Build · Trade · Defend

One world.
Your settlement.

Unlock resources, guide every good through a living economy and decide whether your neighbours become partners or rivals.

Discover Warstead City-building · Economy · Strategy
Wishlist Warstead on Steam – coming soon
48Buildings
62Research choices
3Trading peoples
8Factions

A settlement that truly works

Every decision sends ripples.

In Warstead, a building is never just scenery. Residents work inside, carriers deliver resources, tools improve output and every product becomes the next link in your settlement.

01

Supply

From grain fields through the mill to bread and strengthening meals.

02

Build

Gather timber, stone and metals. Plan space, labour and transport routes.

03

Explore

Explore procedural worlds, secure territory and discover hidden deposits.

04

Prevail

Research, trade, train units and defend the heart of your settlement.

Living production chains

Nothing appears from nowhere.

Carriers collect every resource, supply the next workshop and bring finished goods to storage. Short routes and good tools determine your throughput.

Physical logistics · Goods do not teleport. Donkeys double carrying capacity.
01
TreeLogSawmillPlankBuilding
02
WaterGrainFlourBreadPopulation
03
GrainCattleBeefBurgerGrowth
04
Iron OreSmelterIron IngotSwordSwordsman
05
Coal + Sulfur + SaltpeterPowder MillGunpowderMusketMusketeer
06
Gold OreGold SmelterGold IngotMintCoins

The complete building catalogue

A marketplace becomes a city.

Filter buildings by purpose. Construction costs, build times, worker spaces and recipes are matched to the current game source.

As of 11 October 2026. Figures are base values without research, tool or item bonuses. Builder count, supplies and weather affect actual times. Storage and housing figures show base capacity.

Logistics & Trade

Shipyard

Builds and repairs expedition ships on an open coastline.

0 Worker spaces 12 Planks · 10 Stone Blocks · 2 Iron Ingots

Build time (base): 140 s

Logistics & Trade

Harbor

Provisions expeditions, embarks soldiers and receives returning discoveries.

0 Worker spaces 12 Planks · 8 Stone Blocks

Build time (base): 100 s

Economy

Forester

Plants new trees and secures the timber supply.

1 Worker spaces 3 Planks

Build time (base): 40 s

Planting cycle: 47.5 s · in rain 23.75 s

Economy

Woodcutter

Fells mature trees and supplies logs.

1 Worker spaces 2 Planks

Build time (base): 30 s

Production & ingredients
  • 2 Logs / 60 s
    No goods ingredients

Base values per work cycle. Research, tools, items, workforce and supplies affect actual throughput; multiple recipes share the workforce.

Economy

Mint

Mints gold ingots into coins.

2 Worker spaces 8 Planks · 6 Stone Blocks · 2 Iron Ingots

Build time (base): 90 s

Production & ingredients
  • 25 Coins / 45 s
    1 Gold Ingots

Base values per work cycle. Research, tools, items, workforce and supplies affect actual throughput; multiple recipes share the workforce.

Food

Waterworks

Draws water from a suitable body of water.

2 Worker spaces 3 Planks

Build time (base): 35 s

Production & ingredients
  • 6 Water / 60 s
    No goods ingredients

Base values per work cycle. Research, tools, items, workforce and supplies affect actual throughput; multiple recipes share the workforce.

Food

Farm

Produces grain for food and livestock.

2 Worker spaces 5 Planks · 3 Stone Blocks

Build time (base): 60 s

Production & ingredients
  • 12 Grain / 60 s
    No goods ingredients

Base values per work cycle. Research, tools, items, workforce and supplies affect actual throughput; multiple recipes share the workforce.

Food

Mill

Grinds grain into flour.

2 Worker spaces 4 Planks · 3 Stone Blocks

Build time (base): 50 s

Production & ingredients
  • 4 Flour / 34 s
    4 Grain

Base values per work cycle. Research, tools, items, workforce and supplies affect actual throughput; multiple recipes share the workforce.

Food

Bakery

Bakes flour into bread.

2 Worker spaces 4 Planks · 3 Stone Blocks

Build time (base): 50 s

Production & ingredients
  • 4 Bread / 34 s
    4 Flour

Base values per work cycle. Research, tools, items, workforce and supplies affect actual throughput; multiple recipes share the workforce.

