Devlog

What SpringFall is, and where it's got to

Three colonist panels open at once — inventory and equipment, a social web showing bonds between named colonists, and a jobs panel listing primary and secondary roles alongside traits and faction standing
Three colonist panels open at once — inventory and equipment, a social web showing bonds between named colonists, and a jobs panel listing primary and secondary roles alongside traits and faction standing

This is the first of these, so let’s start at the beginning.

SpringFall is a colony sim with a stair going down. You settle a valley around a Mana Spring, grow a settlement that runs without you micromanaging it, and eventually send someone into the dark beneath it to fetch the things you can’t grow.

The seal says it in three words — Tend. Delve. Survive. — and those are three fairly different games that have to hold hands.

Colonists aren’t cursor-slaves

This is the part I care most about. Your colonists carry needs, moods, skills, heritable traits and an authored origin story, and they take work off a priority-driven job board based on what they’re good at and what the settlement actually wants doing. You set intent; they get on with it.

There’s a twelve-gene model underneath height, build, metabolism, longevity and colouring, and it’s inherited across generations. Two colonists who like each other are tracked as liking each other, and it shows up in a social web you can actually open and read. The screenshot above is one colonist — his gear, his relationships, his jobs, his traits, and which faction he answers to.

Tend, or strip

The Spring is the other half. Tend it and the Fog stays off your walls; strip it and you get more, faster, right up until the point you don’t. Spring health drives Fog density, monster pressure, faction attention, and what you’re allowed to build. It’s the one dial that touches everything.

And six factions are watching. Nobody is evil, except the ones who are — each has its own reason to find you and a different opening move when it does. The Ledger arrives first, friendly, with terms you’d be foolish to refuse. The Root-Sworn may never speak to you at all, unless you have a Spring — and then how you’ve treated it decides whether you meet someone with an offer or someone with an ending.

Where it actually is

Honestly: the colony loop, the Fog, crafting, combat and the faction layer are all in the build and being played with. Research and the skill trees are designed but not wired. There is no playable build yet — that’s the next milestone, and when it happens it goes to Discord before anywhere else.

From here these get more specific: one system, one problem, one fix at a time. The next one is about a healer who would walk up to a bleeding colonist and do absolutely nothing.

Come tell me which system you want dug into first.

Read more in the wiki