
Rumble Will Come
A downloadable game for Windows

Two decades ago, the human kingdom Justelia was wiped out by an unknown force known only as the Anomaly. Survivors scattered across neighboring lands, living as refugees in makeshift settlements. Now, the Alliance of Kingdoms has granted you a small island off the coast — not as a homecoming, but as a gift with strings attached.
You are [YOUR NAME HERE], a young leader who was just an infant when the catastrophe struck. Tasked with guiding the first wave of settlers, you must raise a kingdom from scattered survivors: shelter, food, industry, and defense. But survival is only the beginning.


Build a Kingdom from Nothing — Start with a handful of families on an empty shore. Construct homes, farms, workshops, and fortifications. Manage resources, balance the needs of your people, and weather the seasons.
Explore Ancient Ruins — Send expeditions into the island's mysterious ruins. Uncover lost chapters of history, find powerful relics, and piece together the truth about the Anomaly.
Unseal the Temple — Five shards of an ancient tablet lie scattered across the island. Find them all to break the barrier over the ruined temple — and face whatever lies beneath.
Forge Bonds with Your Council — Your advisors are more than quest-givers. Neferu, Astarta, and Melissa each carry their own secrets. Build trust, earn their loyalty, and shape the story through dialogue and choices.
A World That Remembers — Every decision echoes. The Alliance watches. The ruins hold their breath. And the Anomaly... is not quite gone.

- City building with resource chains (wood, stone, food, crystal)
- Population system with families, mood, and seasonal needs
- Story engine: scenes, quests, choices, and consequences
- Excavation system with dice rolls, events, and chapter progression
- Tablet shard collection and temple barrier mechanic
- Winter survival (charcoal, heating, freezing mechanics)
- Relic system with city-wide bonuses
- Beware skeleton raids!
- Character relationship system (trust / bond) with Neferu. Pretty simple for now
- Localization framework (EN/RU)
- Sandbox mode without the main story


| Updated | 7 hours ago |
| Published | 5 days ago |
| Status | In development |
| Platforms | Windows |
| Rating | Rated 4.1 out of 5 stars (7 total ratings) |
| Author | guywhoknow |
| Genre | Strategy |
| Made with | Unity |
| Tags | Adult, Atmospheric, City Builder, Dating Sim, Fantasy, Male protagonist, Management, Prototype, Sandbox, Unity |
| Average session | About an hour |
| Languages | English, Russian |
| AI Disclosure | AI Assisted, Code, Sounds |
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Development log
- Devlog # 2. Global map, and new building15 hours ago
- Devlog # 1. Hear me hear me, update is come!2 days ago
- Prototype is live — and I need your brutal honesty5 days ago









Comments
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Hey, this game pretty awesome, been a fan of kingdomg and castle and its fun to play, got a question, is there no more quest after you find the 5 shards? i can't interact with the advisor nor see anymore quest to do
Hey there!
Yeah, there are no more quests after you find the 5 shards. I released this game as a prototype just a couple of days ago. The questline, buildings, and everything else will be expanded in future updates.
I played Kingdom and Castle a lot and it's easy to feel this was inspired a lot by it. But somehow this feel better? Smoother progression somehow and more chill to play. I'll follow this game with big hopes!
Finally! Yeah, Kingdoms and Castles is the main inspiration for my game :D
K&C can feel a bit tedious at times. The first few times I played it, I was absolutely thrilled, but then I started to realize there’s just not much to do... Okay, I built a kingdom, solved all the problems, but what’s next?
And I wanted to make a game with the spirit of K&C, but with a much bigger map, magic, and an overarching global lore.
I fully agree, I still like to build a nice kingdom in K&C but after playing it so much there's usually not much to do quite fast
Maybe why yours felt quite different and quite promising
Just seeing all those new stuff on the map and having chars you can actually interact with feel very nice
Bigger map, magic and lore can of course only be very cool!
By the way, what do you think about Nova Roma, the new game from the K&C developers?
