Know your island.
Outlast the curse.
Every tile. Every creature. Every little decision.
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3You build the battlefieldMoorlet combines a card-built island, village management and tower defence. You place useful terrain and monster nests on the same island, then prepare your people for the night.
Moorlet combines a card-built island, village management and tower defence. You place useful terrain and monster nests on the same island, then prepare your people for the night.
- A run is endless. It ends when the home falls or every villager is lost.
- Three main activities repeat: plan at dawn, work by day, defend at night. Dusk is a short transition into combat.
Your first few daysBuild a reliable food supply, gather wood and stone, then create homes and overlapping defences. A growing village earns more coins, but also needs more food and safe beds.
Build a reliable food supply, gather wood and stone, then create homes and overlapping defences. A growing village earns more coins, but also needs more food and safe beds.
- A watchtower needs a villager inside. An archer post fires on its own.
- Keep curse positions in mind while expanding. Cleansing helps, but its price grows and the ritual can be dangerous.
Dawn → day → dusk → nightEach part of the day changes what matters most: your island layout, your workforce, safe shelter, then the fight.
Each part of the day changes what matters most: your island layout, your workforce, safe shelter, then the fight.
- Dawn: normally draw three cards. Place or sell the entire hand before daylight begins. There is no planning countdown.
- Day: 75 seconds of work, plus 10 seconds per 20 tiles added to the starting island. Long light adds another 20 seconds.
- Dusk: 5 seconds for villagers to reach shelters. Miners stay safely below the island.
- Night: monsters emerge from active curses. The night has a 55-second upper limit.
Terrain & curses
18HomeThe centre of your island. If it falls, the run ends.
The centre of your island. If it falls, the run ends.
- Base health: 80. Regains 25% of maximum health every dawn.
MeadowCalm grassland.
Calm grassland.
- Card price: 2 coins. Selling an unwanted land card earns 1 coin.
- Same-type tiles connect along their sides into larger areas.
- Flowers alongside: +2 placement points.
- Pond alongside: +1 placement points.
- Hill alongside: +1 placement points.
ForestVillagers chop wood here.
Villagers chop wood here.
- Card price: 4 coins. Selling an unwanted land card earns 1 coin.
- Same-type tiles connect along their sides into larger areas.
- Hill alongside: +1 placement points.
- Mountain alongside: +1 placement points.
- A connected area of 9 or more tiles renews its resources each dawn.
PondVillagers fish here: food.
Villagers fish here: food.
- Card price: 4 coins. Selling an unwanted land card earns 1 coin.
- Same-type tiles connect along their sides into larger areas.
- Wheat field alongside: +2 placement points.
- Beach alongside: +1 placement points.
- Meadow alongside: +1 placement points.
RocksVillagers mine stone here.
Villagers mine stone here.
- Card price: 4 coins. Selling an unwanted land card earns 1 coin.
- Same-type tiles connect along their sides into larger areas.
- Mountain alongside: +2 placement points.
- A connected area of 9 or more tiles renews its resources each dawn.
Wheat fieldWheat. Next to a pond it regrows 2× faster.
Wheat. Next to a pond it regrows 2× faster.
- Card price: 4 coins. Selling an unwanted land card earns 1 coin.
- Same-type tiles connect along their sides into larger areas.
- Pond alongside: +2 placement points.
- Flowers alongside: +2 placement points.
- Harvested wheat regrows in 60 seconds, or 30 beside a pond.
FlowersPretty, and loved by bees.
Pretty, and loved by bees.
- Card price: 2 coins. Selling an unwanted land card earns 1 coin.
- Same-type tiles connect along their sides into larger areas.
- Meadow alongside: +2 placement points.
- Wheat field alongside: +2 placement points.
- Hill alongside: +2 placement points.
Open landThe only place to build.
The only place to build.
- Card price: 3 coins. Selling an unwanted land card earns 1 coin.
- Same-type tiles connect along their sides into larger areas.
HillRolling hills with sheep.
Rolling hills with sheep.
- Card price: 3 coins. Selling an unwanted land card earns 1 coin.
- Same-type tiles connect along their sides into larger areas.
- Flowers alongside: +2 placement points.
- Forest alongside: +1 placement points.
- Meadow alongside: +1 placement points.
MountainStone at its foot. Blocks paths. Three side by side can hold a mine.
Stone at its foot. Blocks paths. Three side by side can hold a mine.
- Card price: 5 coins. Selling an unwanted land card earns 1 coin.
- Same-type tiles connect along their sides into larger areas.
- Forest alongside: +1 placement points.
- Rocks alongside: +2 placement points.
- A connected area of 9 or more tiles renews its resources each dawn.
- Blocks walking paths. Keep a reachable route for villagers.
Beach+1 ⭐ for every side facing the sea.
+1 ⭐ for every side facing the sea.
- Card price: 3 coins. Selling an unwanted land card earns 1 coin.
- Same-type tiles connect along their sides into larger areas.
- Pond alongside: +1 placement points.
SwampSlimes at night. May spread to nearby grass at dawn.
Slimes at night. May spread to nearby grass at dawn.
- Unlock: day 1. Free to place; cannot be sold.
- Nest health: 24. After cleansing: Flowers.
CraterFast fire imps at night. May burn nearby forest or wheat.
Fast fire imps at night. May burn nearby forest or wheat.
- Unlock: day 22. Free to place; cannot be sold.
- Nest health: 32. After cleansing: Flowers.
- Blocks walking paths. Keep a reachable route for villagers.
ShipwreckTough ghost pirates at night. Loot inside when cleansed.
Tough ghost pirates at night. Loot inside when cleansed.
- Unlock: day 10. Free to place; cannot be sold.
- Nest health: 24. After cleansing: Flowers.
- Cleansing loot: 8 wood · 4 stone
GraveyardSkeletons at night. They get up once more after falling.
Skeletons at night. They get up once more after falling.
- Unlock: day 6. Free to place; cannot be sold.
- Nest health: 28. After cleansing: Flowers.
