Iron & Timber the economy is the militia — studio progress concept pitch site ↗

Game Concept: Iron & Timber — The Muster

Created: 2026-09-12 Status: Draft


Elevator Pitch

It's a frontier city-builder where you manage a deep medieval economy in a
monster-haunted wilderness — and every tool you forge is also a weapon, every
worker you employ is also a soldier. When the horn sounds, your supply chain
becomes your army.


Core Identity

Aspect Detail
GenreReal-time strategy city-builder: settlement management with light tactical defense
PlatformPC (Steam / Epic)
Target AudienceBanished / Ostriv / Timberborn players who want consequence
Player CountSingle-player
Session Length30–90 minutes (one seasonal cycle)
MonetizationPremium
Estimated ScopeLarge (24–36 months, solo) for the full vision; MVP is 3–5 weeks
Comparable TitlesBanished, Ostriv, Manor Lords, Going Medieval

Core Fantasy

My town's strength is legible in its stockpiles.

The player is a frontier steward whose settlement is simultaneously an economy and a militia. There is no separation between the people who produce and the people who fight — the woodcutter who has been feeding the sawmill all summer is the same person standing on the palisade in autumn, carrying a spear the player chose to forge instead of a plough.

What the player can do here that they can't elsewhere: **look at their armory and know whether they survive the winter.** In Banished the wilderness is indifferent — it starves you but never comes for you. In Manor Lords the battles happen somewhere adjacent to the economy rather than emerging from it. Here, military readiness is a direct, visible readout of economic decisions made weeks earlier.


Unique Hook

**Like Banished, AND ALSO your entire population is a conditional militia whose combat effectiveness is a direct readout of your economy's health.**

There is no "recruit soldier" button. There is iron ore, a charcoal kiln, a smelter, a blacksmith, and a person who stops being a farmer. Every point of military capability was paid for in economic capability that no longer exists.

The hook affects gameplay at every level: the 30-second loop (does this iron become a plough or a spearhead?), the session loop (is the armory full enough for autumn?), and the progression loop (can I afford a standing guard yet, or does everyone still need to do double duty?).


Player Experience Analysis (MDA Framework)

Target Aesthetics (What the player FEELS)

Aesthetic Priority How We Deliver It
Challenge (obstacle course, mastery)1Reading the frontier correctly — knowing how much iron autumn demands, and what the muster costs while it lasts. Mastery is in allocation under real stakes. (Promoted from 2 on 2026-09-14: the hook, the core loop, the retention line and four of five design risks are all about consequence. Ranking Expression first contradicted the rest of the document.)
Expression (self-expression, creativity)2Settlement layout, production specialization, and district design are the player's creative act. The game does not punish beauty over optimality — but it does not shield the player from the consequences of under-preparing, either.
Fantasy (make-believe, role-playing)3The frontier steward fantasy: carving a living settlement out of hostile land.
Narrative (drama, story arc)4Emergent, not authored. Named settlers with persistent gear and scars generate the stories.
Discovery (exploration, secrets)5Learning the systems and the threat rhythms; later, pushing outward into unmapped valleys.
Sensation (sensory pleasure)6Seasonal colour shifts, visible wear, the satisfying completion of a production chain.
Submission (relaxation, comfort zone)7Present in the build-out phases between threats, but deliberately interrupted.
Fellowship (social connection)N/ASingle-player. No co-op or multiplayer planned at any tier.

Key Dynamics (Emergent player behaviors)

Core Mechanics (Systems we build)

Two military sinks minimum, from MVP *(added 2026-09-15 after the independent playtest)*. Spears arm a defender and are capped at the population that can carry them. Mail protects one and is not capped the same way — it reduces losses rather than adding defenders. The second sink is not polish; without it the loop stops working. When the playtest's settlement halved, the spear cap fell with it, four paid-for spears were stranded, food was already met, and iron had nowhere left to go for a season and a half. The tester's unprompted words: *"its kinda frustrating. i want more diversity in weapons and tools."* A single military sink closes the moment the population shrinks, which is exactly when the player most needs something to do.

