3:50
Episode 3 ·
The Economy and the Market
Trading what you make, tiers made from the tier below, orders at the market stalls, hauling goods between towns, and the dangers and upkeep that keep goods in demand.
Updates
Video episodes on how Nodehaven works, the game’s systems explained, and notes from each step of the build.
Video series
New episodes on YouTube
3:50
Episode 3 ·
Trading what you make, tiers made from the tier below, orders at the market stalls, hauling goods between towns, and the dangers and upkeep that keep goods in demand.
2:28
Episode 2 ·
One map shared by every player, scouting, maps for sale, expeditions that come home with a report, hunting, and camps far from home.
2:30
Episode 1 ·
No classes: every craft grows with the work you do, splits into specializations, and takes real time to master.
1:05
Teaser ·
A first look at the valley, the settlement and the world we are building. Plays here on the site, with captions.
The world we are building
What is in the game today, and what is planned.
There are no classes. Every character can learn every craft, and a skill grows only by doing its work: felling pines trains Forestry, skinning trains Skinning.
Give a character timed work or send it on a trip. It carries on while you are offline, and you come back to the results.
The whole world is one map of tiles, and every player lives on it. Roads are quick; forest and hills slow a trip down.
Pine stands, herds and ruins appear on your map only once you scout their tiles. The more Exploration you have, the farther you see.
Pick a target, see the odds, and send a character. It goes, works and comes home with a report. Herds roam and grow back; meat and hides count once they reach home.
Alderwick’s structures post contracts for what they need, from logs for the sawmill to meals for the inn. Trade at the market stalls and talk in the settlement chat.
Explorers will draw maps of their finds and sell them at the market, so others learn where to go. Drawing them trains a new skill, Cartography.
Pitch a camp far from home and set out from there; it needs supplies, yours or other players’. In time, players found settlements that grow from camp to city.
From the workshop
Playtest
New episodes and dev notes by email. No game account needed. Playtest access is not guaranteed.