- Cleansing loot: 6 stone
Spider denSwarms of fast cave spiders, two at a time.
Swarms of fast cave spiders, two at a time.
- Unlock: day 16. Free to place; cannot be sold.
- Nest health: 26. After cleansing: Flowers.
Frost riftFrost wisps at night. Their touch chills villagers.
Frost wisps at night. Their touch chills villagers.
- Unlock: day 30. Free to place; cannot be sold.
- Nest health: 30. After cleansing: Flowers.
- Cleansing loot: 1 crystals
Dark portalHuge shadow brutes that smash buildings.
Huge shadow brutes that smash buildings.
- Unlock: day 40. Free to place; cannot be sold.
- Nest health: 40. After cleansing: Flowers.
- Cleansing loot: 2 crystals
- Blocks walking paths. Keep a reachable route for villagers.
Buildings & defence
34Big house6 beds, made of two houses
6 beds, made of two houses
- Merge two completed level-1 houses side by side. This is not bought in the build menu.
- Upgrade to level 2: 14 wood · 10 stone.
- Upgrade to level 3: 20 wood · 16 stone · 15 coins.
- Beds at levels 1 / 2 / 3: 6 / 7 / 8.
House+1 villager, 2 beds
+1 villager, 2 beds
- First building base cost: 6 wood · 4 stone
- Available from the start.
- Base health: 20. Construction work: 8 seconds.
- Upgrade to level 2: 8 wood · 6 stone.
- Upgrade to level 3: 12 wood · 10 stone · 10 coins.
- Beds at levels 1 / 2 / 3: 2 / 3 / 4.
Storehouse+25 storage for all
+25 storage for all
- First building base cost: 8 wood · 2 stone
- Available from the start.
- Base health: 20. Construction work: 10 seconds.
- Upgrade to level 2: 10 wood · 4 stone.
- Upgrade to level 3: 16 wood · 8 stone · 10 coins.
- Capacity added per resource at levels 1 / 2 / 3: 25 / 50 / 80.
WatchtowerA villager shoots from it at night
A villager shoots from it at night
- First building base cost: 6 wood · 4 stone
- Available from the start.
- Base health: 25. Construction work: 8 seconds.
- Unmodified level 1 / 2 / 3 hit damage: 1 / 1.6 / 2.2. Range: 1.8 / 2.07 / 2.34 tiles.
- Attack interval: 1.1 seconds.
- Upgrade to level 2: 8 wood · 8 stone.
- Upgrade to level 3: 12 wood · 14 stone · 1 crystals.
- Requires a villager at night; every staffed tower removes one worker from other duties.
ShrineHeals villagers, halts curses
Heals villagers, halts curses
- First building base cost: 4 stone · 2 crystals
- Available from the start.
- Base health: 20. Construction work: 6 seconds.
- Upgrade to level 2: 8 stone · 1 crystals.
- Upgrade to level 3: 12 stone · 2 crystals.
- Stops curse spread within 2 / 3 / 4 tiles by level, and halves nearby ritual risk.
SawmillMore wood from trees nearby
More wood from trees nearby
- First building base cost: 4 wood · 6 stone
- Unlock: day 3
- Base health: 20. Construction work: 9 seconds.
- Upgrade to level 2: 8 wood · 8 stone.
- Upgrade to level 3: 12 wood · 12 stone · 10 coins.
- Extra output per job at levels 1 / 2 / 3: 1 / 2 / 3. Within 2 tiles, including diagonals; only the best nearby workshop counts.
StonecutterMore stone from rocks nearby
More stone from rocks nearby
- First building base cost: 8 wood · 2 stone
- Unlock: day 4
- Base health: 20. Construction work: 9 seconds.
- Upgrade to level 2: 10 wood · 6 stone.
- Upgrade to level 3: 14 wood · 10 stone · 10 coins.
- Extra output per job at levels 1 / 2 / 3: 1 / 2 / 3. Within 2 tiles, including diagonals; only the best nearby workshop counts.
WindmillMore wheat from fields nearby
More wheat from fields nearby
- First building base cost: 8 wood · 4 stone
- Unlock: day 5 + Wheat field
- Base health: 20. Construction work: 10 seconds.
- Upgrade to level 2: 10 wood · 6 stone.
- Upgrade to level 3: 14 wood · 10 stone · 10 coins.
- Extra output per job at levels 1 / 2 / 3: 2 / 3 / 4. Within 2 tiles, including diagonals; only the best nearby workshop counts.
MarketCoins every dawn
Coins every dawn
- First building base cost: 10 wood · 6 stone · 10 coins
- Unlock: day 6 + 3 villagers
- Base health: 20. Construction work: 10 seconds.
- Upgrade to level 2: 12 wood · 8 stone · 15 coins.
- Upgrade to level 3: 16 wood · 12 stone · 30 coins.
- Coins each dawn at levels 1 / 2 / 3: 3 / 5 / 8.
BallistaShoots heavy bolts by itself at night
Shoots heavy bolts by itself at night
- First building base cost: 12 wood · 10 stone
- Unlock: day 8 + completed Watchtower
- Base health: 30. Construction work: 12 seconds.
- Unmodified level 1 / 2 / 3 hit damage: 2.5 / 4 / 5.5. Range: 2.5 / 2.75 / 3 tiles.
- Attack interval: 2.4 seconds.
- Upgrade to level 2: 12 wood · 12 stone.
- Upgrade to level 3: 16 wood · 18 stone · 1 crystals.
LighthouseMonsters in its light move slowly
Monsters in its light move slowly
- First building base cost: 6 wood · 12 stone · 1 crystals
- Unlock: day 10
- Base health: 25. Construction work: 12 seconds.
- Upgrade to level 2: 14 stone · 1 crystals.
- Upgrade to level 3: 18 stone · 2 crystals.
- Monsters in its light retain 55% / 45% / 35% of normal speed by level.
