Build the village.
Raise your Zips.
Hold the line.
A co-op creature collector and village builder that carries on without you. Claim a world of your own, or share one with the friends you can talk into it.
Free to play. No download, it runs in your browser.
- species to find
- 20
- buildings to raise
- 13
- technologies to research
- 38
- gods to worship
- 6
The world does not pause because you closed the tab
Most games wait for you. This one keeps its own time, so coming back is the interesting part rather than a chore you owe it.
Waves keep landing
Poachers arrive on a timer whether or not anyone is watching. The battle resolves from a stored seed, so the turn log you read in the morning is exactly the fight that happened.
Resources keep accruing
Wood, stone and silver are counted forward from the moment they were last read, up to whatever the warehouse can hold. Nothing is lost because you were asleep, and nothing grows forever because you were away.
Coming back late is not punished
A world left alone eventually goes quiet instead of stockpiling a fortnight of attacks. When somebody returns it picks the clocks up from that moment, so a break costs you time and never your village.
While you were away
- 02:14A wave reached the wall. Four Zips stood watch and turned it back.
- 04:00The Quarry finished its upgrade and went straight back to work.
- 07:35A squad came home from a poacher camp carrying silver and a scared new friend.
- 09:50A merchant set up on the road east and will wait there a while.
An illustration of a night in a world, not a real save.
Somewhere to go, and a reason to come back
The map fills itself in over time. What appears is decided by the world's own seed, so it is the same map whether anyone was watching when it happened or not.
Poacher camps
Dug in, guarded, and worth the trip. Clearing one takes a squad and pushes the world toward the next boss on the trail.
Send a march. Bring enough.
Wandering poachers
Smaller bands moving through. They are the fight you take when you have twenty minutes rather than an evening.
Quick, and they do not wait
Resource nodes
A seam of stone or a stand of timber worth claiming. Holding one is how a village outgrows what its own ground produces.
Claim it, then keep it
Wild Zips
The ones you talk round rather than fight. Every species you meet is recorded in the Zipdeck, whether or not it decides to stay.
Rarer the further out you go
Abandoned shrines
Old ground that still answers. Visiting one is favor toward the god your Temple is keeping.
Favor, and something odd
Merchants
Someone passing through with a stock they will not have next week. Trade is how a village turns what it has too much of into what it does not.
Here for a while, then gone
The road is never safe
And back home
The Academy
Thirty eight technologies, one at a time. The deeper half is gated behind the Academy's own level, so the tree is a commitment rather than a checklist.
The Temple
Favor gathers by the hour and the Temple decides how much of it the village can hold. Spend it on one of six gods and their blessings.
Spy missions
Know what is in a camp before you knock on it. Intelligence is cheaper than a rescue.
Prestige
Take a village that has run out of things to build, hand it back, and start again permanently stronger. The Sanctuary decides who comes with you.
- Types
- 15
- Level cap
- 100
- Stat rolls
- 0 to 31
- Natures
- 12
- Moods
- 5
- Shiny odds
- 1 in 4,096
Every Zip is a specific one
Not a stat block with a skin on it. The one you caught first is genuinely different from the same species caught by somebody else.
Four stats roll the moment a Zip exists and are never rolled again. A nature leans it one way, a mood shifts what it can do today, and loyalty answers over weeks depending on how you have treated it. Resting wins a Zip over. Marching and being taken wear it down.
Fifteen types decide what beats what, so a squad is a choice about the fight in front of you rather than a list of your six strongest. Everything you meet is written into the Zipdeck, which is the record of what this world has shown you.
Hiding your Zips has never made a wave smaller
This is the one rule worth understanding before you start, because every instinct you bring from other games gets it backwards.
What the wave is measured against
- In the Zipbox
- Settling in
- Resting
- Standing watch
- Training
- Marching
- Recovering
The strongest Zips every player owns, wherever they happen to be. Putting a roster away does not shrink anything.
What actually turns up to fight it
- In the Zipbox
- Settling in
- Resting
- Standing watch
- Training
- Marching
- Recovering
Only the ones standing watch. Everything else is busy, away, or put away.
Why it works this way
One world, one save, however many of you there are
Nothing here needs a second player. Every shared mechanic is defined over everyone currently in the world, so it works the same when that is one person.
- The village is shared
- One warehouse, one build queue, one research tree, one Temple. Anything anyone builds is built for all of you.
- The Zips are yours
- Your roster, your Zipdeck, your Den places. Nobody else's decisions cost you a Zip you raised.
- Help is opt in
- Your Zips are yours. Share one and any member can use it: stand it on the wall, train it, feed it, or take it out on the road. One switch, and you can flip it back whenever you like.
The daily streak counts a day when everyone currently in the world showed up, which is a nudge board with two people and a habit with one. Rescuing a captured Zip works the same way. Any member can go and free whoever is being held.
Your village is waiting. The first wave is already on its way.
Make a world, pick a starter, and see what the map has put out there for you.
Free to play. No download, it runs in your browser.