Open-world settlement RTS / RPG

They were busy
before you arrived.

People work, remember, form households, take risks, and build a place worth defending. Watch the ordinary days. Step in when a day stops being ordinary.

Production roadmap

Built in order, so the world can keep its promises.

Current milestone First Inhabited Settlement Construction tuning · slice 3 of 13
Active development

Phase 16 · First Inhabited Settlement

Compose the completed systems into one small settlement that visibly works, struggles, and responds to player direction.

Hover, focus, or tap a milestone to read its purpose.

Design note 01 The world is not a waiting room.

Worldforge is about governing a settlement whose inhabitants are people, not worker tokens.

Villagers choose work, carry goods, make plans, remember outcomes, form bonds, and react to danger through the same world rules whether the player is watching or miles away. A bridge, a shortage, a bad road, or a missing friend can matter for more than one afternoon.

The player observes first. Set priorities, assign work, organize a party, or explicitly take control of someone when precision matters. Once released, that person returns to autonomous life with every bruise, favor, promise, and sack of turnips intact.

0–13 engine roadmap sealed
20,000 actors in representative scale test
137 documented Lua API symbols
1 small settlement taking shape

A settlement from the inside out

Start with a roof. Find out who keeps it standing.

Growth is not a ladder of bigger labels. A settlement becomes capable because real people, material, knowledge, infrastructure, and trust are present—and can lose those capabilities when life goes badly.

01

A home becomes a household

Shelter, food, water, warmth, belongings, money, obligations, and relationships turn a building into a place someone has reason to return to.

Personal
02

Work becomes a material chain

Trees do not become houses by appearing in a counter. Somebody finds them, claims the work, cuts them, hauls them, reserves them, and builds with them.

Physical
03

A village becomes its own answer

One town may fund a forge. Another may choose a tavern, shrine, granary, watchtower, or nothing sensible at all. Prosperity is possible. So is decline.

Autonomous

A settlement at a glance

The view from the hill.

Every person, priority, storehouse, route, and distant concern has a place. Keep the whole settlement in the palm of your hand—and reach in when it needs you.

Hearthvale · Early Autumn · Day 42
Timber 184 Stone 91 Food 236 Coin 37.8
2 homes
! fuel low

Interface studies show intended presentation and planned content breadth. Final art and layout will continue to evolve.

Choice with a paper trail

People make plans.
They also change them.

Each person weighs needs, danger, duty, opportunity, memory, and temperament across a flexible utility model. The winning intent becomes an inspectable plan, then real steps in the world. Hunger matters—but so does finishing the roof before the rain.

A frightened scout may refuse a routine trip. A master craftsperson may finish work quickly. Someone carrying lunch may keep working. Someone heartbroken may not. The important part is that the same rules produce the decision, and the player can understand why.

Mara is reconsideringFinish gathering or return home?
Rain risk72
Food need41
Duty83
Route fear28
Chosen plan
  1. Fill the last basket
  2. Take the lower trail
  3. Deliver to shared storage
  4. Eat with the household

Your hand, when it matters

Watch. Direct. Step in.

Clicking a person never hijacks their life. Observe them, inspect what they know, or assign work while they remain autonomous. Take direct control only when a hunt, journey, defense, or bad idea deserves your full attention.

1

Observe

Follow a life without changing it.

2

Assign

Give intent. The world still owns the work.

3

Take control

Move directly, lead a party, and own the consequence.

4

Let go

They return to their plans with the outcome intact.

Lua interface addons

The interface is another part of the world you can shape.

Worldforge’s Lua package system can read detached world information, compose movable panels, listen for completed events, and submit validated player commands. Packages reload without restarting the game. Faulting packages are isolated and can be disabled while the simulation continues.

Food236

Timber184

Stone91

Firewood26 ↓

Firewood Urgent

Affected2 households

Horizon3 days

4 settled 1 worried 1 cold

Try dragging the addon panels.

plugins/hearth-ledger/main.luaLua
function draw_ledger()
  local stock = world.query(
    "world.resource.counts",
    { page_size = 16 }
  )
  assert(stock.status == "completed", stock.detail)

  ui.begin_panel({
    id = "hearth-ledger",
    title = "Hearth Ledger",
    anchor = "top-left",
    movable = true,
    semantic_label = "Settlement resources",
    semantic_role = "status"
  })

  for _, item in ipairs(stock.records) do
    ui.row(item.key, tostring(item.total))
  end

  ui.end_panel()
end
Public world query Package-scoped panel Safe live reload

A broad world, selectively alive

Not every footstep needs an audience.

Nearby people move and work in detail. Distant settlements, travelers, routes, weather, ecology, trade, and conflict continue at the fidelity their consequences require. Identity and causality persist even when the camera is elsewhere.

  • Connected 64-meter world chunks
  • Persistent travel across regional routes
  • Hot, warm, and cold simulation budgets
  • Danger that can interrupt ordinary journeys

Inside the workshop

Years of design, now under one roof.

Worldforge spent years as notes, prototypes, system sketches, and stubborn questions. Production now moves through small, proven phases, supported by tools built around the project rather than scattered documents and one-off asset work.

D
Design and implementation record

DocForge

Keeps design decisions, current engine behavior, phase ownership, proof, and future work connected as the project grows.

A
Graphics production pipeline

AssetForge

Organizes templating, masking, directional variants, consistency checks, and repeatable asset preparation for a world that needs a great many small things.

W
Runtime foundation

Worldforge Engine

Built in C++ and SDL around deterministic simulation, streaming space, persistent identities, recoverable saves, reproducible proof, and a player interface that can change without recompiling the game.

A lifelong project, finally in production

The dream was never the biggest map.
It was making the person crossing it matter.

Worldforge draws inspiration from the systemic consequence of Dwarf Fortress, the readable command language of Age of Empires, the grand presentation of Endless Space 2, and the attachment that grows inside long-lived MMO worlds.

The result is its own peculiar thing: part settlement sim, part RTS, part personal RPG, and part careful attempt to find out how many turnips a believable civilization actually needs.

Worldforge ledger Latest changes

The changes you can see and feel. Workshop cleanup stays off the noticeboard.

Movement · Slice

Walking now looks like walking

People move at a readable pace now, and different people can travel at different speeds.

Runtime tuning · Slice

The Tuning Bench is open

Development controls can change the pace of the world while the game is running.

World traversal · Milestone

The world is connected

People can cross chunk boundaries and continue the same journey after saving and loading.