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SpringFall Wiki

Building

  • Building — Place blueprints for foundations, walls, roofs and more — colonists build them from your stock, and a sealed room takes its name and its warmth from what you put inside it.

Colonists

  • Colonists — What makes up a colonist — needs, a job, skills, attributes and traits — and where to see it all.
  • Traits — The personality quirks that make each colonist different — what they’re good at, what wears on them, and where they came from.

Economy

  • Jobs & Work — How colonists decide what to do next, how you set each person’s priorities, how you decide who fights, and why a hungry or tired colonist stops working until they’ve looked after themselves.
  • Items — What an item actually is — types, stacking, weight, and where it can be worn or carried.
  • Trading — Buying and selling with travelling merchants — how prices move, and what makes a faction give you a better deal.

Getting Started

  • Your First Hour — What to do when you first land with your colonists — get oriented, get fed, and get building.
  • Camera Controls — Pan, zoom and orbit the colony camera — the three moves that get you anywhere on the map.
  • Selecting & Giving Orders — Click, drag-select and right-click your way around the colony — and how to inspect anything in the world.

Survival

  • Needs & Satisfaction — Your colonists get hungry, tired, lonely and unhappy on their own — here’s how to read those needs and keep everyone fed, rested and content enough to work.
  • Food & Eating — Where your colony’s meals come from, how hungry colonists find them on their own, and why storing the harvest is what actually keeps everyone fed.
  • Sleep & Rest — How colonists recover energy — their own bed, any free bed, a roofed room, or the bare ground — and why building beds early pays for itself.
  • Mood & Morale — How neglected needs, traits and gear add up into a colonist’s mood — and how to read the character panel to find out exactly what’s dragging someone down.

World

  • Day, Night & Weather — The sun’s cycle shapes what colonists can see and do after dark, and storms sweep through with their own look, sound and danger.
  • Wildlife — Deer, wolves, bears and other animals roam the land beyond your settlement — some flee, some only fight when cornered, and wolves actively hunt in packs.