Day Count & Seasons (Including Blood Moons)
The game features two day counters: a total day count and an island-specific day count, both displayed in Roman numerals. The total day count appears in the top-right corner when you press cn_start
. The island-specific day count is shown at the start of each new day when the bells ring. It’s important to keep track of the total day count, as the changing seasons can significantly impact gameplay—especially with the approach of Winter. For quick reference, you can use online tools to convert Roman numerals.
Seasonal Structure
Each season lasts for 16 days, starting with Spring on day one. This seasonal cycle is crucial to understand because Winter presents more challenges, such as reduced income. However, with proper preparation, surviving Winter on any island is manageable.
The recent Xbox patch 1.0.0.9 has introduced new ways to earn income during Winter. You can now hunt boars and gather berries through your farmers. Additional sources of income include the merchant and fishing for pikes. The banker also offers a valuable resource, which will be discussed later under “NPCs & Hermits – Banker.” Details on berry bushes and boar dens are covered in “Shops & Subjects – Farmer Shop” and “Shops & Subjects – Archer Shop,” respectively.
Seasonal Overview
Season | Year 1 | Year 2 | Year 3 | Year 4 |
---|---|---|---|---|
Spring | Days 1 – 16 | Days 65 – 80 | Days 129 – 144 | Days 193 – 208 |
Summer | Days 17 – 32 | Days 81 – 96 | Days 145 – 160 | Days 209 – 224 |
Autumn | Days 33 – 48 | Days 97 – 112 | Days 161 – 176 | Days 225 – 240 |
Winter | Days 49 – 64 | Days 113 – 128 | Days 177 – 192 | Days 241 – 256 |
Below is a guide on how to recognize each season, aside from the day count:
- Spring: Grass begins to grow, wildlife starts to appear, and farmers resume work on farms (if they are available). Rain may occur occasionally.
- Summer: Tall grass flourishes, and wildlife is at its peak. There is no rain.
- Autumn: The river turns red due to falling leaves, signaling that Winter is near.
- Winter: Snow covers the ground, eliminating tall grass and rabbit dens. Deer cease to spawn in the forests. Farms take longer to grow crops, and once the stream freezes, all crops die, halting farm activities.
Blood Moons
Blood Moons are linked to the seasonal cycle, often occurring two days before the start of a new season, although they can sometimes appear one day earlier or later. There are a few exceptions to this pattern:
- A Blood Moon during Spring of the first year is rare, but still possible.
- Blood Moons in Winter are less common before the third year, though they can still happen.
- From the fourth year onward, an extra Blood Moon may occur mid-season.
Understanding the timing of Blood Moons and how they align with seasonal changes is essential for strategic planning, especially as the game progresses into later years.
Camp Overview
Each island features one central camp, though it isn’t always located exactly in the middle. With a small investment of coins, you can start and upgrade your camp. Upgrading requires certain resources: Wood (W) is available from the beginning, while Stone (S) and Iron (I) become accessible later on. Stone is unlocked on Island 2, and Iron is unlocked on Island 4. The table below outlines the different camp levels and their requirements.
By upgrading to the Iron Castle, you can build a bomb to destroy the Mountain Portal. The bomb is now constructed at the castle itself rather than at the forge. This step is essential for fully clearing an island. For more details, see “Shops & Subjects – The Forge.”
Camp Upgrade Costs and Unlocks
Level | Upgrade Cost (Coins) | New Features Unlocked |
---|---|---|
1. Campfire (Wood) | 3 | Archer and worker shops |
2. Village Tents (Wood) | 6 | – |
3. Wooden Fortifications | 9 | Farmer shop |
4. Town Hall (Wood) | 12 | Banker |
5. Stone Fortifications | 15 | Pikemen, catapult |
6. Castle Keep (Stone) | 18 | Shields, gem bank |
7. Iron Castle (Iron) | 20 | The forge |
Each level unlocks new capabilities, allowing you to expand your defenses and access additional resources or structures essential for progressing through the game.
Walls & Towers Overview
Walls
Walls can be built in specific locations, often requiring nearby trees to be cut down first. Upgrading a wall costs coins but enhances your defense. It’s not always necessary to build the innermost walls, as there’s usually enough time on the first day to clear an area and set up a wall further out. Upgrading your camp provides free upgraded innermost walls at certain levels: Wooden Fortifications (Camp level 3), Stone Fortifications (Camp level 5), and Iron Castle (Camp level 7).
Dirt Wall Upgrade The Statue of Building, located on Island 2, increases the defense of all walls by 75-80%. It requires 1 gem to unlock and 7 coins to activate. Only undamaged walls can benefit from this boost, which is indicated by white particles around the wall. Builders will automatically activate this effect for every wall in your Kingdom.