Personally, I played it for about 20 minutes and just closed it. For some reason, the Roman city-builder setting combined with the god mechanics just pushes me away. And the optimization... I didn't think that nowadays someone could make such a relatively simple game so poorly optimized.
Well it is in my wishlist but didn't tried it yet. From the little I saw it felt like the same game but with weird gods and a bit more water management. So yeah surely will not get it until it's on high discount since I dont really feel like there's much more to it, maybe I'm wrong tho. Recently I started playing thronefall, very good surprise and very good game but quite different of course.
I remember K&C not having much optimization issues, sounds weird that a simple game like that would have some indeed.
There some... Strange features. One of the core buildings is a temple of gods, so this gods mechanics is very intrusive
Can this have futa or trans options?
Not planned
I will preface this feedback by saying. The near five hours straight I played the game were mostly enjoyable, but there were several issues that dampened the experience. I will try to lay everything out in an easy to digest and concise manner below.
Prevalent Gameplay Issues
Wood, Woodcutters, and the Charcoal supply problem:
At the moment in game, Woodcutters are extremely inefficient, cripplingly so. The amount of trees they manage over their area of influence is less than half of their usable radius. Each one consistently caps out at no more than 50-55 managed trees between grown and saplings. While not an issue at first glance, woodcutters only fell trees when fully grown, so only about 10-15 of those trees will be felled and replaced with saplings from morning to night, net gain of at least 50 wood per-woodcutter. This, again, doesn't seem to be an issue. 100+ wood is good enough over the course of a day for general construction and stockpile early on, assuming two woodcutter lodges. The supply spiral begins with winter and the need for charcoal.
Currently a single charcoal burner requires roughly two woodcutter camps to not run at a deficit on wood income. Relative wood stockpile equilibrium is only somewhat maintained at that ratio without including general construction costs (from personal observation). Now this is reasonable. The issue stems from how inefficiently charcoal is used. Each household requires four charcoal consistently replenished over winter, bakery's require two charcoal per-loaf batch, and charcoal is the most time consuming item for villagers to make. This consumption ratio is so intense. My current, and first, settlement has actively forced me to forgo bakery's, and by extension bread production, in favor of using six charcoal burners just to survive winter in spite of charcoal stockpiles.
At the current four wood = two charcoal per-batch ratio. Mandatory wood resource income is exorbitant past the first few houses, and this supply issue is mostly only exacerbated by the woodcutters inefficient use of less than half their usable work area for their forestry. As a result, for the two in-game winters I have survived. Both have required me to supplement my wood income from my four woodcutter lodges by cutting down a sizable swath of nearby forest each time. With the exponential growth inherent to the game, my settlement just shy of 200 residents would have required roughly 10+ woodcutters to survive the winter with only occasional trips to clear nearby forests for wood. By next winter, that number will likely double. Then the issue becomes 'where am I going to fit these 20+ woodcutter lodges to keep up with charcoal demand?', and my supply networks are fully functional since I leave at least 20 villagers unassigned for transport duty.
Not one to complain and move on, I have given some thought to potential remedies. The most basic one is reducing charcoal requirements across the board. Bakery's only requiring a single charcoal per-loaf batch, and either reducing the required number of charcoal per-household, or increasing how long it takes for each household to consume their stockpile of charcoal. You can technically use both. initial houses still require a large amount of charcoal, and cottages can reduce the needed number of charcoal per-family from four to two. I would very much suggest looking at the design philosophy behind the original Frostpunk games progression mechanics for insight. The other obvious remedy is woodcutters using the open area available to them to the fullest extent. I don't know what the current stoppage is caused by, but it could help to make them have up to three or four workers instead of two.
Food Production and the Ravenous Hordes:
This issue is significantly more simple than the wood. Food production past 100 residents becomes exponentially more difficult to supply adequate food stockpile for winter. As stated above, my current settlement ended its second winter recently with just shy of 200 residents. Over the course of the winter, those residents consumed over 3000 units of food. Six large granaries stocked to the brim with grains, and by the end of winter the food stockpile was in the 300's and plummeting. The reason I said over 3000 units is because during winters three fishing docks are active to help supplement food reserves, so the true amount of food consumed is well over 3000 units. The number of active docks required to respectably slow stockpile loss over the year of winter is a lot.