Bound — the reserve. At least 2 settlers always remain on production and cannot be mustered. Without this floor the mechanic is a death spiral: a settlement that must arm everyone produces nothing between raids, so it can never reforge lost gear or recover, and each raid is unwinnable-er than the last. The reserve guarantees a rebuild path exists at every population level. It is deliberately small — two settlers is a trickle, not a recovery, so the muster still hurts.

Income model. Iron income scales with working settlers, not total population. A mustered settler produces nothing; a dead settler produces nothing permanently. This is what makes both the muster and settler loss economically real. *(Supersedes the prototype's flat 3/turn, which contradicted its own rule that dead settlers stop producing.)*

Gear on the fallen. A dead defender's gear returns to the armoury damaged, needing iron to repair before it can arm anyone again. Full recovery would make spears permanent capital and recreate the dominant strategy the design is trying to kill; total destruction would make every loss doubly punishing and feed the spiral. Damaged-and-repairable keeps the displaced cost intact and gives iron a recurring sink.


Player Motivation Profile

Primary Psychological Needs Served

Need How This Game Satisfies It Strength
Autonomy (freedom, meaningful choice)The gear-vs-tools decision recurs constantly with no single correct answer; it depends on the player's read of threat. Layout is entirely unconstrained.Core
Competence (mastery, skill growth)Skill is in reading the frontier. Novices over- or under-arm; experts know precisely what each season demands. Growth is in judgment, not reflexes.Core
Relatedness (connection, belonging)Named settlers with persistent roles, visible gear, and accumulated scars. The three-raid veteran in the good chainmail is a character the player has feelings about.Supporting

Player Type Appeal (Bartle Taxonomy)

Quantic Foundry mapping: primary appeal is Design + Completion (the builder motivation cluster), secondary is Strategy + Challenge.

Flow State Design

Failure State (added 2026-09-14, design review)

The settlement is abandoned when the population falls below 3 settlers. The run ends. There is no rebuilding from one survivor.

This exists because a game about consequence needs a way to lose. Every other stake in the design — the armory readout, the allocation tradeoff, the muster — is measured against this floor. Without it, "under-armed" and "over-armed" both resolve to "somewhat worse for a while," which is what the first prototype measured and why its verdict was withdrawn.

Losses are clamped at the floor. A single raid can reduce the settlement to 3 settlers but never below it: Losses = min(Raid Strength − Defenders, Settlers − 3). Reaching exactly 3 is survivable; the run ends only when the settlement *cannot sustain itself* from there and drops below on a subsequent raid. This exists because the unclamped formula skipped the floor entirely — 4 settlers facing a strength-3 raid with no defenders went straight to 1, and the failure state a player was supposed to see coming arrived without ever being approached.

Evaluation order at the moment a raid resolves:

Design notes:


Core Loop

Moment-to-Moment (30 seconds)

Provisioning. Assigning labor, routing materials, placing buildings. The core act is deciding what a resource becomes: this iron becomes ploughshares or spearheads; this leather becomes work boots or a jerkin. Each micro-decision is a small bet on how dangerous the coming season will be.

Intrinsically satisfying because it is legible — the player sees the stockpile move, sees the smith begin work, sees finished gear rack up in the armory.

Short-Term (5-15 minutes)

A production chain completes. The charcoal kiln finally feeds the smelter, which feeds the blacksmith, and a finished spear appears on the armory rack. This is the "one more building" hook: the player always wants to close one more loop. Because the armory is simultaneously an economic output and a defensive readout, watching it fill delivers two satisfactions at once.

Session-Level (30-120 minutes)

One seasonal cycle. Spring build-out → summer expansion into dangerous terrain → autumn raid and muster → winter scarcity, repair, and planning. Each season boundary is a natural stopping point. The session ends with the player knowing the state of their armory and the shape of next year's threat.