Food

Pig Farm

Raises pigs using grain and water.

2 Worker spaces 6 Planks · 4 Stone Blocks

Build time (base): 75 s

Production & ingredients
  • 2 Pigs / 120 s
    4 Grain · 4 Water

Base values per work cycle. Research, tools, items, workforce and supplies affect actual throughput; multiple recipes share the workforce.

Food

Cattle Farm

Raises cattle for meat.

2 Worker spaces 7 Planks · 5 Stone Blocks

Build time (base): 90 s

Production & ingredients
  • 2 Cattle / 150 s
    6 Grain · 6 Water

Base values per work cycle. Research, tools, items, workforce and supplies affect actual throughput; multiple recipes share the workforce.

Food

Dairy Farm

Keeps dairy cows and supplies milk.

2 Worker spaces 7 Planks · 5 Stone Blocks

Build time (base): 85 s

Production & ingredients
  • 6 Milk / 80 s
    4 Grain · 4 Water

Base values per work cycle. Research, tools, items, workforce and supplies affect actual throughput; multiple recipes share the workforce.

Resources & goods

From logs to muskets.

Resources, food, animals, metals, weapons and currency move through your warehouses and production sites.

Raw Material

Log

Source: Woodcutter

Use: Planks, tools, weapons

Goods value: 2 coins per unit (base)

Building Material

Plank

Source: Sawmill

Use: Buildings, tools, weapons

Goods value: 5 coins per unit (base)

Building Material

Stone Block

Source: Quarry

Use: Advanced buildings

Goods value: 3 coins per unit (base)

Supply

Water

Source: Waterworks

Use: Food and livestock

Goods value: 1 coin per unit (base)

Food

Grain

Source: Farm

Use: Flour and animal feed

Goods value: 1 coin per unit (base)

Food

Flour

Source: Mill

Use: Bread

Goods value: 2 coins per unit (base)

Food

Bread

Source: Bakery

Use: Basic supply and meals

Goods value: 4 coins per unit (base)

Food

Milk

Source: Dairy Farm

Use: Cheese

Goods value: 3 coins per unit (base)

Food

Cheese

Source: Dairy

Use: Cheese bread and burgers

Goods value: 8 coins per unit (base)

Animal

Pig

Source: Pig Farm

Use: Pork

Goods value: 14 coins per unit (base)

Animal

Cattle

Source: Cattle Farm

Use: Beef

Goods value: 20 coins per unit (base)

Animal

Donkey

Source: Donkey Farm

Use: Logistics bonus

Goods value: 30 coins per unit (base)

Food

Pork

Source: Slaughterhouse

Use: Pork rolls

Goods value: 5 coins per unit (base)

Food

Beef

Source: Slaughterhouse

Use: Burgers

Goods value: 5 coins per unit (base)

Fish

Cod

Source: Sea

Use: Cod fillet

Goods value: 4 coins per unit (base)

Fish

Trout

Source: River

Use: Trout fillet

Goods value: 4 coins per unit (base)

Local neutral peoples

Three trading partners.
Three worlds of their own.

No agreement required: as long as their unique building stands, you can trade with them through the Trading House. If it is destroyed, that market falls silent for every faction – forever.

Gnomes trading building
Metals & rare goods

Gnomes

Technical inventors and prosperous merchants. Their guild offers ingots, tools and diamonds when you need them.

  • 4 Iron Ingots · 51 Coins
  • 4 Copper Ingots · 51 Coins
  • 1 Hammers · 26 Coins
  • 1 Saws · 26 Coins
  • 1 Diamonds · 64 Coins
Kobolds trading building
Ores & gunpowder

Kobolds

Cunning collectors with changing stocks of ores and gunpowder.

  • 7 Coal · 30 Coins
  • 7 Iron Ore · 24 Coins
  • 4 Sulfur · 24 Coins
  • 4 Saltpeter · 24 Coins
  • 3 Gold Ore · 26 Coins
  • 2 Gunpowder · 17 Coins
Moslings trading building
Food & natural goods

Moslings

Peaceful, nature-loving traders offering bread, timber, cheese and animals.