Holy wellCleansing curses costs less
Cleansing curses costs less
- First building base cost: 10 stone · 2 crystals
- Unlock: day 12 + completed Shrine
- Base health: 20. Construction work: 10 seconds.
- Upgrade to level 2: 12 stone · 2 crystals.
- Upgrade to level 3: 16 stone · 3 crystals.
- Cleansing discount at levels 1 / 2 / 3: 25% / 35% / 45%.
BarracksTougher, harder-hitting villagers
Tougher, harder-hitting villagers
- First building base cost: 14 wood · 12 stone · 15 coins
- Unlock: day 14 + 5 villagers
- Base health: 35. Construction work: 14 seconds.
- Upgrade to level 2: 16 wood · 14 stone · 20 coins.
- Upgrade to level 3: 20 wood · 18 stone · 35 coins.
- Best barracks level applies: +2 / +4 / +6 villager health; melee damage ×1.5 / ×1.75 / ×2.
Mage towerLightning strikes three monsters at once
Lightning strikes three monsters at once
- First building base cost: 14 stone · 4 crystals
- Unlock: day 18 + completed Ballista
- Base health: 30. Construction work: 14 seconds.
- Unmodified level 1 / 2 / 3 hit damage: 1.2 / 1.8 / 2.4. Range: 2.2 / 2.42 / 2.64 tiles.
- Attack interval: 2 seconds.
- Upgrade to level 2: 16 stone · 3 crystals.
- Upgrade to level 3: 20 stone · 5 crystals.
TempleSpend your stars on blessings: perks for the whole run
Spend your stars on blessings: perks for the whole run
- First building base cost: 24 wood · 30 stone · 40 coins · 3 crystals
- Unlock: day 8 + completed Shrine
- Base health: 50. Construction work: 20 seconds.
- Upgrade to level 2: 30 stone · 60 coins · 3 crystals.
- Upgrade to level 3: 40 stone · 100 coins · 5 crystals.
- One temple per island. Its level opens blessing tiers 1 / 2 / 3.
MonumentStars every dawn
Stars every dawn
- First building base cost: 20 stone · 30 coins · 2 crystals
- Unlock: day 24
- Base health: 40. Construction work: 16 seconds.
- Upgrade to level 2: 24 stone · 40 coins · 2 crystals.
- Upgrade to level 3: 30 stone · 60 coins · 3 crystals.
- Placement points each dawn at levels 1 / 2 / 3: 15 / 25 / 35.
Spike trapHurts monsters that walk across it
Hurts monsters that walk across it
- First building base cost: 6 wood · 2 stone
- Unlock: day 6
- Base health: 30. Construction work: 5 seconds.
- Unmodified damage per second by level: 0.5 / 0.8 / 1.1.
- Upgrade to level 2: 8 wood · 6 stone.
- Upgrade to level 3: 12 wood · 10 stone · 10 coins.
Cannon towerCannonballs hurt every monster where they land
Cannonballs hurt every monster where they land
- First building base cost: 10 wood · 14 stone
- Unlock: day 12 + completed Ballista
- Base health: 35. Construction work: 12 seconds.
- Unmodified level 1 / 2 / 3 hit damage: 2 / 3.2 / 4.4. Range: 2.6 / 2.86 / 3.12 tiles.
- Attack interval: 3.2 seconds.
- Upgrade to level 2: 12 wood · 16 stone.
- Upgrade to level 3: 16 wood · 22 stone · 4 iron.
Frost towerIcy bolts slow the monsters they hit
Icy bolts slow the monsters they hit
- First building base cost: 10 stone · 2 crystals
- Unlock: day 15
- Base health: 25. Construction work: 12 seconds.
- Unmodified level 1 / 2 / 3 hit damage: 0.7 / 1.12 / 1.54. Range: 2.2 / 2.42 / 2.64 tiles.
- Attack interval: 1.3 seconds.
- Upgrade to level 2: 14 stone · 2 crystals.
- Upgrade to level 3: 18 stone · 3 crystals.
Flame towerBurns every monster that comes close
Burns every monster that comes close
- First building base cost: 8 wood · 12 stone · 10 coins
- Unlock: day 22
- Base health: 30. Construction work: 12 seconds.
- Unmodified level 1 / 2 / 3 damage per second: 1.3 / 2.08 / 2.86. Range: 0.95 / 1.04 / 1.14 tiles.
- Upgrade to level 2: 12 wood · 14 stone · 15 coins.
- Upgrade to level 3: 16 wood · 20 stone · 30 coins.
Storm spireLightning jumps from monster to monster
Lightning jumps from monster to monster
- First building base cost: 18 stone · 4 crystals · 20 coins
- Unlock: day 30 + completed Mage tower
- Base health: 35. Construction work: 16 seconds.
- Unmodified level 1 / 2 / 3 hit damage: 1.8 / 2.88 / 3.96. Range: 2.5 / 2.75 / 3 tiles.
- Attack interval: 2.6 seconds.
- Chain jumps by level: 4 / 5 / 6, after the initial target.
- Upgrade to level 2: 22 stone · 4 crystals · 1 mithril.
- Upgrade to level 3: 28 stone · 6 crystals · 2 mithril.
Mine shaftA way down to the ores under the mountains
A way down to the ores under the mountains
- First building base cost: 20 wood · 16 stone
- Unlock: day 25
- Base health: 60. Construction work: 16 seconds.
- Upgrade to level 2: 16 wood · 16 stone · 10 iron.
- Upgrade to level 3: 20 wood · 24 stone · 20 iron · 2 crystals.
- One shaft per island. Requires at least 3 connected mountains and walkable land at its entrance. Miner capacity at levels 1 / 2 / 3: 2 / 3 / 4.
ForgeTurns ore into gear for villagers and towers
Turns ore into gear for villagers and towers
- First building base cost: 14 wood · 16 stone
- Unlock: completed Mine shaft
- Base health: 35. Construction work: 12 seconds.
RepeaterAn iron crossbow that fires fast by itself
An iron crossbow that fires fast by itself
- First building base cost: 10 wood · 6 stone · 8 iron
- Unlock: completed Forge
- Base health: 35. Construction work: 12 seconds.
