[{"data":1,"prerenderedAt":1692},["ShallowReactive",2],{"blog-farming-and-production-chains":3,"nav-latest-blog":601,"blog-prev-farming-and-production-chains":603,"blog-next-farming-and-production-chains":606,"blog-engagement-farming-and-production-chains":607,"latest-posts-/blog/farming-and-production-chains":609,"devlog-ref-a-living-norse-world":1689,"devlog-ref-introduction-to-thveit":1690,"devlog-ref-norse-folklore":1691},{"_path":4,"_dir":5,"_draft":6,"_partial":6,"_locale":7,"title":8,"description":9,"date":10,"cover":11,"number":12,"lastEdited":13,"hashtags":14,"reactions":20,"poll":26,"body":34,"_type":595,"_id":596,"_source":597,"_file":598,"_stem":599,"_extension":600},"/blog/farming-and-production-chains","blog",false,"","Farming & Production Chains","How Thveit's production chains work - crops, timber, wool, and the choice that could win or lose Njord's favor.","2026-08-27","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/farming-and-production-chains/farming-and-production-chains-02.jpg",4,"27/08/2026 13:00",[15,16,17,18,19],"thveit","devlog","farming","production-chains","folklore",[21,22,23,24,25],"harvesting","building","mythic","peaceful","wishlist",{"id":27,"question":28,"options":29},"farming-production-chains-v1","What would you like us to cover in the next devlog?",[30,31,32,33],"Sailing, trade & exploring distant lands","Seasons, weather & survival","More folklore creatures (Huldra, Nøkk, Draugr...)","Settler professions & daily routines",{"type":35,"children":36,"toc":579},"root",[37,45,50,64,69,76,81,86,91,167,178,187,193,198,203,212,232,237,243,248,253,258,263,271,277,282,287,292,297,305,311,316,321,326,334,340,345,355,360,372,378,383,395,401,406,412,417,422,428,439,444,452,458,463,468,481,486,519,524,532,538,543,548,554,559,564,569,574],{"type":38,"tag":39,"props":40,"children":41},"element","p",{},[42],{"type":43,"value":44},"text","Hello everyone 👋,",{"type":38,"tag":39,"props":46,"children":47},{},[48],{"type":43,"value":49},"Welcome back to another Thveit devlog!",{"type":38,"tag":39,"props":51,"children":52},{},[53,55,62],{"type":43,"value":54},"In our ",{"type":38,"tag":56,"props":57,"children":61},"devlog-ref",{"quote":58,"slug":59,"text":60},"Nothing simply appears in Thveit. Every finished good represents the work of many settlers across multiple professions.","introduction-to-thveit","first devlog",[],{"type":43,"value":63},", we talked about the idea that nothing in Thveit simply appears on a shelf. A loaf of bread starts as a field of rye. A mug of mead starts as a row of barley. A warm coat starts as a sheep grazing in a pasture. We've mentioned this idea in almost every devlog so far, but we've never actually sat down and walked through it start to finish - so that's what today is for.",{"type":38,"tag":39,"props":65,"children":66},{},[67],{"type":43,"value":68},"This ended up being a bigger devlog than we planned. Once we started listing out everything that feeds into a single settlement - crops, livestock, timber, stone, wool, tools, foraged goods, fishing, and eventually the sea itself - it became clear that Thveit's economy isn't really one system. It's a dozen small ones, all quietly feeding into each other. So grab a mug of something warm, and let's walk through it field by field, building by building.",{"type":38,"tag":70,"props":71,"children":73},"h2",{"id":72},"the-land-provides",[74],{"type":43,"value":75},"The Land Provides",{"type":38,"tag":39,"props":77,"children":78},{},[79],{"type":43,"value":80},"Every settlement starts by figuring out where it has room to farm. Thveit doesn't track soil quality - any patch of land that's flat and clear of trees, rocks, or other obstructions can be turned into a field. What matters instead is space. A farm squeezed into a gap between the trees will only ever be so large, while a settlement built around open, cleared ground can spread its fields out and grow far more.",{"type":38,"tag":39,"props":82,"children":83},{},[84],{"type":43,"value":85},"Farming itself follows a full cycle, not a single click. Fields need to be plowed and sown before anything grows, tended throughout the season as crops develop, and finally harvested by hand once they're ready. Miss the harvest window, and a field can spoil before it's ever brought in - which is part of why a settlement's first few farmers tend to become some of its most valuable settlers early on.",{"type":38,"tag":39,"props":87,"children":88},{},[89],{"type":43,"value":90},"Right now, Thveit's crops include:",{"type":38,"tag":92,"props":93,"children":94},"ul",{},[95,107,117,127,137,147,157],{"type":38,"tag":96,"props":97,"children":98},"li",{},[99,105],{"type":38,"tag":100,"props":101,"children":102},"strong",{},[103],{"type":43,"value":104},"Rye",{"type":43,"value":106}," - the backbone of bread and one of the most reliable grains to grow, usually the safest first crop for a brand new field.",{"type":38,"tag":96,"props":108,"children":109},{},[110,115],{"type":38,"tag":100,"props":111,"children":112},{},[113],{"type":43,"value":114},"Barley",{"type":43,"value":116}," - flexible enough to become drink or feed, depending on what your settlement needs most, and one of the faster grains to bring to harvest.",{"type":38,"tag":96,"props":118,"children":119},{},[120,125],{"type":38,"tag":100,"props":121,"children":122},{},[123],{"type":43,"value":124},"Oats",{"type":43,"value":126}," - a