Rally Wall The Rally Wall is created using the Hermit of Horns, rallying troops to the selected wall. It’s crucial to use this wisely, especially if you haven’t cleared one side of the kingdom. The Hermit of Horns can be found on Island 5.
Wall Upgrade Costs and Levels
Level | Upgrade Cost (Coins) | Wall Type |
---|---|---|
1. Spikes (Wood) | 1 | Basic Wall |
2. Palisade (Wood) | 3 | Wood Wall |
3. Stone Wall | 5 | Basic Stone Wall |
4. Tall Stone | 8 | Tall Stone Wall |
5. Iron Wall | 12 | Strongest Wall |
6. Rally Wall | 12 or 16 | Stone or Iron Rally Wall |
Towers
Towers can be built on designated spots, sometimes requiring tree removal to clear the area. Upgrading towers costs coins and provides better defense for archers. Like walls, innermost towers receive free upgrades when you reach Camp level 5 (Stone Fortifications). Certain Hermits allow you to transform a Roofed Triplet Tower into specialized structures.
Special Towers Created by Hermits
- Ballistic Tower (Hermit of Tide): Offers long-range defense but is vulnerable to floaters. It’s advisable to avoid using this as the first tower.
- Bakery (Hermit of Baking): Useful for recruiting vagrants, especially on larger islands.
- Knight Tower (Hermit of Valor): Allows you to create an additional squire or knight.
Tower Upgrade Costs and Levels
Level | Upgrade Cost (Coins) | Number of Archers | Tower Type |
---|---|---|---|
1. Rock Platform (Wood) | 3 | 1 | Basic Tower |
2. Wooden Watchtower | 6 | 1 | Upgraded Wood Tower |
3. Stone Tower | 9 | 2 | Basic Stone Tower |
4. Triplet Tower | 12 | 3 | Triple Archer Tower |
5. Roofed Triplet Tower | 15 | 3 | Covered Triplet Tower |
Ballistic Tower | 15 | 1 builder | Specialized Long-Range |
Bakery | 15 | – | Recruitment Tower |
Knight Tower | 15 | – | Squire/Knight Training |
6. Quadruplet Tower | 18 | 4 | Four Archer Slots |
Both walls and towers are vital for your kingdom’s defense, offering increasing levels of protection and functionality as they are upgraded. Utilize these structures and special Hermit upgrades strategically to maximize your defenses and prepare for incoming threats.
Shops & Units Overview
Archer Shop – Cost: 2 Coins
When you set up camp, an archer shop appears on the right side of the fire. For two coins, you can spawn a bow, which allows the nearest available villager to become an archer.
Archers not assigned to a squad (with a squire or knight) will hunt during the day, targeting bunnies (which spawn in grasslands) and deer (which spawn in forests). To maximize income, create grasslands by cutting down trees near your walls. This increases bunny spawns, providing a steady income. However, avoid building too close to portals while the mountain portal is active, as archers will attack portals, triggering Greed spawns.
In late autumn, a boar den will appear on the map. When standing near it, a boar will emerge. Only one boar can be killed per winter per island. Lure the boar toward your walls at night, where it will be stunned briefly, allowing archers to defeat it. Successfully killing a boar rewards 29-30 coins. Beware, the boar can damage you and your units, potentially causing you to drop coins or even your crown.
Worker Shop – Cost: 3 Coins
A worker shop is set up on the left side of the campfire at the start. For three coins, a hammer will spawn, allowing an available villager to become a worker.
Workers are responsible for constructing walls, boats, and portals, as well as cutting down trees to expand the kingdom. Tree cutting may yield some extra coins but is not a reliable income source. It’s strategic to maintain some forest within your borders for deer to spawn, boosting archer hunting opportunities. Workers can also operate catapults and ballistae, leaving them if nearby construction or repairs are needed.
Farmer Shop – Cost: 4 Coins
The farmer shop becomes available once you have at least one additional wall on either side and the camp is upgraded to level 3. For four coins, a scythe will appear, allowing a villager to become a farmer.
Farms are built by workers at small waterfalls and can be upgraded to tier two for a total of 11 coins (3 + 8). Tier two farms allow farmers to stay overnight, increasing productivity. Each farm can support up to four farmers. Avoid placing walls too close to the farm, as it limits expansion. Farmers work only during the day, and farming halts in winter. During winter, farmers can harvest berries from randomly spawning bushes for additional income.
