Found your village. Conquer the map.

One single world, with room for thousands of villages. Build, train an army, hunt monsters, trade with your neighbours — and when this world gets too small, cross over into the underworld.

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Battle between two players: ninety-six troops on each side, with catapults on the edges, arrows crossing the field, healing and champions in the middle of the clash
Ninety-six against ninety-six Fourteen troop types on each side, each with its own range, speed and way of picking targets. The battle is simulated troop by troop and is RECORDED: you watch it later, and whoever defended watches it from their side.
A complete village seen from above, with all 27 buildings and the castle on the central square
Your village, fully built Twenty-seven buildings on twenty-eight plots, the Village Centre on a square in the middle and the banners of your titles along the edge.
The world map: villages scattered about, a lake with a crystal vein, animal nests and a Gorvak
There is only one world Villages, lakes, deposits guarded by creatures, nests and monsters — everyone on the same map, with no separate servers.
A campaign invasion: a battle on a purple underworld field, with dead trees and the cavalry from the other side of the veil
A hundred invasions of the underworld The other side has your own army in a dark version — tougher, and fuelled by Enemy Souls.
The village square up close: the level 10 Centre castle, surrounded by the buildings and the garrison
Every level changes the artwork The Village Centre has one drawing per level, from hut to castle — and it is what your neighbours see on the map.
The campaign trail: red portals descending across dark underworld ground
The trail of a hundred stages One at a time, in order. Beating stage 40 gives you the Underworld Barracks; stage 100 completes the whole tech tree.

Build

Twenty-seven buildings, from the Village Centre to the Hospital. Every construction takes real time — and it keeps going while the game is closed.

⚔️ Fight

Twenty troops in the village and seven more from beyond the veil, each with its own range, speed and way of picking a target. You place your army square by square and watch the battle afterwards.

Trade

A noticeboard where the prices are set by the players. Sell what you have to spare, buy what you are missing, learn how to price things.

Explore

Deposits guarded by creatures, boar dens, nests of tameable animals and fish shoals in the lakes. Without the right specialist on the expedition you come back empty-handed — and the Tamer will not go after an animal without a rope, made at his hut.

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Join up

Clans with their own army, skills that apply to every member, collection points to hold on the map and a Citadel fought over in a knockout tournament every Saturday.

Who will fight for you

Each troop building trains a different kind of fighter, and each kind fights its own way — the one who breaks through the line, the one who takes the hits for the others, the one who heals, the one who blows up.

Barracks — the front line

Spearman
Archer
Shieldbearer
Knight

Goblin Hut — the little ones that multiply

Rat Goblin
one becomes three on the field
Brute
Bomber
spends himself on the blow

Tower, Cave and Altar — the top of the tree

Mage
strengthens the army
Healer
heals instead of striking
Sleepy Colossus
lies down when hit
Stone Golem
strikes two at once
Paladin King
champion: health aura
Shadow Archer
champion: range
Dark Mage
champion: damage aura

Only one champion fits in a village — and his aura counts wherever he is: taking him on the attack means leaving your defence without him.

Explorers' House — the ones who gather what the map hides

Prospector
precious stones
Lumberjack
fine timber
Herbalist
rare herbs
Fisherman
goes to the lake alone
Tamer
brings the animal back alive

And who will be on the other side

Orc Wolf
guards the vein
Furious Dwarf
guards the grove
Giant Bee
guards the reed bed
Angry Mushroom
guards the herbs
Boar
guards the meat

The Campaign: a hundred invasions of the underworld

When the map starts to feel small, a gate opens in your own village. On the other side stands your army in its dark version — the same troops, 45% tougher, fuelled by Enemy Souls, which only drop when you defeat real people.

100invasions, one at a time
4buildings from the other side
7dark troops to train

The invasion is the only battle in the game with no travel: it happens on the click, and whoever survived is already home. Losing costs nothing but the army — you train again and try once more right away. What it charges you is soldiers.