hardy crop that keeps both animals and settlers fed, and one of the more forgiving crops if a season turns colder than expected.",{"type":38,"tag":96,"props":128,"children":129},{},[130,135],{"type":38,"tag":100,"props":131,"children":132},{},[133],{"type":43,"value":134},"Carrots",{"type":43,"value":136}," - a simple root vegetable that turns any dish into something more filling, and quick enough to plant that they're often a new settlement's first crop.",{"type":38,"tag":96,"props":138,"children":139},{},[140,145],{"type":38,"tag":100,"props":141,"children":142},{},[143],{"type":43,"value":144},"Pumpkins",{"type":43,"value":146}," - slow to grow and take up more space than most, but a single successful harvest yields enough to be worth the wait.",{"type":38,"tag":96,"props":148,"children":149},{},[150,155],{"type":38,"tag":100,"props":151,"children":152},{},[153],{"type":43,"value":154},"Cabbages",{"type":43,"value":156}," - a dependable staple crop that stores well through the colder months, making it a favorite for settlements planning ahead for winter.",{"type":38,"tag":96,"props":158,"children":159},{},[160,165],{"type":38,"tag":100,"props":161,"children":162},{},[163],{"type":43,"value":164},"Lavender",{"type":43,"value":166}," - the odd one out. It isn't food at all, but a cash crop grown for its value on the trade table rather than anything it puts on a plate.",{"type":38,"tag":39,"props":168,"children":169},{},[170,172,176],{"type":43,"value":171},"Each crop follows the land through the seasons we described in our ",{"type":38,"tag":56,"props":173,"children":175},{"quote":174,"slug":59,"text":60},"Seasons are more than visual changes - they shape the entire rhythm of life.",[],{"type":43,"value":177}," - planted, tended, and harvested according to its own calendar, with fields sitting fallow or freezing over once winter arrives. Part of the early game is simply finding enough open, flat ground to farm on, and deciding how to divide that space between the crops your settlement needs most.",{"type":38,"tag":39,"props":179,"children":180},{},[181],{"type":38,"tag":182,"props":183,"children":186},"img",{"alt":184,"src":185},"Thveit - a settlement's fields laid out across the countryside","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/farming-and-production-chains/farming-and-production-chains-03.jpg",[],{"type":38,"tag":70,"props":188,"children":190},{"id":189},"from-rye-to-bread",[191],{"type":43,"value":192},"From Rye to Bread",{"type":38,"tag":39,"props":194,"children":195},{},[196],{"type":43,"value":197},"Bread is the clearest example of how a production chain comes together in Thveit, so it's the one we like to point to first.",{"type":38,"tag":39,"props":199,"children":200},{},[201],{"type":43,"value":202},"It starts with a farmer sowing and harvesting a field of rye. Once cut, the rye doesn't go anywhere near a table just yet - it's hauled by hand to a mill, where a miller grinds it down into flour. From there, the flour makes its own trip to a bakery, where a baker kneads, shapes, and bakes it into loaves ready to feed your settlement. Three separate buildings, three separate professions, and a fair amount of walking, all in service of a single loaf of bread.",{"type":38,"tag":204,"props":205,"children":206},"blockquote",{},[207],{"type":38,"tag":39,"props":208,"children":209},{},[210],{"type":43,"value":211},"Rye becomes flour. Flour becomes bread. Every step in the chain requires buildings, workers, and time.",{"type":38,"tag":39,"props":213,"children":214},{},[215,217,222,224,230],{"type":43,"value":216},"Picture ",{"type":38,"tag":100,"props":218,"children":219},{},[220],{"type":43,"value":221},"Bjorn",{"type":43,"value":223},", the lumberjack we introduced back in our ",{"type":38,"tag":56,"props":225,"children":229},{"quote":226,"slug":227,"text":228},"Bjorn enjoys ending the day with a mug of locally brewed mead","a-living-norse-world","second devlog",[],{"type":43,"value":231},". Long before he ever picks up an axe, his morning starts with breakfast - bread that was rye in a field just days earlier, ground by a miller he's never met, and baked before sunrise by someone who never sees him eat it. He doesn't think about any of that, of course. He just eats, and heads to Woodholm. That invisible chain of strangers working together so Bjorn can start his day is, in a lot of ways, the whole game.",{"type":38,"tag":39,"props":233,"children":234},{},[235],{"type":43,"value":236},"It's a small chain compared to some of what's coming later in this post, but it sets the pattern for almost everything you'll produce in Thveit: raw resource, processing step, finished good, and a settler at the end of it who never has to think about how any of it got there.",{"type":38,"tag":70,"props":238,"children":240},{"id":239},"barleys-two-futures",[241],{"type":43,"value":242},"Barley's Two Futures",{"type":38,"tag":39,"props":244,"children":245},{},[246],{"type":43,"value":247},"Barley is where things start to branch, and it's the first real fork in the road your settlement will run into.",{"type":38,"tag":39,"props":249,"children":250},{},[251],{"type":43,"value":252},"Send it to the brewery, and a brewer turns it into beer - the drink of choice for a well-earned evening at the Meadholm alongside your settlers. Send it to your pastures instead, and that same barley becomes feed, keeping