  • 7 Bread · 30 Coins
  • 10 Logs · 26 Coins
  • 5 Cheese · 43 Coins
  • 2 Pigs · 31 Coins
  • 1 Donkey · 33 Coins

Base prices per goods bundle. Reputation, agreements, research and availability affect actual trading.

Peaceful – until they are attacked.

Ten residents patrol slowly around each building. When attacked, they defend their people with the combined strength of roughly ten archers. Their trading building has triple standard building health.

62 choices in the Scholar's House

Research shapes your playstyle.

Invest coins across four major fields. Choose between speed and efficiency, protection and mobility, or mass and trading reach.

SWORDSMANSHIP · RANGED COMBAT · ARMOR

Military

Increase your soldiers’ damage, attack speed and range. Armour and tower effects are still planned.

PURCHASING · SALES · WHOLESALE

Trade

Improve sales revenue. Purchasing and wholesale effects are still planned in the current build.

CRAFTING · MINING · AGRICULTURE

Production

Speed up crafting, mining, food and fish production, or conserve materials and deposits.

TECHNOLOGY · HOUSING

Technology

Unlock gold smelters, diamond mines, powder mills, oil shale mines and power plants. Housing research adds resident capacity.

The current research tree

Choose your path.

62 research projects: 40 with working effects, 22 with effects still planned. Names, descriptions, costs and prerequisites match the game source as of 11 October 2026.

  • Choose 2 of 3 main branches: Military, Trade and Production. The third stays locked.
  • Each chosen main branch allows 2 of 3 sub-branches. Completed research determines your choices.
  • Technology and Housing stay available independently. Their prerequisites still apply.
  • Specialisations sharing a choice are mutually exclusive, including the research that depends on them.
  • You need a completed Scholar’s House of your own. One research project runs at a time; each takes 60 in-game seconds.
  • The research bonus is capped at 15 % for crafting production and 10 % for food and fish production.
MILITARY20 research projects

SWORDSMANSHIP

  1. Tier 1ACTIVE
    Sharpened Blades

    10 % more sword damage.

    60 coins · 60 s

    Prerequisite: Scholar’s House; no previous research

  2. Tier 2ACTIVE
    Combat Training

    10 % faster attack speed for swordsmen.

    90 coins · 60 s

    Prerequisite: Sharpened Blades

  3. Tier 3ACTIVE
    Heavy Blades

    Weitere 20 % more sword damage.

    140 coins · 60 s

    Prerequisite: Combat Training

    Alternative to: Veteran Drill

  4. Tier 3ACTIVE
    Veteran Drill

    Weitere 18 % faster attack speed for swordsmen.

    140 coins · 60 s

    Prerequisite: Combat Training

    Alternative to: Heavy Blades

  5. Tier 4ACTIVE
    Penetration

    Weitere 15 % more sword damage.

    190 coins · 60 s

    Prerequisite: Heavy Blades

    Alternative to: Veteran Drill (via Heavy Blades)

  6. Tier 4ACTIVE
    Master Fighters

    Weitere 18 % faster attack speed for swordsmen.

    190 coins · 60 s

    Prerequisite: Veteran Drill

    Alternative to: Heavy Blades (via Veteran Drill)

RANGED COMBAT

  1. Tier 1EFFECT PLANNED
    Target Practice

    Planned: Greater accuracy.

    60 coins · 60 s

    Prerequisite: Scholar’s House; no previous research

  2. Tier 2ACTIVE
    Range Estimation

    15 % more range for archers and musketeers.

    90 coins · 60 s

    Prerequisite: Target Practice

  3. Tier 3ACTIVE
    Strong Bowstrings

    15 % more arrow damage.

    120 coins · 60 s

    Prerequisite: Range Estimation

    Alternative to: Powder Charge

  4. Tier 3ACTIVE
    Powder Charge

    20 % more musket damage.

    125 coins · 60 s

    Prerequisite: Range Estimation

    Alternative to: Strong Bowstrings

  5. Tier 4ACTIVE
    Quick Draw

    20 % faster firing rate for archers.

    155 coins · 60 s

    Prerequisite: Strong Bowstrings

    Alternative to: Powder Charge (via Strong Bowstrings)

  6. Tier 4ACTIVE
    Military Drill

    18 % faster firing rate for musketeers.