Long-Term Progression

Frontier establishment. Growth is in options, not raw power. Early game: one settlement doing everything badly, everyone doing double duty. Late game: specialized production districts, a standing guard that frees workers from militia duty, outposts claiming the iron valley. The game is "done" when the frontier is secure enough that raids are an annoyance — and then the player pushes further out and makes it dangerous again.

Retention Hooks

The hook that follows the player off the couch: *I know my armory is thin and autumn is coming.*


Game Pillars

Pillar 1: The Economy Is the Army

Every unit of military capability traces back to a production decision. There is no "recruit soldier" button; there is iron, a smith, and a person who stops being a farmer.

Design test: If we're debating whether a military feature should cost economic resources or be purchased directly — it costs economic resources, always.

Pillar 2: The Settlement Is a Creative Act

The town is the player's expression. Layout, specialization, and aesthetics matter, and the game should never punish a player for building something beautiful over something optimal.

Design test: If we're debating between a system that adds depth and one that adds constraint on layout freedom — we choose depth, and leave the layout to the player.

Pillar 3: The Wilderness Has Intent

Unlike Banished's indifferent nature, this world contains things that want your stuff. Threat is directional, escalating, and readable — the player should always be able to see danger coming and prepare for it.

Design test: If we're debating between a random punishing event and a telegraphed escalating threat — always telegraphed. Surprise is not the same as difficulty.

Where the Pillars Actually Collide

*(Rewritten 2026-09-14. The previous text claimed "productive tension" but resolved every case with the same tiebreaker, which meant the pillars agreed rather than conflicted. A tension needs a case where two pillars cannot both be honoured.)*

The real collision: Pillar 1 vs. Pillar 2, at the moment the horn sounds.

Pillar 1 says every unit of military capability costs economic capability. With the muster now halting production (Core Mechanic #6), calling the militia actively stops the builder's town from working — which Pillar 2 would prefer never happened. Both cannot be honoured at once.

Pillar 1 wins, and the design states that explicitly. The muster costs production. What Pillar 2 protects is narrower and now precise: the player never loses the ability to rebuild, their layout is never invalidated, and the failure state is a floor they can see coming — not a surprise. Pillar 2 is a promise about recoverability, not about comfort.

Anti-Pillars (What This Game Is NOT)


Visual Identity Anchor

*This section is the seed of the art bible. It captures the visual decisions made during concept development before they can be forgotten between sessions.*

Revision 2026-09-13. The original anchor ("Weathered Almanac", woodcut/linocut
illustration) was replaced after the first keyframes read as Don't Starve-style
storybook survival rather than a strategy game. The register below is the one the
art bible must formalise. The superseded set is kept in
docs/site/art/superseded-woodcut/ for reference.

Direction: Stylized Strategic

The Northgard / Age of Empires IV register: chunky, readable, low-detail 3D models with clean silhouettes and painterly soft shading, seen from a high three-quarter strategic camera that can rotate and zoom. Grounded, saturated colour — not cartoon, not photoreal. Chosen because this is a real-time strategy game where the player commands a settlement, and the art must say "these are decisions you can read at a glance," not "this is a fairytale to survive."

One-line visual rule: *Readable at strategic zoom; threat is told by light and
colour temperature, never by UI alone.*

Supporting Visual Principles

1. Warm inside the walls, cold outside them. The settlement is lit by firelight, hearths, torches and gold-hour sun. Threat is signalled by the world outside the palisade going cold and desaturated — blue-grey fog rolling in from the map edge, torches appearing between dark pines. The player should be able to feel a raid coming from the colour of the treeline before any icon appears.

Design test: If a threat can only be perceived through a UI element, the scene is under-lit. Fix the lighting before adding an indicator.

Ordering rule *(added 2026-09-14 — the systems index lists a Threat Forecasting UI and an Alarm system, which read as a contradiction without this)*: world lighting is the leading indicator, updating continuously and readable without opening anything. The UI systems are lagging confirmations — the forecast shows a band the player could already infer from the treeline, and the alarm fires only at the discrete instant the muster becomes available, which has no continuous visual analogue and is legitimately UI's job. Without this ordering, whichever ships first becomes the real channel by default and the lighting work turns decorative.

