Customise the Spiritlands, found multiple settlements, search ruins, fight enemies, and manage all your own production, creating a bustling network of villages and cities and designing how you run your lands with lots of possibilities!
User reviews:
Overall:
Mixed (10 reviews) - 60% of the 10 user reviews for this game are positive.
Release Date: Apr 25, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“After many months of exciting and passionate development, Spiritlands is now at a point where it has been thoroughly tested and is packed with features and options to play with. Now I present my game to you, the community, who have been excellent in pitching ideas! We have big ideas, and some are now included!

While Spiritlands is under development, we foresee balancing adjustments, gameplay and UI tweaks. We are excited to get your feedback and continue building Spiritlands into a fun, engaging and challenging strategy game like no other!”

Approximately how long will this game be in Early Access?

“The game will be fully released when all work is completed on it. This could be a couple of weeks or a couple of months, but we will keep adding the content needed to make it as fantastic a game as possible, for all the community.”

How is the full version planned to differ from the Early Access version?

  • Well balanced gameplay.
  • Packed with the best features for the best experience.
  • Certified issue free.
  • Scenario Creator- save and edit scenarios that start you in challenges with pre-made buildings and resources!

What is the current state of the Early Access version?

“Very complete. It needs wider testing and any adjustments to be made deemed necessary. New builds will be released every 1-2 weeks with an announcement, depending on the size of the changes!”

Will the game be priced differently during and after Early Access?

“The price will likely be increased on release, so buying now is potentially cheaper, as well as you helping mould a strategy game!”

How are you planning on involving the Community in your development process?

“Be active on the Steam community forums! Express your feelings about the game and I will be there to reply and discuss. I want your ideas, and your feedback!

Look out for forum posts, social media posts, and announcements!”
Read more

Buy Spiritlands

 

Recent updates View all (14)

July 30

Update #8- Happiness

Hello! I am very excited to release this latest update to Spiritlands. In the last update the game got a big shake as settlements were added- transforming the way you play. This update is one half of the utilisation of that new mechanic and adds more significance to walls, tile flooring, and the preservaton of natural tiles, as well as where you choose to begin.

Happiness is a settlement-specific value that can be viewed by right-clicking the Town Hall or completely zooming out. The value is from 0-100 and provides production effects from -40 to +40% to all production. It is generated through settlement natural tiles, ruins (particularly explored ones), the diamonds/flowers you have, and by building barracks, walls, and any of the THREE NEW BUILDINGS.



The emergency services, schools, and waste management centres all provide a 10 point boost to happiness. I will be asking if people want more to be used from these buildings after the next update.


Big changes:

- Happiness as talked about above. There are also happy/sad particle effects to show you what affects happiness which way even more.

- 11 new building icons in the tile UI are added including 3 categories. Some of the icons won't be usable yet.

- New school, waste management, and emergency services happiness buildings.

- The Faith extra time ability has now been changed to a 2x production boost for 30 seconds per spend/click.
- A lot more uses of the helper. She can now also be toggled on and off easily. She will also store un-closed messages, so if you quickly get a few, you won't miss a thing.

- Disabled research and missions- they are just too pointless until their update (two from now).

- Every settlement can have a maximum of 5 explorers per Town Hall level. This stops the endless assignment of explorers from being possible.

Smaller changes:

- Tile requirements are now all vertical and have a visible expand button for pulling out the requirements.
- The Profile panel now includes tiny icons for happiness, power, water, food, housing, and coal. When a settlement disaster is happening, the correct icon will be red when looking at the settlement.
- A new option is in the settings menu- you can turn off the automatic jumping to settlements. This occurs if you are at one settlement, but another e.g. runs out of coal. That way you won't miss that happening and face a big problem when you do.
- New original main menu music again by Brian Fairbanks.
- All small window event notifications are related to the settlement you are looking at.
- Secret settlements- the old 15 buildings before being attacked is settlement specific. Settlements with at least 10 buildings can be attacked. Also the more camps you can see (up to 6)- the more frequently you will be attacked.
- Some small graphical additions.
- You can no longer upgrade settlements to overlap enemy camps- you must destroy them first.
- Saves now display the total population that you have across all settlements.
- You can now place sandstone on ocean tiles.
- Campfires are now cheaper at 150 wood.
- Brought back the- press 'R' and selected tile will rotate hidden trick-- works on all tiles.
- Wall costs are significantly reduced- meaning they should be purchasable early-game.
- Double the number of bones found in ruins (as they are used in building schools).
- You now find keys in ruins to help you open golden chests.
- Colonies use up the resources you trade with them 3x faster.
- Homes cost less skins to upgrade.
- Food stored no longer goes below 0- this is because if you have multiple settlements and one runs out of food and you don't notice- you won't have to recover masses of food.
- Less explorers needed to explore ruins.
- Lowered the coal rate from homes costs slightly- to 0.3.
- Tile flooring can be placed outside of settlements but at costs to the capital.



