Dawnsweeper

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In Dawnsweeper, only the Creep kills

Dawnsweeper has a lot of hardship in it. Harvests fail, one year in six. Stores run low. Belongings wear out and have to be bought with coin from wages, and wages are paid out of the market’s coin, never more than it holds. Households go without a roof while their house is built. None of it kills anyone.

It’s a rule of the village simulation: everyday life is cozy, and only the Creep and its monsters kill. Hunger, cold and poverty bring hardship, worry and people leaving, never death. Elders die of old age, gently, somewhere between 75 and 97.

What hardship does instead

A settler who goes hungry remembers it. In one of our test worlds an Orc named Ogrim Ironbelly hit zero on food in the spring of his village’s third year, logged “remembers: going hungry”, and dropped from a wellbeing of 91 to 82. He lived to see the next harvest.

When hardship goes on long enough, a household gives up. It packs up and walks to a village that will take it in: one with room, beds, food and calm, and no grudge against its own. It keeps its own people when it gets there. A village that refuses refugees loses some of its neighbours’ regard for it.

So a hard-pressed village gets smaller, quieter and less happy, and the households it loses turn up somewhere else. You can see it on the board, and on the strip of village cards along the top of the screen.

One hour of a big world

Our biggest test of the rule is a world a tester played for 24 hours on a Pixel 8. By then it held 1,322 people. We ran one more hour of it under 1.3, with normal play from a scripted player, and counted where people went. During that hour, 256 elders passed on, 96 people left in hardship, and 3 were killed by monsters from level-4 and level-5 Creep. The world ended the hour at 1,114 people.

That’s the shape we want. Most people leave the world the gentle way. Some move on when life gets hard. A few die, and every one of them died to old Creep that had been left alone.

The danger is old Creep, and you can see it coming

The other half of the rule is that death has to be clearly the player’s doing, and something you can see coming in time to act.

Creep ages as it sits, through five levels: 5 minutes to reach level 2, 15 for level 3, 40 for level 4, two hours for level 5. Monsters come out of all of it, stronger and more often from older Creep. Settlers fight them and usually win. A village near ground you’ve tended recently is safe at any session length.

Old Creep, level 4 and up, is different. In it there are lairs, drawn on the Creep where you can see them, and the monsters that come out of them are the dangerous ones. A village near old Creep or a lair feels it as dread. Its card on the strip shows a bar that fills amber as the village grows wary, and red past 800. Wary people gather close to home and work farther from the Creep. Newcomers stop coming. Each people takes it differently: Orcs feel 60% of it and stand, Dwarves 80%, Elves 120% and pull back.

A village beside a square of dark Creep with glowing orange cracks and rows of eyes, three lairs in it shaped like open mouths; above, the village cards along the top, two of them with amber warning marks and dread bars.
A lair in old Creep beside a wary village, in a 1.0.0 development build.

Only dread that has stood at 800 or more for 15 minutes without a break makes households flee. That’s 15 minutes of a red bar on the strip, and five Tides on Medium, before anyone leaves. Sweep the Creep back, or sweep the cell of the lair itself, and the dread falls. The lair’s monsters go back into the Creep. The village feels the relief, and the households that fled walk home once it’s been calm for a few minutes.

When a village has been hit hard, losing buildings and people, it meets and decides together whether to rebuild or leave. Each grown person weighs it: being born there, kin there, a house still standing, against the dread and the people lost. Abandoning takes real devastation. In our test runs, across 40 four-hour worlds of diligent play, 2 villages out of 289 were abandoned.

Every death points back to the board

The design says it plainly: losses stay possible but rare, and always clearly the player’s doing. You can’t feed settlers, house them or tell them where to stand. All you can do is sweep. So apart from old age, every death in the game is one that sweeping could have prevented. A village that lost people lost them to Creep left beside it. Monsters burn buildings as part of what they do, never at random. The Creep wears down a building it sits on until you clear it.

If even that is more than you want, Peaceful mode freezes the Creep and stops new monsters. The hardship stays. Nobody dies of it.