    160 coins · 60 s

    Prerequisite: Powder Charge

    Alternative to: Strong Bowstrings (via Powder Charge)

  7. Tier 5ACTIVE
    Elite Archer

    An additional 15 % arrow damage and 15 % range for archers.

    195 coins · 60 s

    Prerequisite: Quick Draw

    Alternative to: Powder Charge (via Strong Bowstrings)

  8. Tier 5ACTIVE
    Elite Musketeer

    Weitere 20 % more musket damage.

    205 coins · 60 s

    Prerequisite: Military Drill

    Alternative to: Strong Bowstrings (via Powder Charge)

ARMOR

  1. Tier 1EFFECT PLANNED
    Reinforced Clothing

    Planned: More health for all units.

    65 coins · 60 s

    Prerequisite: Scholar’s House; no previous research

  2. Tier 2EFFECT PLANNED
    Metal Fittings

    Planned: More armor.

    100 coins · 60 s

    Prerequisite: Reinforced Clothing

  3. Tier 3EFFECT PLANNED
    Heavy Armor

    Planned: Maximum protection.

    150 coins · 60 s

    Prerequisite: Metal Fittings

    Alternative to: Mobile Army

  4. Tier 3EFFECT PLANNED
    Mobile Army

    Planned: Greater mobility with reduced protection.

    150 coins · 60 s

    Prerequisite: Metal Fittings

    Alternative to: Heavy Armor

  5. Tier 4EFFECT PLANNED
    Defensive Doctrine

    Planned: Tougher towers and garrisons.

    190 coins · 60 s

    Prerequisite: Metal Fittings

  6. Tier 5EFFECT PLANNED
    Far-Sighted Garrison

    Planned: Greater tower vision range.

    230 coins · 60 s

    Prerequisite: Defensive Doctrine

TRADE12 research projects

PURCHASING

  1. Tier 1EFFECT PLANNED
    Market Knowledge

    Planned: Better purchasing terms.

    50 coins · 60 s

    Prerequisite: Scholar’s House; no previous research

  2. Tier 2EFFECT PLANNED
    Negotiating Skills

    Planned: Advantages when haggling.

    80 coins · 60 s

    Prerequisite: Market Knowledge

  3. Tier 3EFFECT PLANNED
    Bulk Buyer

    Planned: Bulk discounts.

    130 coins · 60 s

    Prerequisite: Negotiating Skills

    Alternative to: Loyal Customer

  4. Tier 3EFFECT PLANNED
    Loyal Customer

    Planned: Repeated purchases become cheaper.

    130 coins · 60 s

    Prerequisite: Negotiating Skills

    Alternative to: Bulk Buyer

SALES

  1. Tier 1ACTIVE
    Goods Expertise

    8 % more sales revenue.

    50 coins · 60 s

    Prerequisite: Scholar’s House; no previous research

  2. Tier 2ACTIVE
    Market Observation

    Weitere 10 % more sales revenue.

    80 coins · 60 s

    Prerequisite: Goods Expertise

  3. Tier 3ACTIVE
    Premium Trade

    Weitere 16 % more sales revenue.

    135 coins · 60 s

    Prerequisite: Market Observation

    Alternative to: Scarce Goods

  4. Tier 3ACTIVE
    Scarce Goods

    Weitere 16 % more sales revenue.

    135 coins · 60 s

    Prerequisite: Market Observation

    Alternative to: Premium Trade

WHOLESALE

  1. Tier 1EFFECT PLANNED
    Trade Warehouse

    Planned: Larger trade volumes.

    60 coins · 60 s

    Prerequisite: Scholar’s House; no previous research

  2. Tier 2EFFECT PLANNED
    Goods Handling

    Planned: More simultaneous offers.

    90 coins · 60 s

    Prerequisite: Trade Warehouse

  3. Tier 3EFFECT PLANNED
    Mass Trade

    Planned: Very large quantities at lower unit costs.

    140 coins · 60 s

    Prerequisite: Goods Handling

    Alternative to: Trade Network

  4. Tier 3EFFECT PLANNED
    Trade Network

    Planned: More partners and greater reach.

