The boreal taiga in autumn: birch and larch turned gold and red among the firs

The Long Balance

Take what the valley gives. Give it back, or your grandchildren inherit a ruin.

iPhone  ·  iPad  ·  Mac  ·  Apple Vision Pro

You arrive in a valley with nothing, and no one is coming. Each morning gives you a fixed number of hours, and the only question the game ever asks is what those hours buy.

Fire warms. Rain soaks. Hunger builds, and a wound left alone turns bad. Nothing is abstracted into a health bar: the cold is a real thermal budget, the larder is real food that really rots, and the ground remembers what you took out of it.

There is no score. Live long enough, and the place earns a name.

Twenty-seven seconds

One keeper. One valley. One year.

Apple Vision Pro

Step into the valley

On the headset the camp does not sit in a window. Say the word and it is in your room at waist height — a desert holding on a hard-baked pan, or a taiga camp with the birches turning — and you lean over the fire, look down the river, and walk round the house. The tabletop diorama is still there when you want it small.

A desert valley on the table of a living room, on Apple Vision Pro A taiga valley in autumn on the table of a living room, on Apple Vision Pro

The same life, the same save, on every device you own.

What the game is actually about

The balance is the whole game

Every other survival game asks how fast you can strip a place. This one asks what is left when you are finished — because the valley answers back, on a delay long enough that you will have forgotten what you did.

Clear the slope of trees and you have a winter of firewood and a field. You have also taken away the sponge that held the rain. The next storm runs straight off the bare ground, strips the soil you meant to farm, and drops it as silt in the river. The silt fills the pool behind your dam and chokes the weir the fish run through. None of it is a scripted punishment. It is four systems doing what they honestly do, in the order they do it.

Build so the valley is richer for your being in it, not poorer. Every decision is weighed against the seventh generation — the people who will live here long after you are a name in the chronicle.

Nine valleys, and none of them forgives the same mistake

Every ground has its own argument

A boreal taiga, a Chihuahuan scrub, a rice-river valley, a high Andean shelf, the Sahel's edge, a Pacific rain coast, an Apennine hillside, a Baltic shore. Each carries its own weather, its own plants and its own beasts — and its own way of killing you. What you learn in one is half-wrong in the next.

The boreal taiga in autumn: birch and larch turned gold and red among the firs

The boreal taiga, in autumn

The gold is a warning. The long dark and the deep cold are six weeks out, firewood stops being a chore and becomes the whole year's arithmetic — and the wolverine takes whatever you hang.

The same taiga valley under deep snow, the whole forest white

The same valley, in winter

Bitter, and snowing. Nothing grows, nothing forages, and every day is spent against what the autumn put by. This is the same ground as the picture beside it, ninety days on.

The Chihuahuan scrub: pale desert plain, an arroyo cutting through it

The Chihuahuan scrub

Heat, an arroyo that is dry until it is lethal, and salt on the playa. Water is not a resource here. It is a daily problem with a deadline.

An East Asian river valley: dense green forest on a monsoon floodplain

The Yangtze basin

Monsoon, rice and a tiger. The wet comes on a schedule you can learn and cannot argue with, and the forest grows back faster than you can cut it — which is the only place in this game where that is true.

The West African savanna: dry gold grass and scattered trees

The West African savanna

A wet season and a dry one, sorghum, and a lion. Water is not a resource here, it is a season you have to survive.

Five ways of looking at one valley

The Day: the arc of daylight and what the land is telling you

The Day

Twelve hours of light, drawn as an arc. Spend them down the list in the order you set, and live with it.

Standing at the hearth at a keeper's eye height

The Valley

Everything you have built, standing where you put it. Fly up for the whole holding, or stand at your own fire and look around.

The Plan: a survey sheet with contours and readable layers

The Plan

The same ground as a drawing. Contours, seep, sparks and wind — read the land before you spend a season on it.

The People: each settler with their own readings and their own roof

The People

Five ledgers and no health bar. Everyone has an age, a leaning, someone they walked in with, and somewhere to sleep.

The Chronicle: a day's events written out as they happened

The Chronicle

A life, written as it was lived. Not a save file — a record, in the order the days actually fell.

The sky plate: an astrolabe cut for this valley's own latitude

The Sky

An astrolabe cut for this valley's latitude. It shows only what your camp has earned — a bare limb at first.

From open sky to a measured house

You start with nothing at all

Not a starter hut. Open ground, and a night coming. Pile branches into a debris hut and the ladder begins: mud into the weave, reed over it, stones at the foot. Every rung you raise is redrawn as a measured sheet — plan, section, elevation — so you can see exactly what you have built and what it is keeping out.

The dwelling sheet on day one: no shelter yet, open ground, nothing raised

Day one. Open sky, nothing raised.

The dwelling sheet later: plan, section and elevation of a built house

Later. Plan, section and elevation, drawn to scale.

The ages: a tech tree of crafts by age, from hand and stone onward

The ages

Two hundred and twenty-one things to make, and the reasons between them

Every craft in the game is a real one, in the order history actually found it. You cannot fire brick without a kiln, cannot melt copper without forced air, cannot force air without something to force it with.

A hundred and nine of them are STRUCTURES — things that stand on the ground and stay there. A fire pit, a drying rack, a smoke house, a well, a kiln, a byre, a wall, a gate, a forge. They are sited on the plan, they take damage, they are repaired and upgraded, and every one of them changes the arithmetic of a night.

Nothing unlocks on a timer. Things become possible because you made the thing before them.

Three rules the whole game obeys

  1. Everything you see is true.What a person wears says what you have made. Black earth on the plan is black earth in the world. Nothing is decoration.
  2. The valley is cast once, and then it is real.Plenty happens that you cannot predict — a heat dome settles for a fortnight, the salmon run comes early or late, a mast year buries the ground in acorns. But none of it is a coin flipped behind your back: every one of those was decided by the valley's own seed before you arrived, and the same valley lived the same way replays exactly. Nothing rerolls because you reloaded.
  3. Nothing is free.Every hour spent is an hour not spent elsewhere, and every yield taken is taken from something that has to recover.

The first of three

Survive, then Thrive, then Refine

One valley is a long story, and it does not all belong in one game. Survive is the whole of it that a household can do alone: fire, food, a roof, the first winters, and the slow argument with the ground that decides whether your grandchildren inherit a place or a ruin. It is finished, and it is what you can buy.

The two that follow are planned, not promised — and each is a game, not an expansion pack.

  1. Book One

    Survive

    Stone, clay and the homestead. One keeper, then a family, and everything a pair of hands can make from what a valley actually contains. Out now.

  2. Book II

    Thrive

    The hamlet and the village. Neighbours who did not choose you, roofs that are not yours, a road that brings strangers, and the things a settlement can make that no household can — because they need more hands than one house has.

  3. Book III

    Refine

    Metal at scale, and the crafts that need a whole society standing behind them: people who do one thing all year, and a valley asked to carry far more than it ever has.

Ninety days, free.

Play a whole season before you decide. If the valley keeps you, one purchase opens it for good — every winter, every life, on all your devices.

Own the Valley $9.99

One purchase. No subscription, no advertising, nothing to buy twice.

The beta is by invitation, fifty seats at a time. iPhone, iPad and Apple Vision Pro. Free while it is in beta.

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