The main concern is how much of your budding nation is going to consist of granaries. Space may not necessarily be at a premium, but reasonably defensible space is. There will come a point where growth stalls out because food production and food storage have reached their limit within the relative safe zone the player can maintain.
Remedies are difficult on this one simply because I don't know enough about what the actual calculations are running in the background. My main idea is. Could a resident be given a -5/10% fullness reduction bonus if they consume some type of grain? It would still require a sizable stockpile but not quite as ridiculous an amount or upkeep during winter from the fishing docks.
Paper Mache Walls and the Main Street Massacre:
The walls are a well and truly beaten to death horse, so I'll refrain from stating the obvious. An actual issue is the lack of any true settlement defense beyond walls.
To make my case, I will recount the events of the Main Street Massacre. A raiding band came through. Walls were insufficient, and the archer towers killed all but a single skeleton. This singular skeleton proceeded to path onto the main thoroughfare of the settlement. Mr. skeleton then proceeded to brutally murder nearly 30 men, women, and children. All of whom happily walked up to Mr. skeleton surrounded by the blood and eviscerated corpses of their fellow residents.
The immediate remedies I can think of are making the MC, adventurers, and advisors capable of defending the settlement in pitched combat. Mr. skeleton wouldn't have made it very far if Neferu had blindsided him with a Hurricanrana. And while disoriented, the MC secured a grapple from behind before performing a Bridging German Suplex on Mr. skeleton. With Mr. skeleton down for the count, Astarta cast a spell that turns him, and his grid coordinates, into a new well for the settlement. jokes aside, I do think that those listed above being aided by adventurers would make the most sense for defending the settlement from a boots on the ground perspective, and gives the adventurers a reason to exist outside of speeding up ruin investigations. Something else would be all non-combat NPC's hiding in their houses during a raid, simple solution to the wanton murder problem.
Potential bugs
-Multiple settlers will pick up materials for a buildings construction even if they cumulatively exceed the required materials, and they will all walk to the building site with said materials even if the building was already built.
-Settlers stationed in guard towers will go home and sleep or eat during raids. If it isn't implemented already. A system that gives defenders a grace period for needs during raids would be welcome.
-Settlers rarely use roads, dirt or paved. They just don't use them 60% of the time.
-The materials stockpile is always empty, but all of the resources say they are stockpiled, so I'm guessing a building is being flagged as an infinite stockpile location on accident.
-The game may be aging people according to the wrong time settings. My current game is 'Summer 1, Year 10', but both Neferu and the MC are labeled in their 90's instead of 30's.
Positives and small requests
The general premise and meta plot are pretty interesting. I still haven't unsealed the temple, but what has occurred has left me intrigued. The BGM is repetitive after a while, but it's a nice melody, so I don't really mind much. The general meaty foundation's laid out well, just need a few balance tweaks here and there.
I know it was brought up above, but I do think allowing at least the MC and Advisors to help defend the settlement from monster incursions would be cool.
Neferu and Astarta have had good dialogue so far, and Neferu's story was both sad and sweet at the end. On that, you will be asked to implement a gallery of some description for the NSFW moments. Figured I'd warn you ahead of time.
Simple though it may be, I do like all of the sprite work and general visuals of the game. Some things in the over-world may be a bit bland here or there, but graphic touch ups are always something that can wait for later.
Adding keybinds so laptop users can zoom the camera in and out would likely help them out a lot with navigation considering the potential absence of a mouse.
On the topic of over-world navigation, some form of map would be appreciated. I spent a couple minutes just tracing the coastline because I lost my town when investigating inland.
