Meadow
X
0
Z
0
Alt
0 m
Hdg
000°
Spd
0 km/h
Near
0
Food
Water
Warmth
Health
Stamina
Day 1 · 07:26
Spring · Morning

What you carryI closes
Wood 0 · Meat 0
Next goal
E
V
150 m

Trading post

0 coins

Sell

    Buy

      Procedural world · seed flum

      Flum.

      An endless world grown from a single seed: coasts and meadows, plains and deserts, towering ranges and snow country, wilderness and, far off, the towns. Survive it: water, food and warmth, a camp, and care for what breaks. Play a story, or simply wander.

      Day 1 · Survival

      Growing terrain…

      How you play

      The land (grows the world again)

      Drawing the land…

      More: time and weather

        No saved games yet. A world is saved once you start playing in it.

        Click the map to set your own mark: it shows on your compass. Click it again to take it away.

        Keys (click one, then press the key you want)

        Move
        Left stick
        Look
        Drag
        Sprint
        Run
        Jump · rise (flying)
        Jump
        Crouch / sneak
        Crouch
        Meat, trade, rest, sleep
        Use
        Bow
        BowShoot
        Fell trees
        AxeChop
        Fishing
        RodFish
        Torch
        Torch
        Build
        BuildNextPlace
        Fly (Explore)
        Fly
        Pause, journal, settings
        Menu

        E and V do whatever fits where you stand: take meat, cook, trade, sit, sleep or eat. The prompts under the crosshair say which.

        How to survive

        Water: drink at streams and lakes (Use at the water's edge). Running water is safest; swamp pools often make you sick; sea water makes you thirstier. A waterskin carries four drinks: boil them at a fire.

        Food and warmth: hunt with the bow, cook at a fire (a herb stew fills and warms you), dry meat on a rack so it keeps. Fires, shelters, a cloak or coat keep the cold off; being soaked chills you fast.

        Injuries: long falls sprain ankles and break bones; bites and claws cut. Bandage cuts, splint a broken leg, bind sprains; healing herbs (yarrow, in meadows) cure fever and sickness. Rest and sleep mend you faster.

        Sleep: after a day and more awake you tire, then grow exhausted. Sleep after dark by a fire, in a shelter, in your cabin or on a bedroll.

        People: smoke on the horizon means people. Villages trade and give tasks; help them and they count you a friend. Towns, further off, sell better gear; the region's town has a telegraph office.

        Your dog (from any village) follows you, warns of wolves and bears and runs down what you wound.

        Hunting: you start with 12 arrows. Spent ones stay where they land: walk over them to pick them up, and you pull them back out of what you kill. Make more in the build menu (1 wood + 1 fibre for 4) or buy them from traders; exploring, the quiver never empties. Creep up crouched (C), draw fully for a strong shot; a wounded animal tires, and your dog can run it down. Take the meat with E.

        Worlds: under The land (Play), Relief, Water, Climate and Forests shape the world a seed grows into: flat or mountainous, more land or a waterworld, frozen, tropical or arid, open or deep in woods. Kind of world picks them together (Alpine, Ice age, Dune sea…), Surprise me rolls them, and the map beside it shows the land round where you start. The same seed with another shape is the same land made otherwise; the place you start is always mild.

        Exploring: climb to the summit cairns for the view, follow the pages left in ruins, and note the places you find in your journal. Set your own mark on the Map.

        Building with logs

        Logs: take up the logs (J). The log in hand lies across your view where you aim, resting on the ground or on another log; turn it (R), tilt it (T; Shift turns or tilts it back), choose its length (wheel, or 1 to 4) and click to lay it.

        Held, then let go: a log you lay stays where you put it, even in mid-air, so you can build a whole bridge before anything moves. Let go (K) and the logs fall, settle and rest on one another by friction, and hold or give way; Shift+K holds them all again where they are. Stake a log (P) and it never moves: a post, or a footing. Q takes away the log you aim at, Backspace the last one laid.

        Wood: exploring, logs are free. In survival each 1.5 m of log takes a wood (a 6 m log, four), given back when you take it away: bridge a gorge, a canyon or a river you cannot swim. Each mode keeps its own logs.

        What to build: a log-cabin tower (pairs of logs, each pair across the one below); a beam across two piers; a da Vinci bridge, which stands with no nails or rope: long logs that each rest on a crossbar at both ends and run under a crossbar at their middle, alternating an outer and an inner pair. You can walk on what you build, and logs float.