Barrowmire

Every settler lives a whole life.
Sixty thousand of them.

Found a town in open country and grow it from ten settlers into a city. Each one works, eats, makes friends, holds grudges, steals, grieves and remembers, and the town keeps the record.

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Every settler lives a whole life

Nobody in Barrowmire is a worker unit. Each settler has a name, a home, a trade and a day of their own, and decides for themselves what to do with it.

  • They take jobs, learn trades and are paid by their skill.
  • They buy homes, furnish them, take in lodgers and open shops.
  • They make friends, marry, fall out and hold grudges for years.
  • They keep a diary of everything that happened to them.
  • They grow old, fall sick, and are buried by the town.

The town remembers

A theft, a brawl, a winter that killed the old: it all goes on the record, and every settler remembers their own share of it.

  • Thieves and muggers are chased through the streets, or found out by an inquiry.
  • The court has them flogged, sets them to work off their crime, or hangs them.
  • Every death goes on the roll: who, how old, of what, and where they lie.
  • The chronicle keeps the town's years, from its founders onward.
The town's record of wrongs

From ten settlers to sixty thousand

The same simulation runs a camp by a wagon and a city that fills the map. Every settler in it still has their own job, home, friends and diary.

60,000
settlers in one town
2048²
tiles of ground
1
life each

A year in the open

Days turn to night and summer to winter. Rain fills the ruts, snow buries the fields and the cold kills anyone the town didn't house. Hearths and torches light the streets after dark.

And more

Battles

Raise companies under your banner. Archers loose volleys and cavalry charge with the lance.

Co-op

Run one town together with friends.

Your banner

Design your town's banner and motto. It flies on your gates, towers and soldiers.

Humans and Dwarves

Dwarves dig their homes into the mountain, farm mushrooms and smelt ore.

Laws

Set the town's laws. Settlers of every race take each one differently.

A world around you

Pick your region on a generated world, with realms, roads and caravans beyond it.

The world

Ten settlers stop in open country and set out to found a kingdom. Why they left is yours to invent. The land is unclaimed because it is far out and nothing more: nobody is coming to help, and nobody is coming to collect.