the logistics stay visible (wheelbarrows, porters, families heading home at dusk); missing a shipment then feels like you let people down, not like a UI bar went red.

Thanks for taking the time to play! you really got what the game is going for :)