- Unmodified level 1 / 2 / 3 hit damage: 0.8 / 1.28 / 1.76. Range: 2.1 / 2.31 / 2.52 tiles.
- Bolt interval by level: 0.5 / 0.42 / 0.34 seconds.
- Upgrade to level 2: 8 wood · 8 iron.
- Upgrade to level 3: 10 wood · 14 iron · 1 mithril.
Archer postA straw archer shoots by itself at night
A straw archer shoots by itself at night
- First building base cost: 5 wood · 2 stone
- Unlock: day 2
- Base health: 18. Construction work: 6 seconds.
- Unmodified level 1 / 2 / 3 hit damage: 0.6 / 0.96 / 1.32. Range: 1.65 / 1.81 / 1.98 tiles.
- Attack interval: 1.4 seconds.
- Upgrade to level 2: 6 wood · 4 stone.
- Upgrade to level 3: 10 wood · 8 stone.
Fire brazierSinges every monster that comes close
Singes every monster that comes close
- First building base cost: 3 wood · 5 stone
- Unlock: day 3
- Base health: 15. Construction work: 5 seconds.
- Unmodified level 1 / 2 / 3 damage per second: 0.7 / 1.12 / 1.54. Range: 0.7 / 0.77 / 0.84 tiles.
- Upgrade to level 2: 4 wood · 6 stone.
- Upgrade to level 3: 6 wood · 10 stone · 6 coins.
ScarecrowMonsters go for it first
Monsters go for it first
- First building base cost: 4 wood
- Unlock: day 4
- Base health: 26. Construction work: 4 seconds.
- Upgrade to level 2: 5 wood.
- Upgrade to level 3: 8 wood · 4 stone.
Thorn hedgeMonsters crossing it slow down and get scratched
Monsters crossing it slow down and get scratched
- First building base cost: 5 wood · 1 stone
- Unlock: day 5
- Base health: 30. Construction work: 4 seconds.
- Unmodified damage per second: 0.3 / 0.48 / 0.66; remaining speed 55% / 45% / 38% by level.
- Upgrade to level 2: 6 wood · 2 stone.
- Upgrade to level 3: 10 wood · 4 stone.
Bell towerIts peal stuns monsters close by for a moment
Its peal stuns monsters close by for a moment
- First building base cost: 8 wood · 6 stone
- Unlock: day 7
- Base health: 25. Construction work: 8 seconds.
- Stuns for 0.9 seconds. Ring interval by level: 6 / 5 / 4 seconds.
- Upgrade to level 2: 8 wood · 8 stone.
- Upgrade to level 3: 12 wood · 12 stone · 10 coins.
Crossbow towerQuick crossbow bolts, by itself
Quick crossbow bolts, by itself
- First building base cost: 8 wood · 7 stone
- Unlock: day 7 + completed Watchtower
- Base health: 28. Construction work: 9 seconds.
- Unmodified level 1 / 2 / 3 hit damage: 0.8 / 1.28 / 1.76. Range: 1.95 / 2.15 / 2.34 tiles.
- Attack interval: 0.9 seconds.
- Upgrade to level 2: 8 wood · 8 stone.
- Upgrade to level 3: 12 wood · 12 stone · 10 coins.
CatapultThrows rocks that hurt every monster where they land
Throws rocks that hurt every monster where they land
- First building base cost: 12 wood · 8 stone
- Unlock: day 9
- Base health: 30. Construction work: 10 seconds.
- Unmodified level 1 / 2 / 3 hit damage: 1.6 / 2.56 / 3.52. Range: 2.8 / 3.08 / 3.36 tiles.
- Attack interval: 3.6 seconds.
- Upgrade to level 2: 12 wood · 10 stone.
- Upgrade to level 3: 16 wood · 16 stone · 12 coins.
Poison towerVenom bolts: the monsters hit keep taking damage
Venom bolts: the monsters hit keep taking damage
- First building base cost: 6 wood · 8 stone · 8 coins
- Unlock: day 11
- Base health: 25. Construction work: 10 seconds.
- Unmodified level 1 / 2 / 3 damage per second: 0.45 / 0.72 / 0.99. Range: 2 / 2.2 / 2.4 tiles.
- Attack interval: 1.6 seconds.
- Venom lasts 4 seconds.
- Upgrade to level 2: 8 wood · 10 stone · 10 coins.
- Upgrade to level 3: 12 wood · 14 stone · 1 crystals.
Arcane obeliskPulses: hurts every monster around it
Pulses: hurts every monster around it
- First building base cost: 12 stone · 2 crystals
- Unlock: day 16
- Base health: 30. Construction work: 12 seconds.
- Unmodified level 1 / 2 / 3 hit damage: 1.1 / 1.76 / 2.42. Range: 1.2 / 1.32 / 1.44 tiles.
- Attack interval: 3.2 seconds.
- Upgrade to level 2: 14 stone · 2 crystals.
- Upgrade to level 3: 18 stone · 3 crystals.
Mithril lanceA beam that pierces every monster in a line
A beam that pierces every monster in a line
- First building base cost: 14 stone · 6 iron · 4 mithril
- Unlock: day 30 + completed Mine shaft
- Base health: 40. Construction work: 16 seconds.
- Unmodified level 1 / 2 / 3 hit damage: 4 / 6.4 / 8.8. Range: 3.25 / 3.58 / 3.9 tiles.
- Attack interval: 3.2 seconds.
- Upgrade to level 2: 12 stone · 3 mithril.
- Upgrade to level 3: 16 stone · 5 mithril.
The bestiary
22SlimeSlow and soft, it attacks nearby targets.
Slow and soft, it attacks nearby targets.
- From: Swamp. Available from day 1; actual appearances depend on the night's forecast.
- Base health 4 · bite damage 1 · points 3. Health, damage and earned points increase with the day.
Quick slimeSmall and quick. Quick slimes come in pairs and bound along in bouncy hops.