your livestock fed and healthy through the year. Both paths matter. Skimp on the brewery, and Meadholm sits quiet on evenings that should be full of settlers unwinding after a long shift. Skimp on feed instead, and your sheep and goats grow thinner, producing less wool and meat than they otherwise would.",{"type":38,"tag":39,"props":254,"children":255},{},[256],{"type":43,"value":257},"The tricky part is that barley isn't infinite. Every sack sent to the brewery is a sack your pastures won't see, and the reverse is just as true. We like this kind of decision because it doesn't come with a single correct answer - it comes down to what kind of settlement you're trying to build.",{"type":38,"tag":39,"props":259,"children":260},{},[261],{"type":43,"value":262},"A settlement leaning into festivals, gatherings, and a lively Meadholm might prioritize the brewery and accept a slightly leaner pasture. One focused on wool, cloth, and a steady meat supply will keep more barley flowing to feed instead, and simply brew less often. Neither approach is wrong, and we like that the same field can end up telling a different story depending on which settlement it belongs to.",{"type":38,"tag":39,"props":264,"children":265},{},[266],{"type":38,"tag":182,"props":267,"children":270},{"alt":268,"src":269},"Thveit - a field ready for the harvest that will decide its fate","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/farming-and-production-chains/farming-and-production-chains-05.jpg",[],{"type":38,"tag":70,"props":272,"children":274},{"id":273},"the-eldhus-where-the-harvest-becomes-a-meal",[275],{"type":43,"value":276},"The Eldhus: Where the Harvest Becomes a Meal",{"type":38,"tag":39,"props":278,"children":279},{},[280],{"type":43,"value":281},"Not every crop needs a dedicated building of its own. Oats, carrots, pumpkins, and cabbages all flow into the Eldhus instead, our name for the communal cook-house where raw ingredients are turned into something a settler would sit down and eat.",{"type":38,"tag":39,"props":283,"children":284},{},[285],{"type":43,"value":286},"The Eldhus works a little differently from the mill or the brewery. Rather than one fixed ingredient in and one fixed product out, you choose the recipe yourself - deciding which dish your cooks prepare based on what's sitting in storage. Oats can go two directions here, either toward the animals as feed or into the Eldhus as an ingredient. Carrots and pumpkins get chopped, roasted, and combined with whatever else is in stock, while cabbages provide a dependable, storable ingredient that keeps meals going even once fresher crops are out of season.",{"type":38,"tag":39,"props":288,"children":289},{},[290],{"type":43,"value":291},"We like to imagine the Eldhus as the one building every settler passes through in a day, whether they work the fields, the sawmill, or the docks. Smoke rising from its chimney at midday, the smell of something cooking drifting between the homesteads - it's meant to feel like the heart of the settlement's daily rhythm.",{"type":38,"tag":39,"props":293,"children":294},{},[295],{"type":43,"value":296},"The Eldhus rewards variety and choice. A settlement relying on a single crop can still keep its settlers fed, but a settlement drawing from rye, oats, carrots, pumpkins, and cabbage has real recipes to choose between - and every dish that comes out of the Eldhus gives your settlers a comfort boost. Finished dishes don't have to stay in the Eldhus either. We're planning for them to travel onward to the Meadholm, to festivals, and to larger settlement gatherings, though exactly how that will work is still being designed.",{"type":38,"tag":39,"props":298,"children":299},{},[300],{"type":38,"tag":182,"props":301,"children":304},{"alt":302,"src":303},"Thveit - a harvest of carrots, pumpkins, and cabbages bound for the Eldhus","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/farming-and-production-chains/farming-and-production-chains-01.jpg",[],{"type":38,"tag":70,"props":306,"children":308},{"id":307},"lavender-a-field-that-isnt-food",[309],{"type":43,"value":310},"Lavender: A Field That Isn't Food",{"type":38,"tag":39,"props":312,"children":313},{},[314],{"type":43,"value":315},"Lavender doesn't feed anyone, and that's exactly the point. It's grown for one purpose - trade.",{"type":38,"tag":39,"props":317,"children":318},{},[319],{"type":43,"value":320},"A field of lavender takes up the same space a rye or barley field would, so choosing to grow it is a genuine trade-off. You're giving up food production for a good that exists purely to sell, gift, or exchange with neighboring realms. As we start building out trade in future updates, crops like lavender are what will give your settlement something distinct to offer beyond raw stone and timber.",{"type":38,"tag":39,"props":322,"children":323},{},[324],{"type":43,"value":325},"We'll have much more to share about trade and distant lands once that system is further along.",{"type":38,"tag":39,"props":327,"children":328},{},[329],{"type":38,"tag":182,"props":330,"children":333},{"alt":331,"src":332},"Thveit - a field of lavender grown purely for the trade table","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/farming-and-production-chains/farming-and-production-chains-07.jpg",[],{"type":38,"tag":70,"props":335,"children":337},{"id":336},"timber-stone-building-the-settlement",[338],{"type":43,"value":339},"Timber & Stone: Building the Settlement",{"type":38,"tag":39,"props":341,"children":342},{},[343],{"type":43,"value":344},"Not everything in Thveit's economy grows in a field. Wood and stone form the backbone of construction, and wood in particular pulls triple duty once it's felled.",{"type":38,"tag":39,"props":346,"children":347},{},[348,350,353],{"type":43,"value":349},"Logs cut by your woodcutters can go three different ways. Some are stockpiled as firewood, keeping homes warm through the cold months we described in our ",{"type":38,"tag":56,"props":351,"children":352},{"quote":174,"slug":59,"text":60},[],{"type":43,"value":354},". Others are used directly as a raw building material for early, simple structures. The rest are hauled to a sawmill and cut into planks, the material most of your permanent buildings are made from.",{"type":38,"tag":39,"props":356,"children":357},{},[358],{"type":43,"value":359},"Stone, for now, follows a much simpler path - quarried straight from deposits scattered across the landscape and used directly in construction. It's a smaller chain than timber's today, though it's one we expect to build out further as more advanced buildings start calling for refined materials.",{"type":38,"tag":39,"props":361,"children":362},{},[363,365,370],{"type":43,"value":364},"Where food chains keep your settlers fed, timber and stone are what let your settlement physically grow - and as we mentioned when introducing Thveit's ",{"type":38,"tag":56,"props":366,"children":369},{"quote":367,"slug":59,"text":368},"Distance matters. Settlers walk everywhere, carrying resources by hand, so thoughtful planning rewards efficiency.","building categories",[],{"type":43,"value":371},", keeping your sawmill close to both the forest and your warehouses is what separates an efficient settlement from a struggling one.",{"type":38,"tag":70,"props":373,"children":375},{"id":374},"wool-cloth-and-staying-warm",[376],{"type":43,"value":377},"Wool, Cloth, and Staying Warm",{"type":38,"tag":39,"props":379,"children":380},{},[381],{"type":43,"value":382},"We first mentioned sheep back when introducing Thveit's settlers and their needs, but we haven't talked about where their wool ends up. Once sheared, it feeds one of the most important chains in the game - the one standing between your settlers and a brutal winter.",{"type":38,"tag":39,"props":384,"children":385},{},[386,388,393],{"type":43,"value":387},"Wool is spun into cloth, and from there it's carried to a building we haven't shown before: ",{"type":38,"tag":100,"props":389,"children":390},{},[391],{"type":43,"value":392},"Woolholm",{"type":43,"value":394},", where tailors cut and stitch that cloth into the clothing your settlers wear. Woolholm produces more than one kind of garment: lighter clothing for the warmer months, and heavier, layered winter wear for when the cold sets in, so what your settlers are dressed in changes right alongside the season outside. It sounds simple, but a settler without proper clothing risks freezing once the snow arrives. A well-run pasture feeds your economy. A busy Woolholm keeps your people alive.",{"type":38,"tag":70,"props":396,"children":398},{"id":397},"tools-of-the-trade",[399],{"type":43,"value":400},"Tools of the Trade",{"type":38,"tag":39,"props":402,"children":403},{},[404],{"type":43,"value":405},"Every profession in your settlement, from farmers to woodcutters to bakers, works faster and more reliably with the right tools in hand. We're still refining exactly how this chain will look in full, but the intent is straightforward: raw materials flow into your craftsmen, and tools flow back out to everyone who depends on them to do their job well. We'll share more on toolmaking specifically once that system is further along.",{"type":38,"tag":70,"props":407,"children":409},{"id":408},"herbsholm-berries-mushrooms-medicine",[410],{"type":43,"value":411},"Herbsholm: Berries, Mushrooms & Medicine",{"type":38,"tag":39,"props":413,"children":414},{},[415],{"type":43,"value":416},"Not everything your settlement needs comes from a plowed field. Herbsholm is where your foragers bring in what the wild has to offer - berries picked from the undergrowth, mushrooms gathered from the forest floor, and herbs collected for something far more important than flavor.",{"type":38,"tag":39,"props":418,"children":419},{},[420],{"type":43,"value":421},"Herbs processed at Herbsholm become medicine, treating sick and injured settlers before a bad illness turns into a funeral. Berries and mushrooms, meanwhile, add valuable variety to what the Eldhus can prepare, supplementing your farmed crops with whatever the forest is willing to give up. A settlement that leans only on its fields will survive; one that also invests in Herbsholm tends to thrive.",{"type":38,"tag":70,"props":423,"children":425},{"id":424},"goats-sheep-and-what-the-water-provides",[426],{"type":43,"value":427},"Goats, Sheep, and What the Water Provides",{"type":38,"tag":39,"props":429,"children":430},{},[431,433,437],{"type":43,"value":432},"We touched on livestock briefly in our ",{"type":38,"tag":56,"props":434,"children":436},{"quote":435,"slug":59,"text":60},"Livestock currently includes Sheep and Goats.",[],{"type":43,"value":438},", but they're worth revisiting here as part of the bigger picture. Sheep provide wool and meat, goats provide