Everything is somewhere
Every coin, sack of grain and soldier is somewhere on the map. If bread gets expensive, it's because the road it comes in on is blocked, and you can go and look at it.
A logistics-driven strategy game
Run a realm where the grain, the money and the soldiers all have to get somewhere. You take care of the big things, like roads, bridges and being ready before trouble shows up.
In development for PC · Central Europe, 14th to 16th century, with a pinch of folklore
The Unquiet Age mixes grand strategy with turn-based battles. You build up your realm in real time, and when a fight breaks out, you can take command yourself, one turn at a time. You play the state itself, so you won't be placing every house or keeping courtiers happy. Farmers farm, markets set their own prices and traders go wherever the money is. Building bridges, pushing a road up to a new mine or founding a hospital is up to you.
You also never get the full picture. Your scouts can only tell you so much, and every soldier you call up is a farmer who isn't in the field anymore. A lot of the game is about getting enough men, food and money to the right place in time.
A handful of systems that all affect each other.
Every coin, sack of grain and soldier is somewhere on the map. If bread gets expensive, it's because the road it comes in on is blocked, and you can go and look at it.
A recruit is a farmer who stopped farming. Armies eat a lot, wear out their gear and clog up the same roads your traders use.
Your scouts say the enemy has 130–230 men. The real number is in there somewhere, just not necessarily in the middle. Invest in scouts and lookouts and the ranges get tighter. Then fight the battle yourself, or hand it to a commander.
The map is built like real geography. Rivers drain every valley, and a mountain pass is often the only sensible way through, which makes it well worth holding.
Found institutions to tackle your realm's problems, like sickness, floods or unsafe roads. They learn by doing the work where it's needed, and a good reputation draws the best people to them. Which ones you build shapes what kind of realm you become.
You won't be managing long lists of +5% modifiers. The automation handles the routine stuff well, so you can spend your time on the decisions that change things.
The look borrows from 19th-century Polish painters like Chełmoński, Gierymski and Fałat: wide fields, dark forest, warm light on the villages and a hazy blue distance. The towns are drawn like old engraved city views, so church spires end up a little taller than strictly necessary.
Where your realm does well, it's bright and colourful, with whitewashed walls, red roofs and meadows full of flowers. The spooky stuff stays out at the edges, in the deep forest, the marshes and the night.
Summer
Winter
Everything here is a work in progress, straight from the current build.
What we've been up to, written down as we go. All posts
There's no Steam page yet, but it's coming. Until then, this is where you can follow along.