Patch:

- On leaving game and restarting- main UI is no longer visible.
- Increased edge of world so the camera can always overlay settlements on right side.
- Clicking next page on the market quickly overlaying buttons improperly no longer happens.
- Building homes no longer removes the visual element of the pre-existing flooring.
- Light being created even without the resources to build a farm- fixed.
- Some text issues with words poking outside of boxes.
- The initial zoom level is slightly further back, and the layer scaling issue (pre-first zoom) is fixed.
- Stopped free walls, paths, and tile decors.
- Stopped trying to build walls without the correct resources from destroying paths.
- Added atmospheric sounds for the colonies too.
- Explored ruins are also removed when settlements are destroyed.
- Slightly lowered defence military atmospheric sound volume and spaced it out by 10 seconds.
- Fixed some statistics.
- Statistics menu is now above tile requirements pullout-- has its own close button.
- Removed the ability to move boats outside of a settlement.
- Lots of attack and defence fixing.
- Enemy camps overlapping colonies are destroyed better.
- Renamed the population achievements to 25 and 50 pop so they will work again.


Coming up

The next update is power and water- that means 2 more buildings (but a few appearance variations for the windfarms). Currently I plan on making it so that the power and water requirements affect happiness- but I might expand on that.

I am also looking into adding a new panel that will organise a periodic set of resources from one settlement to another. That way you can create resource specific (mostly) settlements- such as ports.

Question:
Should changing resource collection change from clicks to putting a symbol over a tile to start autocollection- the same with building healing, and you can quickly reselect the tile or drag it to a new place?


Please let you know your thoughts! Months in and on the edge of the final month of development. Have your say!



Kenthria- @ Tall Story Studios

Forum: https://www.tallstorystudios.com/forum/spiritlands

Facebook: https://www.facebook.com/tallstorystudios/
-: https://www.facebook.com/kenthria/
Twitter: https://twitter.com/TallStory_S
1 comments Read more

July 16

New Tall Story Studios website!

Happy Sunday all!

First I am glad to here that I have had no bug reports since the last big update! This means from tomorrow work can begin on water & power buildings- making use of the new settlements basis!

I am here though to announce the new Tall Story Studios website!

https://www.tallstorystudios.com/ IS LIVE!

Included is a blog for developers tips/experiences, and a forum if you want to sign up and share screenshots, ideas, or find help!
0 comments Read more
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About This Game

Spiritlands is a 4X casual resource and people management game in which you create or generate lands of over 3000 isometric tiles and build a populous from campfire to teeming city, from collecting resources, to building and assigning hundreds of workers to a variety of roles including farmers, explorers, and soldiers!

The game pits you against a changing and challenging world- only this time you are it's creator! With hundreds of thousands of possibilities, from desert lands, to waste lands, each world you create changes your gameplay. Explore your world with generated ruins and enemy camps, as you discover, research, and fight to improve and protect your people as you grow.



The story:
Humanity has become consumed with greed. While some grow richer, others are starving. Riots have dismantled many of the world governments, and people seek refuse from the chaos and carnage that now plagues the Earth.

In an attempt to free yourself from damnation, you branched out on your own path to the fabled eighth continent, hundreds of miles from the shores of any established country.

Few had dared to travel across the sea into the mist- with tales of lost ships and ancient wars that once destroyed the Spiritlands.
For you however, the danger draws you in... the mysteries, the colonies, the freedom to create and do as you desire.

You dream of making your own civilisation, to start again! Through blood, wealth, or discovery you will rise with your people, from the wood of the forests, to the iron from the mountains, the Spiritlands will become your home.


The goal:

Spiritlands is a game about possibility and survival. The goal is open-ended, to establish as many settlements you want, with as much population or size as you want.
You might want to create masses of resource guzzling cities with skyscrapers and tarmac roads that tear down the nature that once was there. Or you might want to make hamlets and towns, each producing different goods that share across your civilisation, preserving the nature as sources of happiness. Either is possible- and so is anything in between! Your lands are yours to build up as you please. The end goal is to look at what you have made and feel proud of it.