Accessibility. Warm/cold is hue-and-saturation, which protanopia and deuteranopia flatten — roughly 8% of male players. Temperature must therefore never be the only carrier: cold areas are genuinely darker, not merely bluer, and fog density and particle motion carry the same signal geometrically. Verify against a colourblind simulation before art lock, not after.

Directional threat under a rotating camera. Threat arrives from a world-space direction, but the player can rotate away from it. A screen-space edge indicator keeps the direction correct at any yaw. Unresolved, this is a bug found in playtesting rather than a decision made in design.

2. Silhouette first. Every building, settler role and piece of gear must be identifiable from its outline at the default camera distance. A spear-carrier and a plough-carrier are different shapes, not different textures.

Design test: Render it in flat grey. If two things you need to tell apart look the same, the model is wrong, not the material.

3. Seasons change the world, not just the tint. Spring is fresh green and running water; summer is dry gold and dust; autumn is amber fields and long shadows; winter buries the roofs and leaves one warm glow per hearth. Per the architecture research this is a hybrid: gradient-map/LUT tinting for ground, water and ambient light, plus a small set of authored variants (tree canopies, snow caps) where the silhouette genuinely changes.

Design test: Hide the UI. A screenshot must name its season without a caption.

The Armoury Readout *(specified 2026-09-14 — named five times in this

document as the central feedback device, never defined until now)*

A persistent HUD strip, not a building the camera must visit. "Look at your armoury and know whether you survive" fails the moment it requires navigation.

It shows a capability, not an inventory — a spear count alone tells the player nothing about whether it is enough:

During a muster it also shows the live cost: idle workshops and unworked fields, counted, updating as it happens. Without this the production halt is theoretically real and experientially invisible — which is precisely how the free muster failed.

Population carries its own warning. At 6 settlers or fewer the population counter changes register, and the first time a raid could plausibly drop the settlement below the floor, it says so plainly. A builder audience losing a run by surprise is the worst outcome this design can produce, and Pillar 3 forbids it.

Colour Philosophy

Reference keyframes: docs/site/art/ (FLUX 1.1 Pro, 2026-09-12/13).

Deliberate Exclusion: No Currency or Market

(Recorded 2026-09-14. Previously an absence; now a decision.)

There is no money, no trade, and no market at any scope tier. Ostriv is cited above for economic depth and does have trade — so this is a real divergence, not an oversight. The reason: a market is a universal sink that lets a player convert any surplus into progress, which would let them buy their way out of a bad allocation. That is the same escape hatch Pillar 1 exists to close.

The cost of this exclusion is that every resource needs its own internal sink, or surpluses stagnate. That is why gear decay is listed as a design risk above rather than an optional nicety — without a market, decay is the sink.

Inspiration and References

Reference What We Take From It What We Do Differently Why It Matters
BanishedDeep survival economy, seasonal pressure, settler-level simulation, the satisfaction of a self-sustaining townThe wilderness actively threatens the settlement rather than being indifferentValidates that a solo dev can ship a deep economy sim to 2M+ players
OstrivGenuinely deep, realistic supply chains and production logistics; economy as the main eventAdds military consequence to the economic layerProves the audience appetite for economic depth over simplification
Manor LordsMedieval setting, the ambition of combining a builder with combatCombat emerges from the economy rather than sitting adjacent to it2M+ sales in month one validates demand; its combat criticism identifies our exact gap
Going MedievalSettlement defense integrated into a colony sim, settler-level gearDeeper production chains; combat is lighter-touch and less tacticalValidates that defense-in-a-colony-sim has an audience
FrostpunkTelegraphed escalating threat, seasonal/environmental pressure as a design engineThreat is external and directional rather than environmental; no moral-choice layerValidates telegraphed escalation as a superior alternative to random disasters

Non-game inspirations: Medieval farmers' almanacs and woodcut illustration (visual direction); the historical reality of frontier settlements where militia duty and agricultural labor were the same people's work (core fantasy); the logistics of pre-industrial ironworking, where charcoal production and iron smelting were inseparable economic activities.


