You can build houses, fences, lights, tables and furniture anywhere in the land of your Goddess. Press B to open the build ring, pick a piece, then set it down on the grid. Every piece costs materials and a few of your own spirits, and you get all of it back when you take the piece apart.
CONTENTS
Opening the build ring
Press B to open the build ring. Its pieces sit round a ring with you in the middle, gathered under named arcs by what they are (GROUND, WALLS, ROOF, FENCES, FIRE, LAMPS, TABLES, FURNITURE, STORES and so on). A strip across the top holds the pages. Change page with Tab or the number keys.
| Page | What is on it |
|---|---|
| CONSTRUCT | A house's pieces and fences, one kit at a time (see Kits below). Change kit with [ and ]. |
| LIGHTING | Campfire, Torch, Wall Torch, Standing Lamp, Candles, Moonlight |
| TECHNOLOGY | The Goddess, the Crafting Table, Charm Table, Augmentation Table, Spiriting Table, Companion Workshop, Clay Furnace, Sawhorse, Hand Loom and Grinder |
| INDOORS | Carpets, furniture, the Jewel Case, Trophy Mount, stores (Crate, Chest, Trunk), the Bed and the Hot Tub |
| OUTDOORS | Plank Bridge, Well, Scarecrow, signs, the Bedroll, Training Dummy, Telescope, Rain Barrel, Fountain and wind chimes |
| DECOR | The Gramophone, Bookshelf, Pet Bed and pictures to hang on walls (see Comfort) |
Pointing at a piece lights it up. A click chooses it and shows its page on the right: a large picture, what it does, what it costs and how many of each you have. A second click (or BUILD at the foot of the page) starts placing it. Everything is shown, even what you can't build yet: a locked piece sits behind a padlock and says what opens it.
Under the ring are four tools: MOVE, REPAIR, PAINT and DISMANTLE. With the ring open, M starts MOVE, R REPAIR, P PAINT and X DISMANTLE. See Moving and Painting for MOVE and PAINT, and below for the others.
Placing a piece
While placing, a bar at the foot of the screen shows the piece, its cost, the story you are building on and which way it faces. It turns red when you can't afford it.
- Aim with the mouse (or at the tile in front of you), then click to build. Hold and drag to lay a row of floors or walls. Enter builds where you aim.
- The mouse wheel, or Z and X, change the story (see Stories and Stairs).
- R turns the piece: a wall runs east-west or north-south, stairs climb north, east or west, a bed's head points any of four ways, a wall torch faces any of four ways.
- C changes the colour of pieces that come in colours (beds, bedrolls, carpets, moonlights, paint).
- Escape or a right-click stops placing.
If a piece can't go where you aim, the game says why, for example "It needs flat ground, all at one height.", "Something is in the way." or "Out of sight." (you can only build on what is on the screen).
The grid
Everything you build sits on a grid of tiles, each 16 pixels across. Floors, tables, furniture and other props fill tiles. Walls, windows, doors, fences and gates stand on the grid lines between tiles, not in the tiles, so a wall never takes up floor space. Bigger props cover more than one tile (a bed covers 2 by 2, a well 2 by 1, the hot tub 3 by 2).
House pieces
Floors
Floors are laid one tile at a time. On the ground they can level a tile that a small step of land cuts across (see Ledges and Levelling Floors). On an upper story a floor is also the ceiling of the room below.
Walls
Walls stand on grid lines, east-west or north-south (R turns them). Walls on a higher story stand on the wall below them, or beside a floor or roof on that story. Building a different wall piece onto a line that already has one swaps it: you pay only the difference, and get back what the old piece cost beyond the new one. This is how you put a door or window into a finished wall.
Doors and gates
A door is a wall piece that opens and shuts with E. It is solid when shut. Two or more doors side by side on the same line join into one double door that opens together. Gates do the same in a fence. See Wood Door.
Windows
A window is a wall with a pane in it. Every kit also has a glazed window, which costs 1 more Glass and glows warm after dark. Light from inside a room shines out through windows and open doors. See Wood Window.
Roofs
A roof goes on top of the story you choose. It needs walls, a floor or another roof beside it. A roof can also be the floor of the story above it. See Stories and Stairs.
Fences, gates and bridges
Fences are waist high: they pen animals in, and you can jump over them. A fence up a story needs a floor or a roof under it. The Plank Bridge is a floor laid over water, for crossing a river or building a dock.