Small and quick. Quick slimes come in pairs and bound along in bouncy hops.
- From: Swamp. Available from day 2; actual appearances depend on the night's forecast.
- Base health 2.2 · bite damage 0.7 · points 2. Health, damage and earned points increase with the day.
Big slimeBig, slow and wobbly. Pop it and two quick slimes spill out.
Big, slow and wobbly. Pop it and two quick slimes spill out.
- From: Swamp. Available from day 3; actual appearances depend on the night's forecast.
- Base health 10.4 · bite damage 1.4 · points 7. Health, damage and earned points increase with the day.
Acid slimeGoes for buildings before anything else, and its acid eats them twice as fast.
Goes for buildings before anything else, and its acid eats them twice as fast.
- From: Swamp. Available from day 5; actual appearances depend on the night's forecast.
- Base health 4.4 · bite damage 1 · points 4. Health, damage and earned points increase with the day.
SkeletonFalls once, then pulls itself together one more time.
Falls once, then pulls itself together one more time.
- From: Graveyard. Available from day 6; actual appearances depend on the night's forecast.
- Base health 5 · bite damage 1.1 · points 6. Health, damage and earned points increase with the day.
Bone runnerLight bones, long legs: it runs in short, sudden sprints.
Light bones, long legs: it runs in short, sudden sprints.
- From: Graveyard. Available from day 8; actual appearances depend on the night's forecast.
- Base health 3 · bite damage 0.88 · points 5. Health, damage and earned points increase with the day.
Skeleton knightRusty armour: every hit on it does a third less.
Rusty armour: every hit on it does a third less.
- From: Graveyard. Available from day 12; actual appearances depend on the night's forecast.
- Base health 8.5 · bite damage 1.65 · points 12. Health, damage and earned points increase with the day.
- Armour reduces incoming damage by 35%.
Ghost pirateA tough ghost pirate from a sunken ship; it takes more hits and bites harder.
A tough ghost pirate from a sunken ship; it takes more hits and bites harder.
- From: Shipwreck. Available from day 10; actual appearances depend on the night's forecast.
- Base health 6 · bite damage 1.2 · points 5. Health, damage and earned points increase with the day.
Drifting ghostLight as fog, it weaves from side to side on its way in.
Light as fog, it weaves from side to side on its way in.
- From: Shipwreck. Available from day 12; actual appearances depend on the night's forecast.
- Base health 4.5 · bite damage 1.2 · points 5. Health, damage and earned points increase with the day.
Phantom captainFades out every few seconds, and while it is faded arrows fly right through it.
Fades out every few seconds, and while it is faded arrows fly right through it.
- From: Shipwreck. Available from day 15; actual appearances depend on the night's forecast.
- Base health 12 · bite damage 1.8 · points 12. Health, damage and earned points increase with the day.
Cave spiderSmall and fast; two spiders use one share of the nightly spawn budget.
Small and fast; two spiders use one share of the nightly spawn budget.
- From: Spider den. Available from day 16; actual appearances depend on the night's forecast.
- Base health 2.5 · bite damage 0.8 · points 4. Health, damage and earned points increase with the day.
Leaping spiderCrosses the island in long leaps.
Crosses the island in long leaps.
- From: Spider den. Available from day 18; actual appearances depend on the night's forecast.
- Base health 2.75 · bite damage 0.8 · points 4. Health, damage and earned points increase with the day.
Spider motherHuge and slow. When she falls, three spiderlings scuttle out.
Huge and slow. When she falls, three spiderlings scuttle out.
- From: Spider den. Available from day 22; actual appearances depend on the night's forecast.
- Base health 8.5 · bite damage 1.2 · points 12. Health, damage and earned points increase with the day.
Fire impQuick and fiery, it emerges from a crater.
Quick and fiery, it emerges from a crater.
- From: Crater. Available from day 22; actual appearances depend on the night's forecast.
- Base health 4 · bite damage 1 · points 4. Health, damage and earned points increase with the day.
Dashing impFlits in fiery dashes, too quick to aim at for a moment.
Flits in fiery dashes, too quick to aim at for a moment.
- From: Crater. Available from day 24; actual appearances depend on the night's forecast.
- Base health 3.2 · bite damage 1 · points 4. Health, damage and earned points increase with the day.
Bomb impRuns at a building or a villager and blows itself up. Stop it before it gets there.
Runs at a building or a villager and blows itself up. Stop it before it gets there.
- From: Crater. Available from day 26; actual appearances depend on the night's forecast.
- Base health 3.6 · bite damage 1 · points 6. Health, damage and earned points increase with the day.
Frost wispIts touch chills villagers, temporarily halving their walking speed.
Its touch chills villagers, temporarily halving their walking speed.
- From: Frost rift. Available from day 30; actual appearances depend on the night's forecast.
- Base health 4.5 · bite damage 1 · points 6. Health, damage and earned points increase with the day.
Storm wispCrackling and restless: it darts from side to side.
Crackling and restless: it darts from side to side.
- From: Frost rift. Available from day 32; actual appearances depend on the night's forecast.
- Base health 3.82 · bite damage 1 · points 6. Health, damage and earned points increase with the day.
Glacier wispSlow and heavy with ice. Left alone for a moment, it freezes its wounds shut.
Slow and heavy with ice. Left alone for a moment, it freezes its wounds shut.
- From: Frost rift. Available from day 35; actual appearances depend on the night's forecast.
- Base health 10.8 · bite damage 1.3 · points 14. Health, damage and earned points increase with the day.
- After 1.5 seconds without a hit, regenerates 6% of maximum health per second.
Shadow bruteSlow and extremely tough. It deals twice as much damage to buildings.
Slow and extremely tough. It deals twice as much damage to buildings.
- From: Dark portal. Available from day 40; actual appearances depend on the night's forecast.
- Base health 16 · bite damage 2.5 · points 14. Health, damage and earned points increase with the day.
ChargerCharges at buildings in heavy bursts.
Charges at buildings in heavy bursts.