A minor rework of a few of the tutorial missions may be needed. The main thing that would have caused problems for someone less versed in these game types is food. Getting the fishing docks for immediate food was good, but not tutorializing the farming aspect for people could cause problems for the uninitiated, or those who don't know the game is going to be a bit more difficult. Another one was preparing for the first winter, I never actually met the quota for charcoal before winter, but I kept the stockpile up so people didn't freeze, and didn't finish the quest until after winter was over. It might have just been a weird me thing as well, so take the example with a grain of salt.
Yoo bro, thank you a lot for your big and extremely constructive feedback!
First of all, I’ve gotta say you literally took the words right out of my mouth regarding using the adventurers' guild to defend the town. I'm designing this game with the vibe of not just playing a city-builder, but also "watching a fantasy anime" (just not an isekai/reincarnation one). And in anime, that's exactly what the adventurers' guilds do!
It’s a super interesting idea to give "Heroes" (as a general term for the MC, advisors, and unique characters) active abilities so they can personally defend the town from the likes of Mr. Skeleton.
Honestly, I’ve always loved how a critical bug or oversight can accidentally create a hilarious story, like your Mr. Skeleton wiping out 30 people on Main Street :D
As for the resource and production balance, it's a known issue and I'm currently working on it. Charcoal actually has some really weird bugs right now—sometimes it’s sitting in the warehouses in huge quantities, but the settlers still freeze to death anyway...
Long story short, I’m working hard on improvements and bug fixes, bro. Your feedback is absolutely phenomenal in how constructive it is. Thank you so much, I really appreciate it!
My only gripes are the non-existent durability of the walls and the frequency of the raids.
But all in all, its a great game so far and im looking forward to future updates.
If i may make a suggestion or two: More military options for citizens, i've noticed the average citizen throw themselves at the skeletons.
Also, maybe, a direction indicator of where the raids come from, though this is more "I'm spoiled by indicators" so just consider it as a skill issue.
It'd also be cool to be able to close the gate, if that isn't already possible
Like the other guy said, maybe a way to remove nodes.
Other than the Towers, walls don't seem to serve much purpose defense wise since I've witnessed the skeletons just destroy them instantly.
In my previous playthrough, (just a minute ago), it was easier just to place a wall, then a tower.
Also is it possible to have multiple adventurer parties? Unless i was doing it wrong, it only let me send one out at a time.
I'll have to play again to have more gripes but this is all for now.
Back for a minute.
With the workforce, i've noticed that if there are things that you've ordered.
Mostly cutting down trees, It just won't get done. I've tried expanding terriorty and building stockpiles closer but they just ignore it.
It might just bug out or something, but that's what happens some.. most times. and then it'd take twenty years to pickup the logs.
Hey there! Thank you for the awesome feedback! I'm glad you're enjoying the game so far.
Of course you can make suggestions, it will help me make the game better!
Regarding your points:
Walls & Raids: Yeah, walls durability is a my bad, will fix it. Actually, I’m planning to rethink the raid mechanic entirely. I'm considering something similar to Factorio, where a crowd of skeletons will first gather in the corrupted biome before launching the actual raid on your settlement.
Adventurer parties: The single-party limit is actually an intentional design choice for now. The Main Character is the key member of these expeditions, and im planning specific events and scenes tied to them (for example, when finding Astarta). It wouldn't make sense for these to trigger without the MC present. However, im thinking about how i can expand or adapt this mechanic in the future.
Workforce/Logging: This definitely sounds like a no free workers or priority bug. Thanks for reporting, i'll investigate this.
Closing gates is a great idea.
About idicators, will think about it, maybe some building should provide indicator... Like a observation tower or smth
Hey! Great Game! Maybe Android someday? :)
Hi!
Someday for sure, i dont see "blockers" on it
90% of what I play are city builders, absolutely love them. This is a good game with a solid foundation, but there are certainly a few things that go amiss in the first bit that I've played. Some things that are not implemented which would be a good idea are: being able to remove stone resource nodes which are in the way of buildings, an "idle" citizen counter in the job window (rather than having to math it out), a window explaining current production and consumption numbers rather than having a simple count of the currently stored goods, a more detailed breakdown of what unhappy citizens are missing rather than one number line, an easier way to identify the current position of hostile forces, and an explanation of how many plots a single farmer can be responsible for (it is 9 plots per farmer).