The people:

Your people need 5 things:
- Water
- Power
- Happiness
- Food
- Shelter

Your people are your explorers, workers and soldiers- they fuel your growth and are specific to the settlement they are in.


Resources:

Resources are the corner stone for each settlement that you control. Resources fuel buildings and your people, from feeding them to training them. In the early game, you can click or click-hover over tiles to collect their resources. As a leader you make the first buildings in your Capital. Soon after your resources become automated as you create farms, lumbermills, quarries, mine, and fishing areas and assign your people as needed.

Each resource has a rate create by consumption of your automation. You must keep resources in the positive to
survive.

Main resources:
- Food
- Wood
- Stone
- Coal.


Exploration:

Spiritlands definitely isn't a game about staying in one area with one settlement. You are encourages to explore, carefully. Placing campfires, you break through the fog the of the lands, uncovering old ruins that you can tell your people to explore for loot chests. You can also uncover colonies that you can trade or fight with.

There are also enemy encampments of different sizes, who will attack your settlements if you are large enough to be noticed. You can also attack them. Exploring uncovers more lands, more resource tiles, and more opportunities!


Colonies:

There are 4 colonies across your lands:
The Port Keepers- they run a harbour with ships that create food.
​The Woodlanders- they run lumbermills for wood.
The Stonecutters- they live in the hills mining stone.
The Miners- who live in the mountains and trade coal.

Each colony can be traded with at your markets. Once discovered you can befriend them by trading with them the resources that they need, so that they can build and eventually provide you with freebees! Anger them through attacks though and they will hunt your people.


Combat:

Whether you are fighting encampments or waging wars on colonies- combat is a necessary part of expanding. By building attack barracks, you can create a collective army of soldiers to use as you wish. They are trained purely in attack, and can be researched to be made stronger. Sometimes you will come under attack, especially if you leave an enemy encampment alone for too long. So you need defences...

Everywhere has a viewable defence score. Attacks will centre on one of your buildings, but will damage the surrounding area. You can build walls to increase your score, as well as creating defensive barracks or watch towers and posting soldiers.


Research (a work in progress!)

Research comes in 3 paths:

1) The Discoverers -
Discoverers seek peaceful routes to knowledge, unvailing the world and the secrets in it is their goal, while preserving the natural landscape around them.
2) The Evolutionists -
Evolutionists pursue prosperity and growth. They want to control vast areas with masses of resources and highly developed land.
3) The Conquerors -
Conquorers desire power above all else. They wish to route out all competitors and destroy them, and to be the only sign of life in these lands.

Research can increase production power, add buildings such as water towers, armouries and taverns, and even encourage cannibalism.


Map editor:

The Map Editor is the first thing you see after entering your name and the name of your civilisation. On the screen are 3 different sized paintbrushes, as well as a tile selection panel so you can paint tiles. You can also adjust sliders to regenerate your land- as well as paste in seeds you might get from the forum for example.

The Editor is really easy to use, allowing you to create beautiful hand-made landscapes. The default areas are perfectly usable and randomly generated, but you can create dead wastelands, vast deserts, biome based places or one single island to fight over- you can even recreate some of your favourite maps from other games!


Scenarios (a work in progress!)

Scenarios add a new dimension to the game. They start you in developer hand made lands, with existing settlements and buildings, with challenges to overcome- similar to old Rollercoaster Tycoon games!

Your goal is to stabilise all settlements and regain control. Whether you need to quickly forge an army to defeat enemy encampments- or save a settlement from extinction! You will wonder how the mess could have been created in the first place.

Scenarios are fun additions for players who have became experienced in the main game.



Spiritlands is a fun game packed with content and lots to manage and grow. If you like incremental games, and games of this style you will enjoy this game! Brought to you by the creators of Project Abyss, we work with players to make any adjustments we agree are needed- and many tweaks and small features have been added this way!

Check out https://www.tallstorystudios.com/ forums for more!

System Requirements

    Minimum:
    • OS: 7+
    • Processor: 1.7 GHz Dual Core
    • Memory: 500 MB RAM
    • Graphics: NVIDIA GeForce GTX 260, ATI Radeon 4870 HD, or equivalent card
    • DirectX: Version 10
    • Storage: 300 MB available space
    • Sound Card: DirectX Compatible Sound Card
Customer reviews Learn More
Overall:
Mixed (10 reviews)
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