- From: Dark portal. Available from day 42; actual appearances depend on the night's forecast.
- Base health 12.8 · bite damage 2.5 · points 14. Health, damage and earned points increase with the day.
WarlordArmoured, and its wounds close by themselves.
Armoured, and its wounds close by themselves.
- From: Dark portal. Available from day 46; actual appearances depend on the night's forecast.
- Base health 32 · bite damage 3.5 · points 34. Health, damage and earned points increase with the day.
- Armour reduces incoming damage by 25%.
- After 1.5 seconds without a hit, regenerates 4% of maximum health per second.
Resources & the mine
17WoodChop trees in forests. Used in construction, upgrades, repairs and rituals.
Chop trees in forests. Used in construction, upgrades, repairs and rituals.
- Limited by island storage capacity.
StoneGather from rocks and the foot of mountains. A key building and cleansing material.
Gather from rocks and the foot of mountains. A key building and cleansing material.
- Limited by island storage capacity.
CoinsEarned through dawn taxes, markets, card sales, rewards and underground gold veins. Used to place terrain and pay for later development.
Earned through dawn taxes, markets, card sales, rewards and underground gold veins. Used to place terrain and pay for later development.
- No normal storage cap.
WheatHarvest wheat fields. Wheat is food and regrows, faster beside ponds.
Harvest wheat fields. Wheat is food and regrows, faster beside ponds.
- Limited by island storage capacity.
FishVillagers fish in ponds. Fish is eaten before wheat at dawn.
Villagers fish in ponds. Fish is eaten before wheat at dawn.
- Limited by island storage capacity.
CrystalsUsed for magical buildings, cleansing-related support, temple blessings and advanced upgrades. Found in the mine, certain cleansing loot and reward caches.
Used for magical buildings, cleansing-related support, temple blessings and advanced upgrades. Found in the mine, certain cleansing loot and reward caches.
- No normal storage cap.
IronMined underground. Pays for forged equipment, the repeater and advanced upgrades.
Mined underground. Pays for forged equipment, the repeater and advanced upgrades.
- Limited by island storage capacity.
MithrilRare ore in the deepest chamber. Used for mithril equipment, the lance and advanced upgrades.
Rare ore in the deepest chamber. Used for mithril equipment, the lance and advanced upgrades.
- No normal storage cap.
StarsEarned by placement, monster defeats, cleansing, dawn population bonuses and monuments. Your total earned score is separate from unspent temple currency.
Earned by placement, monster defeats, cleansing, dawn population bonuses and monuments. Your total earned score is separate from unspent temple currency.
- No normal storage cap.
The Deep MineBuild a mine on a connected mountain range, then send villagers below. Mining is safe, but every miner is missing from surface work and defence.
Build a mine on a connected mountain range, then send villagers below. Mining is safe, but every miner is missing from surface work and defence.
- Levels 1 / 2 / 3 allow 2 / 3 / 4 miners. Deeper chambers need the matching mine level and a rubble-clearing task.
- At dawn each empty vein independently has a 45% chance to refill. Gold is converted directly into coins.
Iron veinMine with a villager in an accessible chamber.
Mine with a villager in an accessible chamber.
- 2 iron per completed mining action; 5 actions before depletion. Base work time: 4.5 seconds per action.
Crystal clusterMine with a villager in an accessible chamber.
Mine with a villager in an accessible chamber.
- 1 crystals per completed mining action; 2 actions before depletion. Base work time: 7 seconds per action.
Gold veinMine with a villager in an accessible chamber.
Mine with a villager in an accessible chamber.
- 6 coins per completed mining action; 3 actions before depletion. Base work time: 5 seconds per action.
Mithril veinMine with a villager in an accessible chamber.
Mine with a villager in an accessible chamber.
- 1 mithril per completed mining action; 3 actions before depletion. Base work time: 9 seconds per action.
Shaft hallThe first chamber reached through the shaft.
The first chamber reached through the shaft.
- Required shaft level: 1. Contains iron vein, crystal cluster.
Glittering galleryClear the rubble to open this chamber after upgrading the mine.
Clear the rubble to open this chamber after upgrading the mine.
- Required shaft level: 2. Contains iron vein, gold vein, crystal cluster.
Mithril deepClear the rubble to open this chamber after upgrading the mine.
Clear the rubble to open this chamber after upgrading the mine.
- Required shaft level: 3. Contains mithril vein, crystal cluster, gold vein.
How it works
13Drawing, placing and selling cardsEvery normal day begins with three cards. From day 2, a normal hand includes one compulsory curse card; blessings can create exceptions. Decks cover five days.
Every normal day begins with three cards. From day 2, a normal hand includes one compulsory curse card; blessings can create exceptions. Decks cover five days.
- Land cards cost coins. Sell an unwanted land card for 1 coin. Curse cards are free and cannot be discarded.
- Place along the island edge. Narrow arms have a length limit; widen them if the preview rejects an extension.
- A new curse type is introduced in the hand on its unlock day.
Merging and good neighboursPlacement points reward how your island fits together. The preview shows the score before you commit. Side neighbours count; diagonal contact does not merge areas.
Placement points reward how your island fits together. The preview shows the score before you commit. Side neighbours count; diagonal contact does not merge areas.
- Base placement points equal the size of the joined same-type area, including the new tile.
- Fill a bay touching land on 3 sides: +2. Fill a gap touching 4 sides: +4. Each neighbouring curse: −2; the final score cannot go below zero.
- Wheat field + Pond: +2.
- Flowers + Meadow: +2.
- Flowers + Wheat field: +2.
- Flowers + Hill: +2.
- Forest + Hill: +1.
- Forest + Mountain: +1.
- Rocks + Mountain: +2.
- Pond + Beach: +1.
- Pond + Meadow: +1.
- Hill + Meadow: +1.
- Beach: +1 for each side facing the sea. Curses give no placement points.
Food, healing and taxesEach villager eats 3 food at dawn: fish first, then wheat. A full meal restores their health. More villagers help your economy only if you can feed them.
