Your colony ship has landed on an alien planet — but the environment kills electronics. Salvage the ark, survive the early years, and build a nation as your society regresses to medieval with remnants of modern knowledge. Grand strategy with simulated population and turn-based combat.
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The early years are brutal. Salvage what you can from the ark. Build shelter. Grow food. Establish order. Your people still remember how things worked on Earth, but without functioning technology, that knowledge only gets you so far.
What begins as a desperate settlement can grow into a functioning country — with an economy, trade, politics, laws, and military. A medieval society with hints of modernity: people who understand medicine but can't mass-produce it, engineers who remember blueprints they can no longer build.
Your population isn't just a number. People have needs, religions, ethnicities, and opinions. Demographics shift based on your decisions. Send 2,000 men to war and watch your society change.
Resources flow through interconnected systems. A wood shortage cascades into a construction halt, which cascades into housing shortages, which cascades into unrest. Plan carefully or watch everything collapse.
You're not the spirit of the nation — you're its ruler. Constrained by laws, politics, and what your people will accept. Want to declare war? Convince your council first.
Earth's nations and corporations all sent their arks. Now they're your neighbors — and your rivals. Compete for territory across a world of black vegetation, silver sunlight, and ancient secrets waiting to be uncovered.
Inspired by years of worldbuilding that started as a graphic novel — plus elements from Europa Universalis IV and V, Crusader Kings III and Frostpunk.
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