Your Spring is the map
A healthy Spring visibly pushes the Fog back. Over-extract it and the Fog closes in, monsters thicken, and the land around your walls turns hostile. Stewardship is a mechanic, not a moral.
Tend. Delve. Survive.
A colony sim RPG set in Vale — a world still bleeding from the Sundering. Raise a settlement around a Mana Spring, follow the stair beneath it into the dark, and keep the Fog at your walls while six factions decide what your Spring is worth.
“The Springs are not wells. Wells you drain. Springs you tend.”
The Premise
It worked for a heartbeat. Then the Grand Confluence failed, and the Arcanate ended inside a single season. What it left behind is the Fog — corrupted mana that never returned to the earth, thickening over every Spring left untended, and changing whatever lives inside it.
A healthy Spring visibly pushes the Fog back. Over-extract it and the Fog closes in, monsters thicken, and the land around your walls turns hostile. Stewardship is a mechanic, not a moral.
Beneath every Spring is a stair, and beneath the stair is what the Sundering buried — flooded vaults, chasms, the bones of things that outlived their Spring. The colony funds the delve; the delve saves the colony.
The Ledger arrives first with fair terms. The Covenant watches before it offers. The Convergence only cares if you have a Spring. None of them are villains — and all of them want something.
Three Words, Three Games
The seal says it plainly: a village in the light, roots running down, and something waiting at the bottom of the stair.
I — Tend
Colonists aren't cursor-slaves. They carry needs, moods, skills, heritable traits and an origin story, then take work off a job board according to what they're good at and what the settlement actually wants done.
II — Delve
Send a hero party down, or go yourself. What's below isn't a dungeon crawl bolted on — it's where the metal, the knowledge and the pre-Sundering relics your colony needs actually come from, guarded by whatever grew up around a corrupted Spring.
III — Survive
Vision is a resource. Fire pushes the Fog back, lenses cost mana, and scouts turn the unknown into a map one careful trip at a time. Everything that hunts you knows the dark better than you do.
Under the Hood
Springfall is built as independent, interlocking systems. Here's what's in the project today — this list grows as development continues.
A job board with priorities, task nodes and hauling. Colonists pick work by skill and urgency, and keep working while you look elsewhere.
In buildDynamic fog of war driven by Spring health and firelight, with torches, lenses and scouting as the counterplay.
In buildTend it or strip it. Spring state feeds Fog density, monster pressure, faction attention and what you can build.
In buildA twelve-gene model behind height, build, metabolism, longevity and colouring — inherited across generations, with authored origin narratives.
In buildSeven research branches climbing from foundations to capstones, plus per-colonist skill trees and ability unlocks.
Design doneWorkstation tiers, material tiers, armour sets and item condition — gear degrades, gets repaired, and eventually fails you at a bad moment.
In buildBlocking and parry, weapon holstering, hit feedback and screen-level combat readability for both squads and single heroes.
In buildSix factions with their own approach logic, plus leaders, ceremonies and court dialogue that turn politics into events at your table.
In buildLayered underground content — chasms, vaults and dragon graveyards — with light, line of sight and retreat as core tension.
In buildDay/night cycle, sky simulation, streaming vegetation and wildlife that lives its own life whether you're watching or not.
In buildHunger, rest, comfort and social needs that push behaviour rather than just draining a bar in the corner of the screen.
In buildStockpile grids, designation painting, prop placement and building cutaway so you can actually see inside what you built.
In buildThe Signature Mechanic
From open ground a person sees maybe thirty paces before the Fog takes the world. A torch doubles that. A bonfire at the perimeter triples it. A Convergence lens can reach hundreds of paces — for a continuous draw of mana you may not be able to spare.
And the relationship runs both ways: a well-kept Spring carves a clearing in the Fog around it. Let it fail and the clearing closes, one metre at a time, until the dark is at your gate.
Who Comes Knocking
Nobody here is evil, except the ones who are. Every faction has a reason to find you — and a different opening move when they do.
“Every trade is an act of faith. Every contract, a prayer.”
Arrives first, almost always — friendly, useful, offering terms you'd be foolish to refuse. The terms shift later, once you're inside the network.
“We are not the strong. We are what strength is for.”
Watches you before it speaks to you. If your settlement passes their assessment, they offer protection openly and honestly. If it doesn't, they simply leave.
“What happened once can be understood.”
Uninterested in you until you have a Spring. Then a Scholar-Envoy arrives faster than should be possible, with reasonable terms and unusual clauses.
“The road belongs to no one.”
Road Clans probe your defences once before deciding whether you're a trade partner or a target. The Ashwalkers don't announce themselves at all.
“We do not tend the Springs. We companion them.”
They may never contact you — unless you have a Spring. How you treat it decides whether you meet a Listener with an offer, or the Thornguard with an ending.
“The Springs were never meant to be tended.”
Does not introduce itself. It is already there. Every other faction in Vale agrees on exactly one thing: this cannot be allowed to finish.
Where We Are
Springfall is in active development by a small team. Progress gets posted as it happens — no fixed dates promised.
Jobs, needs, hauling, farming and building working end to end, with Fog of war and Spring health driving visibility across the world.
In progressUnderground content pass — chasms, vaults and graveyards — alongside blocking/parry combat, gear condition and hero party expeditions.
UnderwayFaction approach logic, leader ceremonies and court narrative wired into the simulation so world politics reach your settlement as events.
DesignedFirst hands-on builds go to the Discord before anywhere else. That's the best place to be if you want in early.
PlannedFollow Development
Devlogs, clips of systems misbehaving, and early builds. The Discord gets everything first.