Each villager eats 3 food at dawn: fish first, then wheat. A full meal restores their health. More villagers help your economy only if you can feed them.
- Hungry villagers lose half of maximum health, but starvation alone leaves at least 1 health. They pay no tax.
- Base dawn taxes: 2 coins + 1 coin for each fed villager. Merchants adds 2 coins per villager per reward taken.
- Manna reduces the daily food need to 2 per villager.
Beds and shelterAt dusk, villagers head for homes or staffed watchtowers. Miners remain safe underground. Beds protect your people while outside villagers may have to fight.
At dusk, villagers head for homes or staffed watchtowers. Miners remain safe underground. Beds protect your people while outside villagers may have to fight.
- Home and normal house beds by level: 2 / 3 / 4. Big house beds: 6 / 7 / 8.
- Building a house adds a villager. More people mean more work, taxes and food demand.
Construction and rising pricesNormal buildings require an empty Open land tile. Villagers do the construction work; the listed work time does not include walking to the site. A mine is the special mountain-only exception.
Normal buildings require an empty Open land tile. Villagers do the construction work; the listed work time does not include walking to the site. A mine is the special mountain-only exception.
- Each existing building of the same type raises the next price: houses and watchtowers ×1.2; storehouses ×1.4; shrines ×1.5; monuments ×1.6; other types ×1.4.
- Crystal costs rise by 1 per existing building instead of multiplying. Prices are rounded. A merged big house counts as two houses.
- Some buildings need both a day threshold and an earlier building, terrain or population. All conditions must be met.
Upgrades, merging and repairsMost buildings and the home can reach level 3. The forge has no level upgrade. Upgrades are paid and instant during the day, and need no extra land. Two completed level-1 houses side by side can become a big house.
Most buildings and the home can reach level 3. The forge has no level upgrade. Upgrades are paid and instant during the day, and need no extra land. Two completed level-1 houses side by side can become a big house.
- Upgrade costs are fixed; adding more buildings does not raise these costs. Level bonuses differ by building.
- Damaged buildings can be repaired with resources and villager work. Inspect the building for its current repair cost.
- Home upgrade costs: level 2 — 10 wood, 10 stone, 10 coins; level 3 — 16 wood, 16 stone, 20 coins. Home health grows by 40 per level before bonuses.
Cleansing a curseCleansing is a paid ritual carried out by a villager. It removes a monster nest and turns its tile into flowers. Some curse types also leave loot.
Cleansing is a paid ritual carried out by a villager. It removes a monster nest and turns its tile into flowers. Some curse types also leave loot.
- Base tile ritual costs are multiplied by 1.3 and rounded. Add 4 coins for each previous cleanse in the run. A holy well discounts the result.
- Ritual death risk: swamp 10%; shipwreck and graveyard 15%; crater and spider den 20%; frost rift 25%; dark portal 30%. A nearby shrine halves it; Blessed rituals removes it.
- Cleansing points: 25 + 5 × ceil(day / 5), so 30 on days 1–5.
Wild curses and spreading dangerNot every curse waits for your placement. From roughly day 6, a wild curse can break out of the hand and crash onto an automatically chosen spot, marked in red.
Not every curse waits for your placement. From roughly day 6, a wild curse can break out of the hand and crash onto an automatically chosen spot, marked in red.
- Wild curse events recur roughly every 4–6 days. They are part of the curse-card system, not an extra land card you can sell.
- Old curses can act at dawn: at most one spread and one fire per dawn. Buildings protect their tiles from these conversions; shrines stop nearby spreading.
Regrowth and renewable areasHarvesting changes the island. Wheat regrows on a timer; large connected resource areas replenish at dawn. Monster traffic can also blight fields.
Harvesting changes the island. Wheat regrows on a timer; large connected resource areas replenish at dawn. Monster traffic can also blight fields.
- 9 or more connected forest, rock or mountain tiles renew each dawn.
- Wheat: 60 seconds to regrow, 30 alongside a pond. A blighted field gives nothing for 3 days.
- Empty underground veins each have a 45% chance to refill at dawn.
Why nights get harderDifficulty grows through the size of the wave, tougher individual monsters and new curse types. The day forecast uses the same plan as the night spawns.
Difficulty grows through the size of the wave, tougher individual monsters and new curse types. The day forecast uses the same plan as the night spawns.
- No active nests means no wave. Otherwise the wave budget grows with the day and number of nests, capped at 50 shares. This is not a cap of 50 creatures: spiders, variants and splits alter the creature count.
- Monster health multiplier: 1.045^(day−1). Bite multiplier: 1.018^(day−1). Listed bestiary values are base stats before these day bonuses.
- New curses: graveyard day 6, shipwreck 10, spider den 16, crater 22, frost rift 30, dark portal 40.
Enemy behaviour and defence rolesDifferent enemies pressure the village in different ways. Defence mixes direct hits, area damage, slowing, stuns, decoys and villager combat.
Different enemies pressure the village in different ways. Defence mixes direct hits, area damage, slowing, stuns, decoys and villager combat.
- Scarecrows attract attacks first. Spike traps and thorn hedges are walked over rather than attacked as normal buildings.
- Skeletons revive once. Big slimes and spider mothers split into smaller enemies. Captains can phase through arrows; armoured enemies reduce incoming damage.
- Frost slows villagers for 3 seconds; mithril mail prevents this. Healing enemies recover after a short period without hits.
Storage limitsBasic storage holds 15 of each capped resource. Storehouses add capacity separately for every resource, so a full wood store does not use up room for food.
Basic storage holds 15 of each capped resource. Storehouses add capacity separately for every resource, so a full wood store does not use up room for food.
- Wood, stone, wheat, fish and iron are capped. Coins, crystals and mithril are uncapped.
- Storehouse bonus by level: +25 / +50 / +80 per resource.
Controls, saves and the catalogueInspect a tile, villager or building to see actions. The build menu and in-game catalogue expose more details as you play.
