Phaser AE

Settlement survival

Pro packv3.0.0-32DLogic

Survival rules for a village on a work yard. Villagers eat, keep warm and rest through the seasons, houses fill and draw newcomers, winter closes the fields, and the village wins by lasting the year with enough people.

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Released October 14, 2026 · updated October 19, 2026

Settlement survival: a screenshot of its demo
A note about these graphics

Expansion packs don't come with graphics. This screenshot is one way of drawing what the pack does, made for its demo: none of the sprites, tiles or backgrounds in it are in the pack.

That's by design. A pack is a game's logic, mechanics and effects, and it works with whatever art you give it. Some packs draw effects, backdrops or 3D scenes of their own, but none carries a game's sprites.

So the look is yours. Make the art on phaser.io, bring your own, or let your agent draw it in code: the same pack can look like anything.

What it does

The settlement sits on the jobs pack's work yard, whose workers fetch, make and haul. Here those workers are villagers with three needs. Hunger rises, and at a threshold a villager eats from the storehouse. In a cold season every occupied house burns fuel at intervals, and a villager without a warm home grows colder. Fatigue rises at work and falls at rest, and a worn-out villager stands down until rested. Kept at the limit of hunger or cold for too long, a villager leaves, and the event says why.

Growth and the calendar make it a game. A house stands once its store holds the materials, villagers keep their beds and the homeless take free ones, and while a bed is free and there is food to spare, a newcomer arrives. Seasons set the cold and can close jobs, so the fields lie fallow in winter and the storehouse must carry the village through. At the end of the last season the year is won with the goal's villagers, and any stock asked for; it is lost earlier if everyone leaves.

planVillage lays a village out from a seed: a green with a storehouse, a longhouse, house plots, a bakery, a sawmill, a chopping block, fields and a fishing spot, and across a river with its bridges, the woods and a quarry. Its jobs fell trees, split firewood, quarry stone, farm wheat, fish, bake bread, saw planks and build houses. A steward can run the village by itself, wanting food, fuel and houses as the seasons ahead demand, so you have an autopilot for an attract mode and a yardstick for balancing.

Features

  • Three needs — hunger, cold and fatigue from 0 to 100, with every rate and threshold in the definition.
  • Houses and warmth — houses built by jobs, beds for their villagers, and fuel burnt through the cold seasons.
  • Population — newcomers while beds and food allow, departures for hunger or cold.
  • Seasons — each with a length and a cold, and the jobs it closes.
  • A year's goal — a population, and optionally stock in the storehouse, at the end of the last season.
  • Villages from a seed — size, villagers, house plots, beds per house, river, bridges, seasons, goal and arrivals, with every site reachable.
  • Three presets — hearthguard by its river, frostmere with one bridge and a long hard winter that closes the fishing too, and meadowend with no river and a mild year but more mouths to feed.
  • A steward — createSteward sets job priorities through the year on its own and brings each preset through it.
  • Events and saves — season, ate, cold-house, built, arrive, leave, won, lost and more, with plain-JSON snapshots of the settlement and its yard.

Good for

  • Survival city builders in the style of Banished, where the first winter decides who stays.
  • Colony and settler sims where needs and housing drive the economy, in the style of Kingdoms and Castles.
  • Winter-survival games with one long, hard season to stock up for.
  • Management puzzles with a fixed year and a population target.
  • Attract modes and balance tests, with the steward playing a village through its year.

Make it yours

A settlement is its definition: the yard (a jobs yard), the storehouse, the food items in the order they are eaten, the fuel, the houses with their stores and beds, the item that stands a house, the seasons, and the rates for hunger, warmth, fatigue, leave and arrivals, with the goal. planVillage writes one for you from seed, width and height (28 by 16, at least 18 by 12), villagers, plots (up to 9), beds, river, bridges, seasons, goal, stock and arrivals, and town.priority lets the player steer the work.

Two different uses: the frostmere preset with six villagers, where a long winter closes both the fields and the fishing and the player must stockpile bread and firewood in time; and a settlement of your own on a yard of your own design, with a different food chain, a two-season year, no newcomers and a stock goal to meet.

A quick look

A village planned from a preset, a job raised, a villager given a role, and the events read:

const town = game.settlement.create(game.settlement.plan({ ...game.settlement.presets.frostmere, villagers: 6 }));
town.priority('build1', 3);
town.yard.role('v2', 'wood');
town.step(dt);
for (const e of town.drain()) if (e.kind === 'leave') warn(e.villager, e.why);   // 'hunger' or 'cold'

Works with

  • jobs — the work yard underneath, its workers, roles and stores; use it alone for workers without needs.
  • nav — composed first, since the jobs yard needs it.

Good to know

  • One storehouse feeds and heats everyone, and villagers do not walk home: a house's warmth is all that matters.
  • Houses cannot be lost once built.
  • Needs are three numbers each; there is no health, age or happiness.
  • It draws nothing, and its event list keeps the latest 512.

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