Also, I have yet to reach any point where I need to go to a different area of the island, but it looks like a logistical nightmare. Your townies may end up travelling across the entire map for food or resources, rather than giving up after recognising that none exist in a reasonable vicinity. If there is a system I have yet to encounter which allows for separate towns or districts, and the land-locking of citizens to those zones, then kudos. otherwise, it would be a great boon to implement something like that, given the size of the map.
This is a great little chillax city builder with simplistic logistical management, having enough depth to be fun without feeling overwhelming. But don't mistake a simplified system for an uninformed system. Production and consumption may seem kinda spreadsheety, but the math is happening behind the scenes whether we like it or not. Failing to accurately portray existing data does not equal simplicity, but instead frustration. Not needing a mill between farms and bakeries, and not letting food expire, is simplistic, and awesome for this type of entry into the genre. Not letting us know how much bread we eat every year is a royal pain in the butt.
There is obviously a lot of heart behind this project, and I plan to keep playing to unlock all of the current story and mechanics. Just try to keep an eye on the stuff you've already implemented, and try to improve it alongside the creation of new things, rather than only making new things :)
Love the style the game has!
Yo bro!
Thank you so much for your detailed and thoughtful feedback!
Since the game is still a prototype, some quality-of-life features and buggy things can easily slip through the cracks during my own playtests. Working on impovements.
Were there any non-obvious things? For example, ruins exploration —i guess not everyone figures out how to send settlers there
Best advice I can give on that is to assume that your playerbase is stupid lol.
Iirc, there wasn't a prompt to build bakeries to go with the farms, I just built them out of common sense, but some could miss that they're necessary. Actually, come to think of it, I don't think I got a proper breakdown on farms themselves either, nor how fertility works. Like previously stated, I mostly relied on common sense and what I know from other similar games, but not everyone will make those connections right away. Another instance of this can be found in the woodcutter. The woodcutter works on rules that are not rare in modern citybuilders, but again, relying on your playerbase to already know some mechanics is not a great idea. Let them know that it will auto-replant trees after cutting, and avoid the guesswork.
I saw a comment near the top talking about felling orders not being fulfilled - I'm almost positive that this is happening bc felling is assigned to jobless civilians, and the hauling of logs is assigned to labourers (I think anyway). I had the same issue myself and got around it by purposefully not assigning a few ppl to any job. Having free jobless villagers fixed it, and the fell order worked fine after that. If this is intended then that's totally chill, but again, having an "idle" or "jobless" counter in the jobs window, as well as a description on the things those villagers can do, would be helpful in clarifying that.
Also the "find someone who can read these runes" quest is really open ended, it's not exactly clear how to go about progression there. And speaking of quests, the first mission asks you to build a storehouse, but there is no building by that name. Changing that quest (and maybe the preceding dialogue) to say stockpile would help with the ambiguity. There is also not a proper teaching moment saying that roads need to be built before other structures. I found out I needed roads first by looking at the "you can't build here" popup, which is a bit unintuitive.
With the ruins exploration thing that you mentioned, I'm pretty sure this could be rectified by making the explorable ruins and the destructible ruins more graphically different. Especially the explorable ruins - there isn't much way to identify the edges of them outside of clicking on them, which some ppl won't do unless they want to try and remove it for building space. Making them more visually distinct would highlight them as structures of interest rather than free stone lying around. I never once questioned if the shielded temple was a destructible object, for example. Adding a bouncing arrow over the closest structure after reaching that quest might also help lol, at least that way ppl get a hand to hold when trying the mechanic for the first time.
As a huge fan of city-builders myself, I fell into the classic developer's trap of thinking "well, this mechanic is just common sense!" But your feedback is a great reminder that clarity is key, and guessing games aren't fun.