    140 coins · 60 s

    Prerequisite: Goods Handling

    Alternative to: Mass Trade

PRODUCTION15 research projects

CRAFTING

  1. Tier 1ACTIVE
    Better Tools

    3 % faster production; total research bonus capped at 15 %.

    60 coins · 60 s

    Prerequisite: Scholar’s House; no previous research

  2. Tier 2ACTIVE
    Work Organization

    3 % faster production; total research bonus capped at 15 %.

    95 coins · 60 s

    Prerequisite: Better Tools

  3. Tier 3ACTIVE
    Fast Production

    3 % faster production; total research bonus capped at 15 %.

    145 coins · 60 s

    Prerequisite: Work Organization

    Alternative to: Material Savings

  4. Tier 3ACTIVE
    Material Savings

    15 % fewer raw materials used on average.

    145 coins · 60 s

    Prerequisite: Work Organization

    Alternative to: Fast Production

  5. Tier 4ACTIVE
    Mass Production

    3 % faster production; total research bonus capped at 15 %.

    190 coins · 60 s

    Prerequisite: Fast Production

    Alternative to: Material Savings (via Fast Production)

  6. Tier 4ACTIVE
    Master Craftsmanship

    A total of 30 % fewer raw materials used on average; replaces Material Savings.

    190 coins · 60 s

    Prerequisite: Material Savings

    Alternative to: Fast Production (via Material Savings)

MINING

  1. Tier 1ACTIVE
    Improved Pickaxes

    10 % faster mining.

    65 coins · 60 s

    Prerequisite: Scholar’s House; no previous research

  2. Tier 2ACTIVE
    Ore Expertise

    10 % more yield; replaced by High-Performance Mining.

    100 coins · 60 s

    Prerequisite: Improved Pickaxes

  3. Tier 3ACTIVE
    Sustainable Mining

    35 % less deposit depletion.

    155 coins · 60 s

    Prerequisite: Ore Expertise

    Alternative to: High-Performance Mining

  4. Tier 3ACTIVE
    High-Performance Mining

    A total of 20 % more yield, replacing Ore Expertise.

    155 coins · 60 s

    Prerequisite: Ore Expertise

    Alternative to: Sustainable Mining

AGRICULTURE

  1. Tier 1ACTIVE
    Better Fieldwork

    3 % faster food and fish production; total research bonus capped at 10 %.

    60 coins · 60 s

    Prerequisite: Scholar’s House; no previous research

  2. Tier 2ACTIVE
    Improved Supply

    3 % faster food and fish production; total research bonus capped at 10 %.

    95 coins · 60 s

    Prerequisite: Better Fieldwork

  3. Tier 3EFFECT PLANNED
    Crop Farming

    Planned: Benefits grain farming, mills and bakeries.

    145 coins · 60 s

    Prerequisite: Improved Supply

    Alternative to: Animal Husbandry

  4. Tier 3EFFECT PLANNED
    Animal Husbandry

    Planned: More efficient cattle and pig breeding.

    145 coins · 60 s

    Prerequisite: Improved Supply

    Alternative to: Crop Farming

  5. Tier 4ACTIVE
    Supply Expertise

    4 % faster food and fish production; total research bonus capped at 10 %.

    190 coins · 60 s

    Prerequisite: Improved Supply

TECHNOLOGY15 research projects

TECHNOLOGY

  1. Tier 1EFFECT PLANNED
    Basic Tools

    Planned: Better tools become available.

    40 coins · 60 s

    Prerequisite: Scholar’s House; no previous research

  2. Tier 2ACTIVE
    Metalworking

    Iron smelters and toolmakers produce 5 % faster.

    55 coins · 60 s

    Prerequisite: Basic Tools

    Unlocks: Gold Smelter

  3. Tier 3ACTIVE
    Improved Mining

    Diamond mines become available and gold mines extract 5 % faster.

    70 coins · 60 s

    Prerequisite: Metalworking

    Unlocks: Diamond Mine

  4. Tier 4EFFECT PLANNED
    Construction Engineering

    Planned: Advanced buildings.

