Speak freely to the Demi-God.
Speak to the Demi-God in your own words. Your intent enters the village through an embodied intermediary who listens, interprets, and acts within the world.
A cozy god-game about a village that is born, loves, and grows old on its own, and a Demi-God who listens for your voice. Slow on purpose: one unhurried hour of yours is a full day of theirs.
In the current build
The village does not run on instant commands. When you speak, words travel: the Demi-God hears you, villagers weigh what you ask against who they are, answer honestly, and carry that work into the physical world.
Speak to the Demi-God in your own words. Your intent enters the village through an embodied intermediary who listens, interprets, and acts within the world.
Each villager has a distinct temperament, memories, affection, and rivalries. With full backstories and birthdays, they can hesitate or refuse when a request conflicts with who they are, so trust and moral weight remain real.
Children inherit clothing pigments from both parents, blending colors across generations from traits contributed by each. As families grow, you can look across a busy village commons and spot who belongs together.
Villagers walk to trees, stone, and fields to work. Their tools and labor animations match the job at hand, hauling what they gather back to shared stores with zero teleportation shortcuts.
The village remembers what happens. The Chronicle keeps an enduring record of village milestones, everyday choices, fallen raid victims, and unkept promises as your world grows over time.
One real hour is one full village day. Villagers follow staggered daily routines around hearths, markets, and shrines, while the diorama view shifts through sunlight, dusk, rain, and quiet nights.
Talking to a villager is one thing... getting them to hear you, make a decision, and actually do something takes a few more steps. That's what HEED handles: Hearing, Evaluation, Expression, and Dispatch.
A villager standing nearby, a group gathered by the hearth, or the Demi-God across the map. Hearing starts with where your words are going and who is in earshot. Talking to one person doesn't mean the whole village heard you.
A request isn't an order they blindly follow. The game works out what you're asking, then checks their needs, what they believe is right, and what they remember. They can agree or refuse. The game makes that decision before they put it into words.
Then they find the words... whether that's a villager answering you or the Demi-God sharing a thought. The reply follows what the game actually decided. If they refused, they won't tell you they're doing it. If they agreed, saying so doesn't mean the job is already done.
An accepted request still has to happen in the world. Walking over, picking something up, carrying it back, playing the animation, and saving the memories that come out of it. No teleporting a villager across the map to skip the walk. Seeing those pieces come together is kind of wild.
Early Access trailer
Meet the Demi-God, whisper an intention, and watch the village answer in its own time.
The road ahead
The foundation is built and village life is awake. The next milestones deepen what households need, how settlements grow, and how the first hearth connects to the wider continent.
The core simulation, one-hour day cadence, 30-degree village view, day and night lighting, and changing weather are complete. These systems support every milestone that follows.
The village can listen and choose. Divine speech, autonomous wills, grounded movement, and everyday village life now form the current playable foundation.
Household survival meets real-time village defense. Food, home larders, and granaries are running in the development build, and raiders bring real danger to the perimeter as tuning and testing continue.
Shape a settlement with care. Building on the zoning and nature foundations already in progress, this milestone expands settlement authorship while keeping labor and materials grounded in the world.
Beyond the first hearth. The village opens onto a regional atlas where new settlements, trade, and other divine domains create a longer story.
Parallel content slices
These smaller pieces of the game develop in parallel with the numbered milestones, moving through prototyping, in-engine testing, and live play.
Cast with a flick or pull, hook a strike, and manage line tension on the reel. Fishing now runs directly in the game with 3D fish species, custom rod animations, a dynamic cast camera, and a catch record, with balance and settlement integration still being tuned.
When a suspicious death happens in the village, gather witness testimony, weigh conflicting accounts, and deliver a divine sentence. The trial flow and verdict systems are built, with case trigger pacing and evidence rules now in testing.
From the living village
Real gameplay captures from the current build, with its player interface and village life intact.
Stay close to the hearth
Join the development list for quiet milestone notes, feature previews, and launch announcements.
Coming to Windows on Steam
Watch for a while. Whisper when something matters. The village will keep living either way.