Target Player Profile

Attribute Detail
Age range25-45
Gaming experienceMid-core to hardcore, genre-literate
Time availability1-2 hour sessions, typically evenings and weekends
Platform preferencePC, mouse-and-keyboard, often on Steam
Current games they playBanished, Ostriv, Timberborn, Manor Lords, Going Medieval, Rimworld
What they're looking forA deep, well-laid-out economy sim where their creation matters — where there are stakes and consequence that the peaceful builders lack
What would turn them awayA shallow economy; combat that dominates the builder; randomized punishing events; a game that is secretly an RTS with a building tutorial

Technical Considerations

Consideration Assessment
Recommended EngineUnity — user preference and existing experience. Mature URP 3D pipeline for a stylized strategic-camera game, and DOTS/ECS available if the settler simulation becomes performance-bound at scale (prior research says it will not be needed at 15–150 settlers). Note: project engine-reference docs are currently pinned to Godot 4.6 and must be repinned via /setup-engine.
Key Technical ChallengesSettler-level pathfinding and job assignment at scale; production chain state management across many interlocking buildings; save/load of a deep simulation state; seasonal visual transitions without asset duplication
Art Style3D stylized, strategic camera ("Stylized Strategic" — Northgard / Age of Empires IV register, with Frostpunk-style cold lighting for threat)
Art Pipeline ComplexityHigh — custom stylized 3D models. Seasonal change is a hybrid: gradient-map/LUT tinting for ground, water and ambient light, plus authored variants only where silhouettes change (tree canopies, snow caps)
Audio NeedsModerate — ambient seasonal beds, production chain feedback sounds, and the alarm horn as a signature audio moment
NetworkingNone
Content VolumeMVP: ~8 building types, ~15 settlers, 1 raid type, 1 season cycle. Full vision: ~60 building types, 100+ settlers, 8+ threat types, full four-season cycle, multiple biomes
Procedural SystemsMap generation with a danger gradient (resources correlate with threat proximity). Deferred past MVP — MVP uses a single hand-authored valley

Risks and Open Questions

Design Risks

Technical Risks

Market Risks

Scope Risks

Open Questions


MVP Definition

Core hypothesis *(made testable 2026-09-14; the original — "players feel the weight" — had no observable proxy and no dominant-strategy guard)*:

*The iron allocation stays a live decision across a whole season, and players can articulate what it cost them in both directions.*

Supported if, across N ≥ 8 testers with no strategy imposed:

Required for MVP:

Prototype status note (2026-09-14): the muster prototype's PROCEED verdict
was withdrawn the same day. The hypothesis below is untested, not validated —
the ruleset admitted a dominant strategy and the plough payoff could not generate
regret. See prototypes/muster-mechanic-concept/PIVOT-NOTE.md.

Approximately 8 building types, ~15 settlers, one hand-authored valley.

Explicitly NOT in MVP (defer to later):

Scope Tiers (if budget/time shrinks)

Tier Content Features Timeline
MVP1 valley, 8 buildings, 15 settlers, 1 raid typeOne production chain, dual output, muster, 1 telegraphed threat, 1 season cycle3-5 weeks
Vertical Slice1 valley, ~25 buildings, 40 settlers, 3-4 raid typesFull four-season cycle, food preservation, gear tiers, light tactical command, wear visuals4-6 months
AlphaMultiple valleys, ~45 buildings, all systems roughProcedural maps with danger gradient, animal husbandry, outbound raiding, complex needs12-18 months
Full VisionComplete content, polishedWeather/mud physics, base destruction with siege equipment, rival settlements, faith/ale/clothing, breeding for cavalry24-36 months

Next Steps