milk and meat, and both need pastures, tending, and a settler willing to look after them daily.",{"type":38,"tag":39,"props":440,"children":441},{},[442],{"type":43,"value":443},"Fishing rounds out the food side of the economy. Wherever your settlement borders a river, lake, or coastline, fishing docks let you draw food directly from the water - an important supplement once your farmland can't be expanded any further.",{"type":38,"tag":39,"props":445,"children":446},{},[447],{"type":38,"tag":182,"props":448,"children":451},{"alt":449,"src":450},"Thveit - sheep grazing in a pasture","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/farming-and-production-chains/farming-and-production-chains-06.jpg",[],{"type":38,"tag":70,"props":453,"children":455},{"id":454},"the-whales-choice",[456],{"type":43,"value":457},"The Whale's Choice",{"type":38,"tag":39,"props":459,"children":460},{},[461],{"type":43,"value":462},"Further out past the fishing docks, in deeper water, swim whales - and how your settlement chooses to treat them is one of the more consequential decisions we're building into Thveit's economy.",{"type":38,"tag":39,"props":464,"children":465},{},[466],{"type":43,"value":467},"Hunt them, and for now, that mostly means one thing: profit. A successful hunt brings home meat to feed your settlement, and what's left sells for a good price at the trade table - a straightforward, if risky, way to bring real wealth into your settlement. Down the line, we're also toying with the idea of tying whaling into how a settlement shows off its riches, something closer to a mark of prosperity than a raw material, though that's very much an idea rather than a plan at this stage.",{"type":38,"tag":39,"props":469,"children":470},{},[471,473,479],{"type":43,"value":472},"But whales, like everything in the sea, belong to Njord. As we shared in our ",{"type":38,"tag":56,"props":474,"children":478},{"quote":475,"slug":476,"text":477},"The more favor you earn with Njord, whether through offerings, successful voyages, or respecting the creatures of the sea, the safer your voyages become.","norse-folklore","previous devlog",[],{"type":43,"value":480},", Njord's favor already decides whether the Kraken protects your ships or drags them beneath the waves. Hunting whales angers him - whether or not you've ever worshipped him at all - and the consequences follow you onto every voyage after. Ships lost to the Kraken, or to something worse stirring in deeper water. Trade routes sabotaged without warning. An economy that suffers long after the hunt itself is forgotten.",{"type":38,"tag":39,"props":482,"children":483},{},[484],{"type":43,"value":485},"Leave the whales be, and something different happens. Protect them, keep your waters peaceful, and over time they'll grow bolder - surfacing closer to shore, breaching within sight of your settlement, and on quiet nights, you might even hear them sing. Settlements that maintain this peace long enough will earn a permanent badge of Njord's favor, granting passive benefits such as:",{"type":38,"tag":92,"props":487,"children":488},{},[489,499,509],{"type":38,"tag":96,"props":490,"children":491},{},[492,497],{"type":38,"tag":100,"props":493,"children":494},{},[495],{"type":43,"value":496},"Njord's Calm",{"type":43,"value":498}," - safer seas, with ships far less likely to be lost to storms, reefs, or hostile creatures on trade and exploration routes.",{"type":38,"tag":96,"props":500,"children":501},{},[502,507],{"type":38,"tag":100,"props":503,"children":504},{},[505],{"type":43,"value":506},"Song of the Deep",{"type":43,"value":508}," - a lasting comfort bonus for settlers living in homes near the coast.",{"type":38,"tag":96,"props":510,"children":511},{},[512,517],{"type":38,"tag":100,"props":513,"children":514},{},[515],{"type":43,"value":516},"Tides of Plenty",{"type":43,"value":518}," - a passive boost to your fishing docks, as whales draw fish closer to shore.",{"type":38,"tag":39,"props":520,"children":521},{},[522],{"type":43,"value":523},"Nothing here is final, and we're still shaping exactly how this system will feel in practice, but we love the idea that a single, repeatable choice - hunt or protect - can shape your settlement's relationship with the sea for the rest of the game.",{"type":38,"tag":39,"props":525,"children":526},{},[527],{"type":38,"tag":182,"props":528,"children":531},{"alt":529,"src":530},"Thveit - Njord's Kraken stirring beneath a fleet that has fallen out of his favor","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/farming-and-production-chains/farming-and-production-chains-04.jpg",[],{"type":38,"tag":70,"props":533,"children":535},{"id":534},"planning-around-the-chain",[536],{"type":43,"value":537},"Planning Around the Chain",{"type":38,"tag":39,"props":539,"children":540},{},[541],{"type":43,"value":542},"None of this works if it's scattered randomly across your settlement. Fields need to be near a mill, a mill needs to be near a bakery, and a bakery needs to be near the settlers who'll eat the bread. The further apart these buildings sit, the more time your settlers spend walking instead of working.",{"type":38,"tag":39,"props":544,"children":545},{},[546],{"type":43,"value":547},"This is why we keep coming back to the same idea devlog after devlog: Thveit rewards thoughtful layout over brute-force expansion. A settlement with a tight, well-planned