Hour 58 of 72, high water in a sample zone of Ysmar

A phone strategy game where the rivers keep time. Mobile 4X, coming to Android and iOS.

wyrmford

The water keeps time

Hour 58 of 72

High water. The lowlands flood. An army caught there is pushed to dry ground and loses a tenth of its troops.

One tide, 72 hours, every zone on its own clock
WaterHoursOn the map
Low water0-24Fords and tide paths open. The lowlands dry to mudflats that slow every march.
Rising24-36The fords close behind the last army across. Lowland camps should be moving.
High water36-60The lowlands flood. An army caught there is pushed to dry ground and loses a tenth of its troops.
Falling60-72The water drains and leaves silt. Lowland farms yield a quarter more for a day.

Every march is on foot

Route to the fort across the ford
5 open hexes3 min 45 s
3 hill hexes4 min 30 s
2 climbs1 min 30 s
1 ford, low water45 s
9 hexes10 min 30 s

Hex by hex, no teleports

Armies walk every hex of the route you draw. Hills take twice as long, every climb adds time, and a ford only holds at low water.

Add a stop and the route bends through it.

Five heights of ground

Higher ground sees farther and fights better. A step of more than one level is a cliff, so passes and slopes decide where an army can go.

The lowest ground is the first to flood.

Next 14 days in this zone

Low Rising High Falling

Fourteen days in view

Every tide and every event for the next two weeks sits on one calendar, and no day holds more than five events.

Plan the crossing before you need it.

Three factions, chosen once

Vowbound

People
Stoneborn
Homeland
Hills and mountains
Elite unit
Siege Golems

The Stoneborn hold the high ground. Their garrisons are the hardest to break, their golems take walls apart, and their alliance dragon grows faster than any other.

Unchained

People
Beastkin
Homeland
Forests, plains and steppe
Elite unit
Packmaster Hunters

The Beastkin run the forests and the steppe. Their armies march faster, carry more loot home and hunt with packmasters at their side.

Fathomseekers

People
Tidefolk
Homeland
Rivers, coasts and swamps
Elite unit
River Behemoth Riders

The Tidefolk read the water. They research doctrines faster, loot the ruins the low tide uncovers and ride behemoths through the shallows.

An alliance is one faction. The Free Marches and the bandit tribes belong to the world and keep it busy at any hour.

Money buys time

Speed-ups, comfort and looks. Every one of them has a cap.

Capped

Strength is earned

Every unit, general and power can be won by playing. Seasons start everyone level.

Free

Pre-register

Pre-register

Leave your email and we will write once, on the day the game launches.

I play on

Dispatches

News from the march, newest first.

The first dispatch is on its way.

All dispatches