Pikeman Shop – Cost: 2 Coins
The pikeman shop unlocks after reaching level 5 (Stone Fortification) with tier 3 walls (Stone Wall) on both sides. Space must be available for the shop to spawn. For two coins, a pike will spawn, allowing a villager to become a pikeman.
Pikemen have limited spear durability; once used up, they drop their pike and revert to being villagers. They are useful during winter, as they can fish for income. The first four pikemen will guard the outermost wall, while additional pikemen will defend the wall behind.
Catapult Shop – Cost: 6 Coins & Fire Barrel: 5 Coins
The catapult shop becomes available at level 5 (Stone Fortifications), while fire barrels unlock at level 6 (Castle Keep). The catapult shop spawns near the outer walls, requiring sufficient space. Two workers are needed to operate the catapult, which they move as the kingdom expands. Although capable of hitting floaters, their accuracy is inconsistent.
When a fire barrel is purchased, a worker will push it to the catapult. The next shot will spread fire across the ground, dealing extra damage to enemies. If the wall behind the catapult is destroyed, the workers will flee, potentially resulting in the loss of the catapult and any fire barrels.
Gem Bank
The Gem Bank unlocks at level 6 (Stone Keep) and offers a secure place to store gems. You can deposit gems with a cost of one coin per gem to retrieve them. The bank appears at the docks, and stored gems carry over to other islands if the Gem Bank is unlocked there.
The Forge – Knights (12 Coins) & Bomb (18 Coins)
The Forge unlocks with the Iron Castle (level 7), enabling you to upgrade squires to knights for 12 coins. Knights are tougher, as they can carry more coins for additional defense. Additionally, you can construct a bomb at the Iron Castle for 18 coins to destroy the Greed on the island.
To use the bomb, three workers and two knights are needed to transport it to the cave. Be cautious, as slow enemies may intercept you on the way. Before proceeding, ensure your knights are well-supplied with coins for defense. Moving the bomb into the cave costs five coins, and setting it at the Hive costs another five coins. After setting the bomb, quickly exit the cave before it explodes. The time allowed depends on the island’s difficulty. Use a fast mount like the Griffon, War Horse, or Unicorn for a successful escape.
Recommended Mounts
- Griffon: Fast and agile.
- War Horse: Offers a defensive buff.
- Unicorn: Allows for faster movement.
For cooperative play with two players, both must enter the cave. One player can remain at the cave entrance while the bomb is set, allowing for a quicker exit.
NPCs, Hermits, and Statues Guide
Merchant (NPC) – Available on Islands 1 and 2
The merchant appears at the start of each day, offering 8 free coins when approached. To keep this daily benefit, make sure to give him one coin in return by holding the designated button after collecting the coins. This sends him back to his camp, allowing him to return to your settlement the next day. If missed during the day, you’ll need to wait until the next morning to interact with him again.
Be cautious not to cut down the trees near his camp, as this will make the merchant disappear, resulting in the loss of this free income source. This restriction also applies to wanderer camps, which are often situated close by.
Banker (NPC) – Unlocks at Camp Level 4 (Town Hall)
The banker allows you to safely store excess coins, earning interest over time. It’s advisable to deposit coins when you’re carrying more than you need, as this prevents waste and provides funds for emergencies, such as during winter.
Gem Keeper (NPC) – Available at the Docks (Camp Level 6, Castle Keep)
The Gem Keeper becomes accessible once your castle is upgraded to level 6. He allows you to safely store gems for a fee of 1 coin per gem when retrieving them. Depositing gems helps keep them secure and frees up inventory space, making it easier to transfer coins between islands.
Hermits
There are five hermits in total, each located on a different island. After recruiting them with a set number of gems, you can pay 1 coin to let them ride on your mount. It’s recommended to get them to safety inside your kingdom promptly, as hermits can be captured by the Greed. If a hermit is kidnapped, the only way to recover them is by clearing the island of the Greed.
Each hermit allows you to upgrade a specific building, but note that once a building is upgraded using a hermit, it cannot be reverted to its original form.
Hermit | Island | Cost | Upgrade Type | Building Cost |
---|---|---|---|---|
Hermit of Ballistic | 1 | 3 gems | Roofed triplet tower (Tower tier 5) | 18 coins |
Hermit of Stable | 2 | 1 gem | Millhouse (Farm tier 2) | 8 coins |
Hermit of Bakery | 3 | 4 gems | Roofed triplet tower (Tower tier 5) | 15 coins |
Hermit of Knight | 4 | 2 gems | Roofed triplet tower (Tower tier 5) | 15 coins |
Hermit of Rally | 5 | 3 gems | Iron wall (Wall tier 5) | 16 coins |
Hermit Building Upgrades
- Ballistic Tower: Requires 1 builder to operate. It shoots long-range piercing bolts but has a slow reload time. Effective against multiple enemies in a single shot. Best placed behind walls for protection.