Inspect a tile, villager or building to see actions. The build menu and in-game catalogue expose more details as you play.
- 1–9 selects a card; R rotates a card or building; Q / E turns the camera; + / − zooms; H centres the island; B opens the build menu; M mutes; P pauses.
- On touch, the first tap previews a card placement; a second tap on the same spot confirms.
- The current build has 5 local save slots. Save slots and the profile live in this browser; they are not a cloud-sync promise. Catalogue discoveries and achievements are kept separately from island saves.
Rewards & blessings
22A reward every ten daysOn days 10, 20, 30 and beyond, choose one of three rewards. At least one option is defensive, and capped rewards stop appearing when maxed.
On days 10, 20, 30 and beyond, choose one of three rewards. At least one option is defensive, and capped rewards stop appearing when maxed.
- Persistent bonuses stack in the current run. Supply crates and treasure chests grow with the milestone number.
Sharp arrowsEvery tower and trap deals +50% damage.
Eagle eyeEvery tower reaches 25% farther.
Stone wallsBuildings and your home get +25 max health.
Hardy folkVillagers get +3 max health and hit harder.
New settlersTwo new villagers join your island.
MerchantsEvery villager pays +2 🪙 more tax each dawn.
Big catchDraw one extra card every day.
Calm tidesFor the next 10 days every curse is a swamp, the gentlest kind.
Supply crate+20 🪵 and +16 🪨 right away.
+20 🪵 and +16 🪨 right away.
- Milestone m: 14 + 6m wood and 10 + 6m stone. On day 10: 20 wood and 16 stone.
Treasure chest+40 🪙 right away.
Crystal cache+5 💎 crystals right away.
Temple blessingsBlessings are one-off purchases lasting the current run. Pay with unspent placement points and crystals; the temple level must meet the blessing tier.
Blessings are one-off purchases lasting the current run. Pay with unspent placement points and crystals; the temple level must meet the blessing tier.
- Each purchased blessing raises the next blessing’s star price by 20% of its base price. Star costs round to the nearest 10; crystal costs do not rise.
- Spent stars reduce available currency, not total earned score.
Long lightEvery day lasts 20 seconds longer
Every day lasts 20 seconds longer
- Temple tier 1. Base price: 350 stars · 2 crystals.
Blessed ritualsCleansing a curse never costs a villager’s life
Cleansing a curse never costs a villager’s life
- Temple tier 1. Base price: 400 stars · 2 crystals.
MannaEvery villager needs 1 less food at dawn
Every villager needs 1 less food at dawn
- Temple tier 1. Base price: 500 stars · 3 crystals.
Fourth cardDraw one more card every day
Holy daysEvery 10th day brings no curse
Guardian angelOnce a day, a villager who would die is saved with 1 ❤
Once a day, a villager who would die is saved with 1 ❤
- Temple tier 2. Base price: 800 stars · 5 crystals.
Fifth cardDraw yet another card every day
Draw yet another card every day
- Temple tier 2. Base price: 1000 stars · 6 crystals.
- Requires Fourth card.
Holy weekEvery 5th day brings no curse
Every 5th day brings no curse
- Temple tier 3. Base price: 1400 stars · 8 crystals.
- Requires Holy days.
PilgrimsA new villager comes to live here every 5 days
A new villager comes to live here every 5 days
- Temple tier 3. Base price: 1200 stars · 7 crystals.
Forge equipment
7Iron tools+1 🪵 / 🪨 from every tree and rock
+1 🪵 / 🪨 from every tree and rock
- One purchase per run at the forge. Price: 6 iron · 10 coins.
Iron weaponsVillagers hit 50% harder
Iron armourVillagers +4 ❤
Iron arrowheadsWatchtowers, ballistas and repeaters +40% damage
Watchtowers, ballistas and repeaters +40% damage
- One purchase per run at the forge. Price: 8 iron · 6 wood.
Iron-bound wallsEvery building and your home +30 ❤
Every building and your home +30 ❤
- One purchase per run at the forge. Price: 14 iron · 10 stone.
Mithril bladesVillagers hit twice as hard
Villagers hit twice as hard
- One purchase per run at the forge. Price: 3 mithril · 4 iron.
- Requires Iron weapons. Mithril replaces the iron tier of this bonus.
Mithril mailVillagers +8 ❤ and frost cannot slow them
Villagers +8 ❤ and frost cannot slow them
- One purchase per run at the forge. Price: 4 mithril · 4 iron.
- Requires Iron armour. Mithril replaces the iron tier of this bonus.
Achievements
20First nightSurvive your first night.
Settled inReach day 5 in a run.
Old handsReach day 10 in a run.
Island folkReach day 20 in a run.
Legends of the seaReach day 30 in a run.
UnsinkableReach day 50 in a run.
CleanserCleanse a curse.
Light bringerCleanse 10 curses.
Monster hunterDefeat 50 monsters.
Nightmare of nightmaresDefeat 250 monsters.
BestiaryMeet every kind of monster.
Moving in togetherMerge two houses into a big house.
Merge two houses into a big house.
- Stored in your profile separately from island saves.
Master builderUpgrade a building to level 3.
Upgrade a building to level 3.
- Stored in your profile separately from island saves.
VillageHave 8 villagers at once.
Silent nightHave a night without any curse on the island.
Have a night without any curse on the island.
- Stored in your profile separately from island saves.
MilestoneReach day 10 and claim a reward.
Reach day 10 and claim a reward.
- Stored in your profile separately from island saves.
Treasure hoardClaim three rewards in one run.
Claim three rewards in one run.
- Stored in your profile separately from island saves.
Monster zooMeet five distinct monster catalogue entries.
Meet five distinct monster catalogue entries.
- Stored in your profile separately from island saves.
Perfect fitFill a gap closed on all four sides.
Fill a gap closed on all four sides.
- Stored in your profile separately from island saves.
Great outdoorsGrow one merged area to 8 tiles.
Grow one merged area to 8 tiles.
- Stored in your profile separately from island saves.