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Fablewood Chronicles

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About Fablewood Chronicles

Fablewood Chronicles is a strategy game and idler about shaping a civilization made up of movable regions. You decide where regions go and what people do; they carry on autonomously while you are away, and you can return to see how the world has changed.

Shape the roads

Each region has a reach. When two regions are close enough, a road forms between them. Roads gain ranks through use rather than spending money: a road needs 20 crossings to reach rank two and 280 to reach rank five. As roads wear in, travel becomes faster and easier. Roads can also bundle into trunks, crossings can merge into junctions, and highways curve between the places people actually visit. Moving two regions apart permanently removes the road between them.

People and politics

The world has five races and 30 trades, with a 600-cell table determining how well each trade suits each kind of region. People develop quirks, master their crafts, take apprentices and form friendships that increase their happiness. You can click on a person to hear them talk about how their feet feel.

The best-connected person in a region becomes its crowned leader, and people’s feelings about them grow stronger the longer they rule. In a province, resentment can lead to a conspiracy that gathers around a person and eventually replaces the flag. Moving that person to another region prevents this from happening.

Nations can form alliances when people use a road between them. Disputes at borders can lead to wars fought one pair at a time, until one side has no fighters left. The defeated nation is absorbed, but nobody dies: beaten fighters return home tired, and the conquered people continue their work under a new color. People also invent religions, which spread through conversation. You can cultivate a beneficial faith or quarantine a grim one in a region far from the roads.

An ongoing world

Crops do not wither and timers do not expire. There are no daily logins. When someone wants something, they raise a small mark and wait; if you do not respond, they eventually handle it themselves, more slowly.

When you return, the Chronicle recounts events as history, including who took a crown, where a faith spread and which road wore in. Every ten days, it is published as a paper led by the biggest event, with the rest arranged in columns. If the game keeps running, a week’s worth of papers can accumulate for you to read.

Resources and expeditions

Supply chains connect quarries, which extract ore, to forges that need it; haulers transport materials along the roads you build. A region performs better when supplied. Its bonuses can come from the time of day, weather, local faith, visitors, deliveries and the constellation you charted the night before. Relics are purchased and placed on the map, with their value determined by where you put them.

Breaches open between your regions, and you can send a party through them along your roads. Fighting uses the same energy as work, so success depends on whether your nation can replenish a crew faster than combat drains it. Nobody dies; a losing party returns home tired. Peaceful mode removes the breaches and their associated combat.

Activities in each region

Most regions contain a short campaign that ends in mastery. These activities focus on decisions rather than reflexes, and missing a moment does not cost you anything:

  • Work the plot at the Garden.
  • Strike a bargain at the Market.
  • Hold court at the Capital.
  • Sit the exam at the College.
  • Chart a constellation at the Observatory on a clear night by drawing lines between the stars.

Play alongside your work

You can run Fablewood Chronicles in a transparent, always-on-top, click-through view over your desktop, in a regular window, or on Steam Deck with a controller. When you look away, the game drops to 10 frames per second; when minimized, it stops drawing and credits the elapsed time when you return. A live frame counter appears in the top bar.

World details

The game includes 20 kinds of region, with as many of each as you can afford; 100 achievements; six relics; 14 quirks; eight constellations; and nine kinds of scenery, each generated from its own seed. Caravans of three to five people travel standing circuits, wearing in the roads along their routes. Weather follows a wind that never shifts, while the time of day changes the value of each kind of place.

Its soundscape has an ambient layer for each region type, wordless crowd talk that grows denser where people gather, and music written as loops rather than songs.

Frequently asked questions

Steam lets publishers create keys to sell in other shops. Once you activate a key, the game is yours to keep, just like a store purchase.

Disclaimer: CD keys have an inherent 1–2% average failure rate. Check the shop terms for buyer protection info. Steam offers no buyer protection for keys bought in other shops and doesn't refund them.

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