farming district will consistently outperform one that's simply larger, and watching a production chain click into place - fields feeding a mill, a mill feeding a bakery, a bakery feeding a full settlement - is one of the most satisfying loops in the game.",{"type":38,"tag":70,"props":549,"children":551},{"id":550},"looking-ahead",[552],{"type":43,"value":553},"Looking Ahead",{"type":38,"tag":39,"props":555,"children":556},{},[557],{"type":43,"value":558},"This is only a slice of the production systems taking shape in Thveit. As development continues, we'll be expanding the list of crops, adding new buildings to the chain, and giving trade goods like lavender somewhere real to go.",{"type":38,"tag":39,"props":560,"children":561},{},[562],{"type":43,"value":563},"We'd love to hear from you - which production chain are you most looking forward to building? And when whales finally arrive off your coastline, will you hunt them, or protect them?",{"type":38,"tag":39,"props":565,"children":566},{},[567],{"type":43,"value":568},"If you've enjoyed reading this devlog and would like to follow Thveit's development more closely, we'd love to have you join our Discord community. It's the best place to chat with us, share your ideas, ask questions, and connect with other players following the journey.",{"type":38,"tag":39,"props":570,"children":571},{},[572],{"type":43,"value":573},"Your feedback genuinely helps shape Thveit. We read every comment and truly appreciate everyone who takes the time to share their thoughts.",{"type":38,"tag":39,"props":575,"children":576},{},[577],{"type":43,"value":578},"Thank you so much for reading and supporting our journey. We'll see you in the next devlog. ❤️",{"title":7,"searchDepth":580,"depth":580,"links":581},2,[582,583,584,585,586,587,588,589,590,591,592,593,594],{"id":72,"depth":580,"text":75},{"id":189,"depth":580,"text":192},{"id":239,"depth":580,"text":242},{"id":273,"depth":580,"text":276},{"id":307,"depth":580,"text":310},{"id":336,"depth":580,"text":339},{"id":374,"depth":580,"text":377},{"id":397,"depth":580,"text":400},{"id":408,"depth":580,"text":411},{"id":424,"depth":580,"text":427},{"id":454,"depth":580,"text":457},{"id":534,"depth":580,"text":537},{"id":550,"depth":580,"text":553},"markdown","content:blog:farming-and-production-chains.md","content","blog/farming-and-production-chains.md","blog/farming-and-production-chains","md",[602],{"date":10},{"_path":604,"title":605},"/blog/norse-folklore","Norse Folklore",null,{"reactions":608,"comments":608},0,[610,962,1296],{"_path":604,"_dir":5,"_draft":6,"_partial":6,"_locale":7,"title":605,"description":611,"date":612,"cover":613,"number":614,"lastEdited":615,"hashtags":616,"reactions":619,"poll":623,"body":627,"_type":595,"_id":959,"_source":597,"_file":960,"_stem":961,"_extension":600},"A deep dive into the folklore systems taking shape in Thveit - Trolls, night spirits, the afterlife, Njord's Kraken, the Landvættir, and raising a Dragon of your own.","2026-07-27","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/norse-folklore/norse-folklore-6.jpg",3,"27/07/2026 00:00",[15,16,19,617,618],"mythology","storytelling",[19,23,620,621,622],"enchanted","chronicled","adorable",{"id":624,"question":28,"options":625},"norse-folklore-v1",[626,31,30,32],"Settlement building & production chains",{"type":35,"children":628,"toc":948},[629,633,638,643,648,654,659,664,669,674,681,687,692,697,702,707,715,721,726,731,736,741,747,752,757,762,767,775,781,786,791,796,801,809,815,820,825,830,835,842,848,853,891,896,902,907,912,917,922,926,931,936,940,944],{"type":38,"tag":39,"props":630,"children":631},{},[632],{"type":43,"value":44},{"type":38,"tag":39,"props":634,"children":635},{},[636],{"type":43,"value":637},"Ever since we began designing Thveit, we knew we didn't want Norse mythology to simply be decoration. Many games use Vikings as an aesthetic. You build longhouses, wear fur cloaks, place a few runestones, and that's where the mythology ends. For us, mythology is part of everyday life.",{"type":38,"tag":39,"props":639,"children":640},{},[641],{"type":43,"value":642},"The people settling these lands genuinely believe the forests are inhabited, the sea answers to the gods, and ancient creatures have lived here long before the first village was founded. Instead of treating mythology as scripted events or end-game bosses, we're building systems that allow these beings to exist naturally alongside your settlement, reacting to how you play rather than waiting for a cutscene to introduce them.",{"type":38,"tag":39,"props":644,"children":645},{},[646],{"type":43,"value":647},"Today we'd like to share some of the folklore systems we're currently working on.",{"type":38,"tag":70,"props":649,"children":651},{"id":650},"beneath-every-mountain-sleeps-a-troll",[652],{"type":43,"value":653},"Beneath Every Mountain Sleeps a Troll",{"type":38,"tag":39,"props":655,"children":656},{},[657],{"type":43,"value":658},"One of the first creatures we're implementing is the Troll. Rather than making Trolls another enemy for the player to fight, we wanted them to feel like independent inhabitants of the world, not a combat encounter waiting to be triggered. You'll discover caves throughout the map, and some of them will be home to Trolls who were living there long before your settlers arrived.",{"type":38,"tag":39,"props":660,"children":661},{},[662],{"type":43,"value":663},"Initially