- Bakery: Allows you to lure vagrants to your kingdom using bread, which costs 4 coins each. The maximum stock is 7 loaves, and once consumed, vagrants rush toward the bread.
- Knight Tower: Adds an additional knight to your ranks for 4 coins. This option is rarely needed, as knights can be transferred from other islands.
- Rally Wall: Summons all military units on the map to a specified wall for 1 coin. However, it leaves other walls undefended until the following day.
- Stable: Stores up to two mounts, allowing safe mount swapping within your kingdom. Converting a millhouse into a stable removes all farm plots and prevents farmers from using the location.
Statues
There are four statues, with three offering practical benefits. Avoid activating the Knight Statue, as it increases the likelihood of knights perishing.
Statue | Island | Activation Cost | Effect |
---|---|---|---|
Statue of Archers | 1 | 4 gems + 10 coins | Improves archers’ accuracy |
Statue of Farmers | 2 | 1 gem + 7 coins | Increases crop yield |
Statue of Builders | 3 | 3 gems + 9 coins | Boosts wall durability |
Statue of Knights | 5 | 2 gems + 9 coins | Enables knights’ charge attack |
Statue activation enhances different aspects of your kingdom’s defense and economy, making them valuable investments during your expansion efforts.
Mounts Guide
Default Horse – Starting Mount on Island 1
- Cost: 2 coins (to remount if dismounted)
- Description: The Default Horse is your reliable companion on Island 1. It can regain stamina by grazing on grass, except during winter or in forested areas. Make sure to allow it enough time to graze fully, as moving too soon will cancel the stamina recovery.
Griffon – Found on Island 1
- Cost: 2 gems & 8 coins
- Description: The Griffon is one of the best mounts for the early-to-mid game, with great stamina and the ability to regain stamina anywhere, including during winter. It has a special ability that allows you to blow back Masked or Armored Greed by pressing a designated button. This mount is unlocked using gems, which can only be obtained on Island 2 or later.
Stag – Found on Island 2 (Near Waterfall)
- Cost: 1 gem & 3 coins
- Description: A significant upgrade from the Default Horse, the Stag excels in the forest where it can run at higher speeds, though it slows down on grassy terrain. It can lure deer towards your archers for easy hunting. Like most mounts, it regains stamina by grazing, which isn’t possible during winter.
War Horse – Found on Island 3 (Battlefield with Sword)
- Cost: 2 gems & 8 coins
- Description: A solid mid-game mount, the War Horse has a special ability that grants nearby units a damage-absorbing buff for 10 seconds, with a 20-second cooldown. It can graze to regain stamina, but not during the winter season.
Wild Horse – Found on Island 3 (Open Field with Fence)
- Cost: 1 gem & 4 coins
- Description: The Wild Horse is similar to the Default Horse but has improved stamina. It also grazes to recover stamina, which is not possible in winter.
Lizard – Found on Island 4 (Ruins with Fountain)
- Cost: 3 gems & 10 coins
- Description: Ideal for defensive strategies, the Lizard can breathe fire when its ability is activated. While its stamina is limited, it compensates with a higher base speed and can regain stamina by sunbathing.
Great Bear – Found on Island 4 (Cave with Beehive)
- Cost: 3 gems & 11 coins
- Description: Despite its name, the Great Bear is not particularly impressive. It deals minor damage to animals and Greed while running but lacks significant advantages. This mount cannot recharge its stamina.
Unicorn – Found on Island 5
- Cost: 4 gems & 12 coins
- Description: The Unicorn is a unique mount that can generate coins by grazing, producing 3 coins roughly every 12 seconds. This makes it a valuable asset for generating income.
Each mount offers different advantages, making it crucial to choose the one that best suits your playstyle and the challenges of each island.
Enemies Guide
Greed
- Description: The most common enemy, Greed can be defeated by Archers, Pikemen, Catapults, or Knights. They can also be bribed with coins to protect your workers and the kingdom. To bribe them, drop coins on the ground by pressing the designated button.
- Behavior: Greed will attack your citizens, steal their tools (causing them to lose their jobs), and snatch any coins or boat parts on the ground. Above all, protect your crown from them!
Armored Greed
- Description: A tougher variant of the standard Greed, these enemies wear masks that give them additional defense. They require multiple hits to defeat, but once the mask is broken, they revert to normal Greed and can be taken down with one shot. Armored Greed can also be bribed with coins.
