The land
Wildlife and hunting
Deer, boar, wolves and bears, each species with its own woods and hours. Game flees from where it's hunted.
City-building & strategy · PC · In development
Rome and Carthage are fighting over the peninsula.
You have a clearing in the woods and a dozen of your people.
No release date yet. Progress is posted in the devlog.
The world
The terrain comes from the elevation models of Spain's National Geographic Institute and Copernicus: every range, valley and coastline sits where it really is. Rivers aren't drawn; they run down that terrain, and their basins match the real ones.
The climate is worked out from altitude and the Atlantic wind, and it matches the rainfall of thirty weather stations with a median error of 12%. On top come the biomes, the soils, the ore veins and the pre-Roman peoples, each on their own land: Vettones, Turdetani, Ilergetes, Gallaeci, Carpetani…
You pick a site on the map of the peninsula and go down to it. What the map promised (the soil, the woods, the water) is what you find when you get there.


Time
At normal speed a day lasts 36 minutes and a night 6; a year, sixteen days. The seasons change the leaves, the flowers and the grass. Snow falls where it's cold, dry riverbeds flood in a storm, and the tide comes and goes in the bays.
How it plays
City-building and management, in real time with pause. No rush: the village grows at the pace of its people, and every decision shows years later.
The land
Deer, boar, wolves and bears, each species with its own woods and hours. Game flees from where it's hunted.
The land
Dry riverbeds flood, the tide leaves the mudflats bare in the bays, and snow settles on the heights.
The land
Open-cast or underground, on the veins that crop out: iron, copper, tin, silver and river gold.
The village
Each culture learns its own way: the potter's wheel, writing, the shafts and galleries of the mines.
The village
Boundary disputes, grain thieves, guests at the gate and marriages between peoples. You decide, and it's remembered.
The village
A mode where the game saves itself and there's no going back: what's done is done.
War
A training ground where the young men drill, and a named warband that sets out on expeditions, and comes back, or doesn't.
War
Levies, requisitions and armies marching through your land. Whose side you take, and when, is up to you.
Gallery
Roadmap
Eight stages done and one in progress. No dates yet; they'll be posted here when there are.
Measured terrain, climate, rivers and basins, biomes, soils, minerals and peoples.
Period species in their niche, and animals with their habits, their tracks and their hunting.
Buildings for each culture, roads and fords, construction in stages and woodland to clear.
People with names, families and trades; production, storage and hauling.
About 420 AI settlements with their own layout, trade, dealings and leagues.
Training ground, warband, combat, raids, and Rome and Carthage marching across the peninsula.
Saving and loading, and chronicle mode, which saves by itself and allows no undo.
English, Spanish, Chinese, Russian, Portuguese, German, Japanese, French, Polish and Korean.
Making the first years as hard as they should be: game that runs out, flocks and fields.
To wishlist it and follow it from there.
A campaign to finish it with the people who want to play it.
Devlog
13 November 2026
The game can now be played in English, Chinese, Russian, Portuguese, German, Japanese, French, Polish and Korean, as well as Spanish. And founding no longer clears everything at once: people clear the land bit by bit (first the trees, then the scrub and the rocks, and the stumps last), and every house can be seen going up piece by piece.
11 November 2026
Each neighbouring settlement is laid out by its site and its culture: the core following the terrain, streets, houses facing the street, walls with gates and fields split into plots.
11 November 2026
Neighbours ally with and subdue each other. And a game can be played peaceful, with the war further away, or free, with no ending.
10 November 2026
Fourteen improvements so a game holds up for years: the chronicle, a named warband, reworked combat, the marches after Ilipa and neighbouring lords.
FAQ
City-building and management, in real time with pause, in the Iberian Peninsula of 218 BC. You found a settlement, grow it, trade and make pacts with your neighbours and, when war comes, choose a side.
There's no date yet. When there is, it'll be here and on the Steam page.
PC. Other platforms may come later.
English, Spanish, Simplified Chinese, Russian, Brazilian Portuguese, German, Japanese, French, Polish and Korean.
Places, rivers, plants, animals and people carry period or attested names; the peoples are where they were, and each culture builds and works its own way. What isn't written is your settlement.
It's a single-player game.
No.
Community
The Steam page and the campaign are on their way. In the meantime, the devlog on this page keeps track of what's being made.