they'll keep to themselves, wary of the newcomers building nearby. Over time, though, you'll be able to interact with them through small requests. They might ask for food, resources, or help maintaining the area around their cave. Completing these requests slowly builds trust, and every Troll will remember how you've treated them.",{"type":38,"tag":39,"props":665,"children":666},{},[667],{"type":43,"value":668},"If you earn that trust, the Troll may decide to help your settlement. Because of their immense strength, Trolls can carry resources that would normally require several settlers, making them incredibly valuable companions for construction and logistics, especially when you're hauling heavy stone or timber across long distances.",{"type":38,"tag":39,"props":670,"children":671},{},[672],{"type":43,"value":673},"Importantly, they don't become another worker you control. They choose to help because you've built a relationship with them, and we think that makes them feel much more memorable than simply unlocking another unit on a tech tree.",{"type":38,"tag":39,"props":675,"children":676},{},[677],{"type":38,"tag":182,"props":678,"children":680},{"alt":679,"src":613},"Thveit - a Troll resting near its mountain cave",[],{"type":38,"tag":70,"props":682,"children":684},{"id":683},"when-night-falls-stay-indoors",[685],{"type":43,"value":686},"When Night Falls, Stay Indoors",{"type":38,"tag":39,"props":688,"children":689},{},[690],{"type":43,"value":691},"One of our favorite systems currently in development revolves around Spirits. The lands your settlers arrive in are ancient. Long before villages, farms, and roads existed, something else inhabited these forests, and it hasn't gone anywhere.",{"type":38,"tag":39,"props":693,"children":694},{},[695],{"type":43,"value":696},"During the day, your settlers can work normally, gathering resources and tending to the settlement without a second thought. But once darkness falls, the wilderness becomes far less welcoming. We're experimenting with spirits that emerge during the night and roam the forests surrounding your settlement. If one of your settlers wanders too far from home after dark, they may become a target.",{"type":38,"tag":39,"props":698,"children":699},{},[700],{"type":43,"value":701},"This is where cats become unexpectedly important. Cats aren't just decorative animals wandering your village, they'll react to nearby supernatural threats, warning settlers before spirits get too close. That gives your villagers precious time to return home before something happens, turning a simple companion animal into a genuine early-warning system.",{"type":38,"tag":39,"props":703,"children":704},{},[705],{"type":43,"value":706},"We're still prototyping this system, but we love the idea that simply forgetting about a woodcutter working late could have real consequences, and that keeping a cat nearby might one day save someone's life.",{"type":38,"tag":39,"props":708,"children":709},{},[710],{"type":38,"tag":182,"props":711,"children":714},{"alt":712,"src":713},"Thveit - a spirit emerging from the forest at night","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/norse-folklore/norse-folklore-4.jpg",[],{"type":38,"tag":70,"props":716,"children":718},{"id":717},"the-dead-should-be-remembered",[719],{"type":43,"value":720},"The Dead Should Be Remembered",{"type":38,"tag":39,"props":722,"children":723},{},[724],{"type":43,"value":725},"Another mechanic we're designing is our cemetery and afterlife system. When settlers die, they'll be buried by your community instead of simply disappearing, and their grave will remain as a permanent part of your settlement's history.",{"type":38,"tag":39,"props":727,"children":728},{},[729],{"type":43,"value":730},"However, not every death has the same outcome. If a settler lived a fulfilling life and died peacefully of old age, there's a chance they'll return as a benevolent spirit. These ghosts won't harm anyone, instead, they'll quietly wander through the village, occasionally visiting family members or places they once called home.",{"type":38,"tag":39,"props":732,"children":733},{},[734],{"type":43,"value":735},"Deaths caused by starvation, freezing, murder, or neglect tell a different story. Those settlers may return as restless spirits, haunting your settlement and causing problems for the living, a quiet consequence of how well you looked after your people while they were alive.",{"type":38,"tag":39,"props":737,"children":738},{},[739],{"type":43,"value":740},"To help deal with this, we're planning to introduce Shamans who can perform rituals, calm angry spirits, and restore balance between the living and the dead. We want death to become another storytelling system instead of simply reducing your population count, so every grave has a story behind it, and every haunting is a reminder of a mistake you can learn from.",{"type":38,"tag":70,"props":742,"children":744},{"id":743},"the-sea-belongs-to-njord",[745],{"type":43,"value":746},"The Sea Belongs to Njord",{"type":38,"tag":39,"props":748,"children":749},{},[750],{"type":43,"value":751},"The ocean plays a huge role in Thveit. It's how you'll establish trade, transport settlers between villages, and eventually discover distant lands. But sailing safely isn't guaranteed.",{"type":38,"tag":39,"props":753,"children":754},{},[755],{"type":43,"value":756},"We're