Villfell artwork$1.59 (−20%)

Villfell

Send a scout. Dispatch your army. Grow your realm while they march. It's the browser-empire loop that ate your nights — rebuilt as a single-player RTS, one full run from frontier to final battle in about 3 hours. No alliances, no always-online, no getting farmed in your sleep.

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From the Steam store

Send a scout. Dispatch your army. While it marches, queue up buildings, train troops, and pick your next target. Every attack invites a counterstrike that lands while you wait.

Villfell takes the loop that made browser empire games so compulsive — scout, dispatch, manage your economy while you wait, plan the next strike — and rebuilds it as a single-player real-time strategy game. Days-long marches become waits of seconds to minutes, and a full campaign, from first raid to final battle, fits in a single run of up to about 3 hours. No alliances, no always-online, no waking up to a burned-down village — just the compulsive core of the loop, at your own pace, in a solo village game.

The Core Loop

Send scouts to nearby villages and receive intel: estimated garrison, walls, and stockpiles Weigh losses against loot, pick your units, and launch a Raid (plunder) or an Assault (destruction) While your army marches, queue construction, train troops, and line up the next scouting run Aggression builds Threat — and counter-raids strike while you wait. Use the warning window to rush defenders, call reinforcements, or move your resources out of reach

Building, production, marching, and retaliation all run in real time. You're never idle — but you're never on a leash either.

Features

Settle the frontier. Build your economy on wood, stone, and ore, then resettle the ruins of villages you've assaulted to expand. You can never capture an enemy village — every expansion is a settlement of your own, in a steady solo sandbox. 4 races × 7 unit types. Pick a race each run: Azure (balanced), Crimson (cheap and numerous), Verdant (defensive and swift), or Pale (expensive elites). Field infantry attackers, anti-infantry and anti-cavalry defenders, crystal-fueled golem cavalry, and scouts — and match your composition to the enemy's garrison. Deterministic combat. Uncertain intel. There is no combat RNG: the same army against the same defense always gives the same result. The only fog is in your scouting reports — and even those never lie. Every reported range contains the true value. Outguessing the enemy is skill, not luck. Three resources plus rare Crystal. Chase Crystal in the late game to fund golem cavalry and run-wide permanent upgrades to attack, defense, and march speed. A Horde outpost you can't ignore. Early in the run, a Horde outpost appears on the map. Leave it alone and it grows stronger over time, then starts raiding nearby villages. Break it early and the damage stays small — "hit it now or develop first?" is a decision you face from the opening minutes. The Machina Ruins — relics that lift your whole realm. As your capital grows, a special site — the Machina Ruins — surfaces, reactivated with Crystal. On its own map you send in automatons, clear its wardens plot by plot, and raise Resonators, Forgeworks, Vaults, and Hauler Bays. Each one permanently boosts production, training, storage, and plunder across every village you own. The Horde endgame. Mid-run, three Horde camps and a stronghold appear at the map's edge. Scouting them is capped at low precision, so the final assault is a step into the dark. The Horde is also your richest source of Crystal — every camp you break weakens the stronghold, and provokes a counterattack. Destroy the stronghold to win the run. A finite, seeded map with records. Around 130 villages in rings, growing tougher toward the edge. Replay with different races and map seeds. Six leaderboards — clear time, loot, production, units destroyed, villages neutralized, and defenses repelled — plus 24 achievements track your personal bests and give every run a target. Ordeal mode — handicaps of your own choosing. Unlocked after your first victory. Mix and match 20 handicap "contracts" — a stronger Horde, barren land, a hard deadline, no retreat, and more — and their combined points set your Ordeal grade. The higher the grade, the harsher the run. Your highest cleared grade and your best time for each contract combination are recorded, an open-ended challenge for players who want one.

The Shape of a Run

Foundation: build up your starting village, train your first scouts and raiders — and a Horde outpost soon appears Raiding cycle: scout and raid your neighbors until plunder rivals production — and Threat starts drawing retaliation Expansion: settle a second village, assault higher-tier targets, and stand up a golem cavalry force with Crystal Endgame: break the Horde camps, then the stronghold. Your clear time and battle stats are recorded in a final results sheet and the all-time leaderboards

Before You Buy

This is a single-player game. There is no multiplayer and no online component. Time passes in real time only while you play — nothing happens while the game is closed. No always-online grind. Pause any time, and resume whenever you like. Runs are meant to be replayed with different races and map seeds. There is no permanent meta-progression between runs.

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