    85 coins · 60 s

    Prerequisite: Improved Mining

  5. Tier 5ACTIVE
    Gunpowder

    Gunsmiths produce 5 % faster; gunpowder technology becomes available.

    100 coins · 60 s

    Prerequisite: Construction Engineering

    Unlocks: Powder Mill

  6. Tier 6EFFECT PLANNED
    Mechanics

    Planned: Improves production buildings.

    115 coins · 60 s

    Prerequisite: Gunpowder

  7. Tier 7ACTIVE
    Coal Technology

    Coal mines extract 15 % faster.

    130 coins · 60 s

    Prerequisite: Mechanics

  8. Tier 8ACTIVE
    Oil Shale Technology

    Alternative power generation.

    145 coins · 60 s

    Prerequisite: Coal Technology

    Unlocks: Oil Shale Mine

  9. Tier 9ACTIVE
    Electricity

    Power plants and electricity.

    160 coins · 60 s

    Prerequisite: Oil Shale Technology

    Unlocks: Power Plant

  10. Tier 10EFFECT PLANNED
    Power Distribution

    Planned: Electrifies buildings.

    175 coins · 60 s

    Prerequisite: Electricity

  11. Tier 11ACTIVE
    Electrified Production

    3 % faster production; total research bonus capped at 15 %.

    190 coins · 60 s

    Prerequisite: Power Distribution

  12. Tier 12EFFECT PLANNED
    Advanced Industry

    Planned: Highest industrial tier.

    205 coins · 60 s

    Prerequisite: Electrified Production

HOUSING

  1. Tier 1ACTIVE
    Compact Housing

    Small houses: +1 additional resident capacity.

    70 coins · 60 s

    Prerequisite: Scholar’s House; no previous research

  2. Tier 2ACTIVE
    Efficient Space Planning

    Medium houses: +2 additional resident capacity.

    110 coins · 60 s

    Prerequisite: Compact Housing

  3. Tier 3ACTIVE
    Comfortable Expansion

    Large houses, townhouses and villas: +3 additional resident capacity.

    160 coins · 60 s

    Prerequisite: Efficient Space Planning

All 62 research projects: costs & duration

Each research project takes 60 in-game seconds. Prerequisites and mutually exclusive branches apply as in the game.

ResearchCoinsDuration
Sharpened Blades6060 s
Combat Training9060 s
Heavy Blades14060 s
Penetration19060 s
Veteran Drill14060 s
Master Fighters19060 s
Target Practice6060 s
Range Estimation9060 s
Strong Bowstrings12060 s
Quick Draw15560 s
Elite Archer19560 s
Powder Charge12560 s
Military Drill16060 s
Elite Musketeer20560 s
Reinforced Clothing6560 s
Metal Fittings10060 s
Heavy Armor15060 s
Mobile Army15060 s
Defensive Doctrine19060 s
Far-Sighted Garrison23060 s
Market Knowledge5060 s
Negotiating Skills8060 s
Bulk Buyer13060 s
Loyal Customer13060 s
Goods Expertise5060 s
Market Observation8060 s
Premium Trade13560 s
Scarce Goods13560 s
Trade Warehouse6060 s
Goods Handling9060 s
Mass Trade14060 s
Trade Network14060 s
Better Tools6060 s
Work Organization9560 s
Fast Production14560 s
Mass Production19060 s
Material Savings14560 s
Master Craftsmanship19060 s
Improved Pickaxes6560 s
Ore Expertise10060 s
Sustainable Mining15560 s
High-Performance Mining15560 s
Better Fieldwork6060 s
Improved Supply9560 s
Crop Farming14560 s
Animal Husbandry14560 s
Supply Expertise19060 s
Basic Tools4060 s
Metalworking5560 s
Improved Mining7060 s
Construction Engineering8560 s
Gunpowder10060 s
Mechanics11560 s
Coal Technology13060 s
Oil Shale Technology14560 s
Electricity16060 s
Power Distribution17560 s
Electrified Production19060 s
Advanced Industry20560 s
Compact Housing7060 s
Efficient Space Planning11060 s
Comfortable Expansion16060 s

Defend what you have built

Armies need an economy.

Swords, bows and muskets are produced through real supply chains. Only then can the barracks train your troops. Line, column, triangle and block formations bring order to their ranks.