Floaters
- Description: These airborne enemies ignore walls and directly target units such as workers and farmers. To defend against Floaters, it’s recommended to build Roofed Triple or Quadruplet Towers, which are out of their reach. Although Catapults with many Archers can help fend them off, Floaters can survive a direct Catapult hit.
Breeders
- Description: Breeders are large, tank-like enemies that spawn 3-4 Greed at a time. While slow-moving, they can deal significant damage and quickly break through walls. They can also throw back rocks launched by Catapults, damaging towers or walls. To defend against Breeders, use a combination of Archers and possibly the Lizard mount. Building a secondary wall behind the first line of defense allows your units to retreat and continue fighting.
Crown Stealers
- Description: Crown Stealers have one goal: to take your crown. They are often seen riding on Breeders, quickly leaping over walls to reach the player. While they are fast, they don’t have much health and can be easily defeated by Archers. If one appears, retreat behind your main defensive line to stay safe.
Big Boss
- Description: The Big Boss is encountered within the Mountain Portal. It continuously spawns Greed and Masked/Armored Greed. To defeat it, advance cautiously while your Knight squads and their Archers attack. Continue moving forward to eliminate the Big Boss and any other threats.
The Hive
- Description: Located inside the Mountain Portal, The Hive serves as a spawning point for Greed. To destroy it, move forward until the Bomb stops, indicating the Hive’s location. Utilize the information and strategies in the related guides or videos to defeat this formidable enemy.
Each type of enemy requires different tactics, making it important to adapt your strategies and defenses as they appear.
Portals Overview
There are three types of portals in the game:
- Dock Portal
- Located near the edge of each island. Destroying this portal allows you to build a Lighthouse, which helps in securing safe passage between islands.
- Mountain Portal
- Found at the opposite end of the island from the Dock. Destroying the Mountain Portal clears the island of Greed permanently.
- Default Portals
- These are the intermediate portals located between the Dock and Mountain Portals. On Island 1, there are no Default Portals, but from Island 2 onwards, you will encounter one or more. Default Portals must be destroyed before you can proceed to eliminate the Dock or Mountain Portal.
Building and Using Portals
- Constructing a Portal: After destroying a Greed spawn gate (not including the Mountain Portal), you can rebuild it as a usable portal. Assign a worker to construct the portal at a cost of 8 coins.
- Fast Travel: Once a portal is built, you can use it for fast travel between locations for 2 coins. Move left or right to choose your direction. When the screen flashes, press the button at the second or third flash to activate the travel. If you miss the timing, the travel will be canceled, and you will lose the coins.
Boat & Lighthouse Guide
The Boat
- Each island features a damaged boat that must be repaired before setting sail to another island. The initial cost to start building the boat is always 10 coins. However, the total cost will vary depending on the island:
- Island 1: All boat parts are included, making it the cheapest to repair.
- Island 2: Only half of the parts are provided, requiring more coins.
- Islands 3 and beyond: Each individual part costs 2 coins, making repairs more expensive.
- Protecting the Boat: Be aware that Greed enemies can steal boat parts lying on the ground, increasing the cost of repairs. It’s best to build the boat within the safety of your castle or after a wave of Greed attacks has ended.
- Launching the Boat: After completing the repairs, pay 2 more coins to launch the boat into the water. You will then need to ring the bell, costing another 2 coins, to summon up to 3 workers, 4 archers, and 3 squires/knights onto the boat. The knights will board from random sides.
- Setting Sail: Once your crew is on board, pay 10 coins to start your journey. All hermits on the island will also come along. During travel, your party is safe from regular Greed enemies, but beware of Floaters, which can still pose a threat.
- Navigating the Map: Once the journey begins, you can press the button to bring up the map and select your destination island.
The Lighthouse
After destroying the Dock Portal, you have the option to build a lighthouse to protect your boat from future damage. Building a lighthouse saves you the hassle of repairing the boat when returning to the island.
- Lighthouse Levels:
- Level 1 (Wood): Costs 6 coins, provides 10 days of protection.
- Level 2 (Stone): Costs 12 coins, extends protection to 20 days.
- Level 3 (Iron): Costs 18 coins, offers 30 days of protection.
Each level ensures a 100% chance of keeping your boat intact for the specified number of days, preventing decay while you are away from the island.
Decay
Decay occurs when you leave an island and sail to another one. For example, departing Island 1 for Island 2 will trigger decay on Island 1. The rate of decay is slower on earlier islands and is influenced by the type of walls you have built, as well as the presence of a lighthouse.
However, decay is generally not a major concern, as it is quite manageable to rebuild and restore your defenses when you return to an island.