TickRate Games
New post Dev Blog #1 — Between grand strategy and city builders

A logistics-driven strategy game

TickRate Games presentsThe Unquiet Age

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 village of Oakvale: a wooden church, a windmill and thatched farmsteads among strip fields, a tree-lined road and forest on the hills behind
In-gameSummer at Oakvale, UI hidden

About the game

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.

What makes it different

A handful of systems that all affect each other.

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.

Wars are expensive

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.

No dice rolls

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 land decides

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.

Institutions with people in them

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.

Fewer, bigger decisions

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.

Painted like an old landscape

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.

Oakvale in summer: green meadows and strip fields around the church Oakvale in deep winter: snow over the fields and roofs, bare trees along a trodden road, the forest beyond Summer Winter
In-gameUI hidden · drag to change the season

From the game

Everything here is a work in progress, straight from the current build.

From the dev blog

What we've been up to, written down as we go. All posts

Follow along

There's no Steam page yet, but it's coming. Until then, this is where you can follow along.