Swordsmen, archers and musketeers are only the beginning – more units and specialisations will follow.

38 mSmall Tower55 mMedium Tower78 mGrand Castle
Durable melee fighter

Swordsman

130 Health · 16 Damage · 2.2 m

Ranged control

Archer

85 Health · 12 Damage · 18 m

High single-target damage

Musketeer

90 Health · 26 Damage · 14 m

Procedural worlds

Your seed.
Your story.

Rivers, lakes, island relief, forests, ore deposits and strategic borders shape every match. A geologist reveals finite deposits while weather and wind visibly bring the world to life.

4 Map Sizes5 Weather Conditions8 Special MinesPower Grids

Diplomacy, trade and victory

Friends are valuable. So are coins.

Trading House

All goods trading takes place exclusively in the Trading House. Regular factions require an active trade agreement; neutral peoples do not.

Diplomacy

Peace, war, alliances and separate trade agreements. The selected peace period protects early development.

Four Game Objectives

Domination, prosperity, points or a free sandbox. Losing your own marketplace means defeat.

Expeditions & rare discoveries

What lies beyond the horizon?

Build a shipyard, provision a ship and send out an expedition. Supplies, crew and your decisions determine what makes it home.

New in the current pre-alpha development build · Singleplayer & multiplayer

In-game shipyard
Shipyard · Build & repair
In-game harbor
Harbor · Provision & return
Twin Sails Voyager
Twin Sails Voyager

Every voyage starts here

Shipyard, harbor & your first ship

Build expedition ships on an open coastline. Carriers deliver construction materials; supplies and soldiers board at the harbor. A navigable water route leads to the edge of the map.

Your first expedition ship

Hit points
200
Goods capacity
200
Soldier spaces
8

4 × 50 goods per stack slot · 3 separate item slots

Ship construction: 180 s · 20 Planks · 8 Iron Ingots

Repairs take planks and time. Damage and losses remain after the ship returns. 1 Planks / 10 s → +10 Hit points

33 destinations beyond the horizon.

3–5 in-game minutes between events. Spend supplies, take a risk or turn back. Only this expedition pauses while you decide.

