I wanted to play a city building game with the feel of a real time strategy game, but with more depth; more resources, more control, and most importantly: more complexity. All set in a medieval world with some fantasy elements thrown in.
Paid • Proprietary
What is Timber and Stone?
I wanted to see trebuchets destroy castle walls, trees, and earth. Fire used as a realistic weapon. A game where I not only get to build an army but also have to feed that army, by farming, fishing, hunting, and foraging. With an intuitive crafting system that allows me to engineer siege equipment by felling trees for wood, create brick to fortify my kingdom’s walls using the raw stone I’ve mined, and blacksmiths who forge armor and weapons for my military.
Such a game didn’t exist in a form I wanted to play. So I decided to create it. Inspiration comes from games like Caesar, Zeus, Age of Empires, Dwarf Fortress and Minecraft.
The game’s graphics are built with procedural cube meshes (sometimes called Voxels), which make the gameworld quick and cheap to render, and gives the game a look that reminds me of the old pixelated computer and console games that I grew up playing.
Timber and Stone is essentially a sandbox game, where the player is allowed to create any style of settlement, village, or kingdom he wishes. My goal is to provide a city building game that rivals roguelikes in terms of difficulty and randomization. You start the game with a procedurally generated terrain and are given a small group of workers and resources. To survive, you’ll have to collect food and building materials. The more wealth you amass, the more likely you’ll be besieged by marauding goblin hordes or by necromancers controlling undead armies. Alter the land with large quarries or deforestation and you risk awakening the spiders and wurms that live deep underground. Or perhaps that’s your intent, to collect their scales and silk to craft powerful armor and bows?