Kits
The CONSTRUCT page holds one kit at a time: a matching set of floor, wall, door, window, glazed window, roof, fence and gate, and in some kits stairs. Some kits open only after you clear a lair in one or more lands (the first lair cleared in each land counts; see Lairs and Jewels).
| Kit | Made mostly of | Opens | Stairs |
|---|---|---|---|
| WOOD | Wood | From the start | Yes |
| STONE | Stone | Floor, wall, fence and gate after 1 land; window, door, stairs and roof after 2 | Yes |
| HEARTH | Wood and Cattails | From the start | No |
| ADOBE | Stone and Yucca | After 1 land | No |
| SLATE | Stone and Iron Ingots | Floor, wall and fence after 1 land; the rest after 2 | No |
| DUSK | Wood and Ghostcaps | After 2 lands | No |
| IRON | Stone and Iron Ingots | After 3 lands | Yes |
| ENDURIUM | Stone and Endurium Ingots | After 4 lands | Yes |
The finer the kit, the tougher its pieces. A wall's health in each kit:
| Wall | Health |
|---|---|
| Red Plank Wall (Hearth) | 15 |
| Wood Wall | 17 |
| Whitewash Wall (Adobe) | 27 |
| Stone Wall | 35 |
| Slate Wall (Slate) | 37 |
| Moon-birch Wall (Dusk) | 37 |
| Ironclad Wall | 65 |
| Endurium Wall | 145 |
Costs
Each piece's page shows its cost. Most costs have two parts:
- Materials, such as Wood, Stone or ingots. A cost of "grass" takes Grass or Dry Grass, whichever you have more of.
- Spirits: a few Earth, Fire, Water or Wind spirits, taken from your own spirits (the ones you collect, see Spirits). Almost everything you build asks for some: wood and stone ask Earth, lights ask Fire, doors and gates ask Wind, beds and carpets ask Water. For example a Wood Floor costs 1 Wood and 1 Earth spirit, and a Wood Door costs 3 Wood, 1 Earth spirit and 1 Wind spirit.
Materials in your pack count, and so do materials in your stores (crates, chests, trunks) that are on the screen or anywhere in the Goddess's land you are standing in.
Where you can build
- Most pieces can only be built inside a Goddess's land. Your first piece of land comes from a Goddess Effigy. See A Goddess's Land.
- Camp things can go anywhere: the Crafting Table, Signpost, Torch, Campfire, Bedroll, Wall Torch, Candles, Moonlight and the Goddess herself.
- Not in a dungeon, and not on a village's ground.
- Walls, fences and props need flat ground, all at one height. Floors can level a small step (see Ledges and Levelling Floors).
Dismantling
DISMANTLE takes a piece apart and gives back everything it cost, spirits included. For a table or station you upgraded, each upgrade's cost comes back too. The bar shows the piece you aim at and what you will get back.
- The top piece on the story you aim at goes first. Things hung on a wall (a wall torch, a picture) come off before the wall.
- A piece that holds something up can't be taken down until that is gone: "Something above stands on it. Take that down first."
- A store must be empty before it comes apart: "Empty the Chest first."
- A carpet under furniture: press R to aim at the carpet instead (see Carpets).
- Taking down a Goddess takes down her whole land. See A Goddess's Land.
Repair
REPAIR mends a damaged piece back to full health. Aim at a piece and the bar shows its health (for example 9/17) and what mending it costs, or SOUND if it isn't damaged. The cost is 25% of the piece's build cost, times the share of its health that is missing, rounded up for each material and spirit. So a mend usually costs just 1 of each.
| Example | Cost to mend |
|---|---|
| A Wood Wall (2 Wood, 1 Earth spirit) at half health | 1 Wood, 1 Earth spirit |
| A Trunk (8 Wood, 4 Stone, 1 Iron Ingot, 2 Water, 7 Earth) with almost all its health gone | 2 Wood, 1 Stone, 1 Iron Ingot, 1 Water, 2 Earth |
Tips
- Lay the floor first, then walls round it, then a roof. A room with walls on every side, a floor, a roof and a light is cozy (see Comfort).
- Build the walls plain, then swap in doors and windows where you want them.
- Nothing is wasted: if you change your mind, DISMANTLE gives everything back, or MOVE picks it up and sets it down elsewhere for free.