Coastal Ruins
Easy

Coastal Ruins

5 events · 15–25 min. at sea
plus preparation, travel and decisions

8 Bread · 4 Planks · 0 Soldiers

0.1 % chance of an epic discovery per successful completion

Lost Trading Post
Medium

Lost Trading Post

7 events · 21–35 min. at sea
plus preparation, travel and decisions

12 Bread · 6 Planks · 2 Soldiers

0.5 % chance of an epic discovery per successful completion

Storm Island
Dangerous

Storm Island

10 events · 30–50 min. at sea
plus preparation, travel and decisions

16 Bread · 8 Planks · 4 Soldiers

1.0 % chance of an epic discovery per successful completion

All 33 expeditions: supplies & duration

plus preparation, travel and decisions

DestinationSuppliesSoldiersmin. at seaEpic discovery
Coastal Ruins8 Bread · 4 Planks015–250.1 %
Lost Trading Post12 Bread · 6 Planks221–350.5 %
Storm Island16 Bread · 8 Planks430–501 %
The Forgotten Island24 Bread · 20 Planks · 6 Sword · 8 Iron Ingots424–401 %
Lantern Cape14 Bread · 12 Planks · 8 Copper Ingots · 10 Coal015–250.1 %
The Bell Monastery18 Bread · 14 Planks · 8 Stone Blocks · 6 Copper Ingots218–300.5 %
Saltwind Outpost20 Bread · 12 Planks · 18 Coins · 6 Iron Ingots221–350.5 %
Amber Shoals12 Bread · 16 Planks · 4 Copper Ingots015–250.1 %
The Broken Lock20 Bread · 28 Planks · 14 Iron Ingots · 12 Stone Blocks221–350.5 %
The Cedar Shipyard20 Bread · 30 Planks · 12 Iron Ingots · 8 Coal221–350.5 %
Glassmakers' Cove18 Bread · 12 Planks · 24 Coal · 8 Copper Ingots118–300.5 %
Ironwater Falls24 Bread · 24 Planks · 16 Iron Ingots · 10 Stone Blocks324–401 %
Ash Island28 Bread · 22 Planks · 8 Sulfur · 10 Iron Ingots427–451 %
Copper Watch20 Bread · 16 Planks · 18 Copper Ingots · 6 Bow321–350.5 %
The Sunken Archive28 Bread · 24 Planks · 10 Iron Ingots · 12 Coins327–451 %
White Whale Bay26 Bread · 22 Planks · 18 Coal · 6 Copper Ingots224–401 %
Wheat Moon Isles16 Bread · 12 Planks · 24 Grain · 10 Flour015–250.1 %
Red Sails Market20 Bread · 14 Planks · 36 Coins · 4 Gold Ingots321–350.5 %
Caravan Harbor22 Bread · 18 Planks · 24 Coins · 10 Copper Ingots221–350.5 %
The Saffron Gardens18 Bread · 12 Planks · 8 Copper Ingots · 16 Grain118–300.5 %
The Hollow Mountain30 Bread · 30 Planks · 18 Iron Ingots · 16 Coal530–501 %
Starlight Observatory24 Bread · 20 Planks · 16 Copper Ingots · 4 Gold Ingots224–400.5 %
Blackreef Fort32 Bread · 26 Planks · 8 Musket · 16 Gunpowder830–501 %
The Silent Quarry20 Bread · 24 Planks · 12 Iron Ingots · 16 Stone Blocks221–350.5 %
Pearl Lagoon18 Bread · 16 Planks · 16 Coins · 6 Copper Ingots118–300.1 %
Cinder Forge28 Bread · 22 Planks · 32 Coal · 20 Iron Ingots427–451 %
The Drowned Orchard18 Bread · 20 Planks · 18 Grain · 6 Iron Ingots118–300.5 %
The Twin Lighthouses24 Bread · 24 Planks · 20 Copper Ingots · 14 Coal224–400.5 %
The Crown Wreck32 Bread · 28 Planks · 8 Sword · 16 Iron Ingots630–501 %
The Mistbound Ferry22 Bread · 26 Planks · 12 Iron Ingots · 10 Coal221–350.5 %
Seabird Cliffs14 Bread · 14 Planks · 6 Copper Ingots · 10 Grain015–250.1 %
The Last Beacon28 Bread · 28 Planks · 24 Coal · 14 Iron Ingots427–451 %
Winterhaven Relief40 Bread · 24 Planks · 20 Coal · 8 Iron Ingots227–451 %

Rare finds with a lasting effect

30 items. Five rarity tiers.

Every successfully completed expedition grants exactly one main reward. Cancelling preparation does not reroll the discovery.

Seal of the First Settlers

Epic

Seal of the First Settlers

+15 % Production · +15 % Storage capacity

Banner of the Unbroken Watch

Epic

Banner of the Unbroken Watch

+15 % Training · +15 % Shipbuilding · +15 % Tower attack speed

Bonuses only apply after manually socketing the item in a village centre, affecting eligible friendly buildings in range. The same item cannot be socketed twice there; combined bonuses have caps.

A discovery has to make the journey home.

  1. 01Discovery aboard
  2. 02Unload at the harbor
  3. 03A carrier takes over
  4. 04Reach the village centre
  5. 05Socket manually

A sunken ship loses cargo still aboard. Items already unloaded survive. Retreating before completion grants no main reward.

Values matched to the game source on 11 October 2026. Base values without research or item bonuses.

Frequently asked questions

Good to know.

What kind of game is Warstead?

An isometric 3D city-building, economy, trade and strategy game with physical goods routes, research, diplomacy and combat.

Can I build anywhere?

No. Buildings require suitable land, controlled territory and a clear footprint. The complete footprint cannot lie in water. Mines require the matching discovered deposit.

How does trading work?

Goods are traded only through your own Trading House. Human and AI factions require an active trade agreement. Gnomes, Kobolds and Moslings always trade while their building exists.

Is there multiplayer?

LAN and Steam lobbies for up to eight factions are prepared. Steam online play still requires the SDK, App ID and final network testing before release.

Has Warstead been released?

Warstead is currently in an early pre-alpha. Content and balancing are continuously being expanded.