Dawnsweeper

Blog

Nobody gives Ogrim Ironbelly orders

Ogrim Ironbelly arrived in Ashcamp at 1 hour 18 minutes into the world, aged 20, alone, with a dog called Bramble. He was an Orc trader, sociable and easygoing, and he hoped to make many friends. The village didn’t exist yet. He had come to found it.

We know all this because our simulation can write out one settler’s life as it happens, and we kept the trace of his first hundred minutes from a test world during development. Nothing in it was scripted. It’s what the simulation decided, line by line, and it’s the best way we have of showing what “you can’t give orders” means in Dawnsweeper.

What he did first

Within a second of arriving, Ogrim “sees that Morg Ashtusk is building (hall)” and joins in. Ten seconds after that, a level-1 monster comes out of the Creep near Ashcamp and a Creeperling hurts him. He remembers it.

Then he goes to work, and every piece of work comes with its reason:

sets about work: it needs doing → felling wood at -43,81

takes on a project: wants a home of their own → building a house at -44,72

sets about work: the cold is coming and the village needs fuel → quarrying at -37,64

takes on a project: it needs doing → a mine at -43,86 holds back the ground → digging up the mine at -43,86

That last one is a mine the player had flagged. Ogrim dug it up because it was in the way of the village. It was his first dig, and it took fifteen seconds.

Nobody assigned any of it. There’s no job board in the game and no queue of tasks. A settler looks at what they need (food, rest, shelter, warmth, safety, belonging) and what they want (a home of their own, goods, standing), at what the village is short of, and at what they’ve heard. Then they pick something, and the reason goes with it. When the reason is someone else’s project, they join it instead of starting a second one.

News travels at walking pace

What a settler has heard matters, because they only know what reaches them. Ogrim learns about the world mostly through other people:

hears from Morg Ashtusk that they are building (house) (14s after it happened)

hears from Kagra Ironbelly that the Saltmarsh household has no roof (1m26s after it happened)

hears from Brakka Emberjaw that the Rockfist household has no roof (3m03s after it happened)

Those delays are the gossip lag, and they’re deliberate. A village reacts to what it knows, not to what’s true. When word reached Ogrim in the spring of year 3 that Ashcamp’s stores were running low, he went to plant the fields.

A life in a hundred minutes

A game year is an hour, and a year counts as 18 years of a settler’s life. So in the 100 minutes of the trace Ogrim went from 20 to 50.

At 1:23 he paired with Kagra, who moved into the Ironbelly household. At 1:44 they took in Grisha, a child of the Stonejaw family who had just arrived in the village. Couples in Dawnsweeper adopt, orphans first, and sometimes a child from a large or newly arrived family, and the child takes the household’s name. At 1:58, after feasting at the Ember Night, he counted Durg Saltmarsh a friend, and two seconds later the trace logs “a hope fulfilled: many friends”. Twenty minutes later he had a new one: “to see other peoples”. He was a trader, after all.

He feasted at every Orc festival as it came round: the Boar Moot in spring, the Trial of Strength at midsummer, the Great Roast at harvest, the Ember Night in winter. In the spring of year 3 the stores ran out. His food need hit zero, the trace says “remembers: going hungry”, and his wellbeing fell from 91 to 82. It didn’t kill him. Hunger never kills anyone in Dawnsweeper. It makes people unhappy, and sometimes it makes them leave. At 2:21 he “sees that the Rockfist household left”.

Where the player fits

You don’t appear anywhere in that trace, except as the person who flagged the mine at -43,86 and kept the Creep away from Ashcamp’s edges. That’s the design: “The player helps the settlers only by minesweeping.” You never command settlers, fight monsters or take part in the simulation. Keeping the Creep far from their houses is how you help.

There’s one exception, and it’s small on purpose. Tap a villager and they’re blessed. The design note asked for exactly this much:

“When a player touches on a villager, they get ‘blessed’ in some minor way. It shows a little heart float up from them, but nothing else. It’s almost invisible.”

A blessed settler feels a little better for a while, a little more patient with hardship, and has slightly better odds at whatever they try next: a dig, a trade, a blow in a fight. Blessing them again while it lasts adds nothing. Anywhere a tap would reveal, flag or chord, the board wins, so you can’t bless someone by accident or reveal a cell by trying to bless them.

A settler’s card on a phone: Leof “Doc” Rook, adult, 24, Humans, farmer, of Fairwell. Right now: bringing in the harvest, because: a farmer, bringing in the harvest. Bars for food, rest, shelter, warmth, safety, belonging, a home of their own, goods and standing. Hope: to build something that lasts.
A settler’s card, opened with a long-press, in 1.1.

You can read a settler’s life without a trace. Long-press one and their card opens: what they’re doing and the reason behind it, their needs, their hope, their household and friends, and a Life section with the things they remember, newest first. It’s all read-only. The card is the closest you get to Ogrim, and you still can’t tell him what to do.