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🏰 Stage 40 — the Underworld Barracks

From here on your village trains the race from over there: Underworld Spearman, Archer, Shieldbearer and Knight, who eat souls instead of meat.

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⚒️ Stages 60 and 80 — Workshop and Altar

The upgrades and the three champions from the other side, with the same aura as ours and twice the hide.

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💠 Stage 100 — the House of Magic Items

The last rung there is. The campaign ends exactly where the game tree ends — the dark champion's magic item is not left twenty stages short of the finish.

The seven you will be able to train

Underworld Spearman
Underworld Archer
Underworld Shieldbearer
Underworld Knight
Underworld King
champion
Underworld Shadow Archer
champion
Underworld Dark Mage
champion

Only the enemy has the two siege engines. The underworld catapults exist on the invasion field — the hundred stages were balanced against them — and there is no Factory beyond the veil. They stay what they are: a problem.

▶ Open the gate

What the map hides

Leaving home is half the game. Every place in the world calls for a different expedition — one of them needs no specialist at all, and another needs no fighting at all, only speed.

Fishing

Lakes scattered across the map, with shoals inside them. You send a single Fisherman, he stays five minutes and comes back. Each shoal is worth one fishing trip only — whoever gets there second finds nothing.

Boar herd

The only spot that needs no specialist: win, come back with the meat. It is the first gathering target a beginner can reach, before having the Explorers' House.

🐾 Nests

Four species, and more nests as more people join. Take the Tamer with a rope and the animal comes back alive: not a troop, a pet. The harder the nest, the rarer what comes out of it.

Magic Stone

The rarest material in the game, and the only one nobody produces: a 0.5% chance on every deposit and every monster you defeat. It is what champion magic items are forged from.

Four animals, four ways to help

A pet does not fight and does not die. It stays — and five of each species fit in your collection, which forces you to choose which of the five you let go when a better one turns up.

Scorch
speeds up the forge
Balu
more gold on the map
Kiro
comes along and gathers more
Nerion
shortens the march

The last two leave home: they travel with the army, and the same animal cannot go on two expeditions at once. A 40% Nerion is one in four hundred — the rarity is the mechanic.

🐲 Gorvaks and Vulkrans

The map's two monsters respawn somewhere else on it when they fall. They drop Gorvak Souls and Vulkran Fire, which unlock the top-tier troops — and a big Vulkran calls for a serious army. Two players hunting the same creature is normal in a single world: whoever arrives second turns back halfway instead of finishing the trip to an empty spot.

What happened while you were away

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The Citadel

A castle at the centre of the region that collects 1% of everything the region produces for the clan that holds it. Fought over in a knockout tournament every Saturday: five armies of 96 per clan, three wins take you through.

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The report no longer waits

It arrives when the army arrives, not when it comes back. You know the result at the moment of the battle; what is still on its way is the loot — and the report says so in as many words.

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Gold moves the clock forward

500 per hour, in any amount: construction, Workshop upgrades and artefact forging. You type in how much you want to spend and the game never charges more than what is left.

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🛡️ Two locks against siege

One army per place at a time — no sending five marches at the same target — and once a day on each player: four player villages a day, and none of them twice. Retaliation, though, goes out immediately.

The Mail warns you

An army marching on you is no surprise: a letter arrives saying who is coming and at what time, in your own time zone. How many, no — that is what the attacker gets to keep hidden.

🩹 The Hospital

30% of those who fall in combat come back wounded instead of dead, and get back on their feet immediately for a fraction of the troop's price. What it gives you back is not resources, it is the time in the queue.

All of it explained in one place. The wiki tells you how each mechanic works — why a troop is not attacking, how long a march takes, what each pet does, how the Citadel tournament is decided.

Beginner shield: five days of peace. Every newly founded village starts with a five-day protection — nobody can attack it in that time, which is the time to learn the game without rushing. Nothing stops a beginner from attacking, shield or no shield.

▶ Start my village

Real people, on the other side of the map

Join the community

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