tying one of our largest mythical creatures, the Kraken, to Njord, the Norse god associated with the sea, sailing, fishing, and prosperity. The more favor you earn with Njord, whether through offerings, successful voyages, or respecting the creatures of the sea, the safer your voyages become. The Kraken may even help guide your ships safely across dangerous waters, nudging them away from storms or hidden reefs.",{"type":38,"tag":39,"props":758,"children":759},{},[760],{"type":43,"value":761},"Lose Njord's favor, however, and your relationship with the sea changes dramatically. Instead of protecting your fleet, the Kraken may drag your ships beneath the waves, destroying both your cargo and your settlers, turning your greatest trade route into your greatest risk.",{"type":38,"tag":39,"props":763,"children":764},{},[765],{"type":43,"value":766},"We're also exploring ways for players to gradually build trust with the Kraken itself, making it another legendary creature that exists naturally within the world rather than appearing only during scripted encounters. Over a long campaign, we want your relationship with the sea to feel earned, not fixed from the start.",{"type":38,"tag":39,"props":768,"children":769},{},[770],{"type":38,"tag":182,"props":771,"children":774},{"alt":772,"src":773},"Thveit - the Kraken rising near a trade ship","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/norse-folklore/norse-folklore-2.jpg",[],{"type":38,"tag":70,"props":776,"children":778},{"id":777},"the-forest-remembers",[779],{"type":43,"value":780},"The Forest Remembers",{"type":38,"tag":39,"props":782,"children":783},{},[784],{"type":43,"value":785},"One creature we're especially excited about is the Landvættir. In Norse mythology, Landvættir are spirits of the land that protect specific places. For Thveit, we've chosen to represent them as guardians of the forest itself.",{"type":38,"tag":39,"props":787,"children":788},{},[789],{"type":43,"value":790},"Unlike some of our other mythical creatures, the Landvættir isn't something you'll actively seek out. Instead, your actions determine whether it awakens. Clear too much forest, hunt wildlife excessively, or strip nature of its resources without giving anything back, and eventually the Landvættir may emerge to defend what remains, preventing settlers from exploiting the surrounding wilderness.",{"type":38,"tag":39,"props":792,"children":793},{},[794],{"type":43,"value":795},"The opposite is also true. We're currently designing a sanctuary system where players can designate protected areas of forest that remain untouched by development. Preserving wildlife and respecting nature allows you to gradually earn the Landvættir's trust.",{"type":38,"tag":39,"props":797,"children":798},{},[799],{"type":43,"value":800},"It won't become your pet or follower. Instead, it may reward your settlement by blessing nearby forests, improving wildlife populations, encouraging tree growth, and making surrounding lands healthier over time. We're currently leaning towards associating this relationship with Freyr, whose connection to fertility, peace, and prosperity fits naturally with protecting the land.",{"type":38,"tag":39,"props":802,"children":803},{},[804],{"type":38,"tag":182,"props":805,"children":808},{"alt":806,"src":807},"Thveit - the Landvættir watching over a protected forest sanctuary","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/norse-folklore/norse-folklore-1.jpg",[],{"type":38,"tag":70,"props":810,"children":812},{"id":811},"raising-a-dragon",[813],{"type":43,"value":814},"Raising a Dragon",{"type":38,"tag":39,"props":816,"children":817},{},[818],{"type":43,"value":819},"Dragons are probably the most ambitious folklore system we have planned. Rather than simply finding an adult dragon somewhere in the world, we want players to build a relationship from the very beginning, one that spans the entire life of your settlement.",{"type":38,"tag":39,"props":821,"children":822},{},[823],{"type":43,"value":824},"During distant voyages, you'll occasionally discover Dragon Eggs. Bringing one home is only the first challenge. You'll need to keep it warm, protect it, and ensure it survives long enough to hatch, which may require dedicating resources and attention long before you see any benefit in return.",{"type":38,"tag":39,"props":826,"children":827},{},[828],{"type":43,"value":829},"From there, you'll raise the dragon as your settlement grows. As it matures, it may protect your treasury, provide warmth during harsh winters, frighten away dangerous creatures, or watch over your village from above, becoming a visible symbol of everything you've built together.",{"type":38,"tag":39,"props":831,"children":832},{},[833],{"type":43,"value":834},"This system is still in its early design phase, but we're excited by the idea that every dragon becomes part of your settlement's history instead of just another powerful unit, remembered as much for the journey of raising it as for what it can do once grown.",{"type":38,"tag":836,"props":837,"children":841},"blog-video",{":autoplay":838,":controls":838,":loop":838,"caption":839,"src":840},"true","A mature dragon flies over the settlement","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/norse-folklore/DragonAutumn.mp4",[],{"type":38,"tag":70,"props":843,"children":845},{"id":844},"and-this-is-only-the-beginning",[846],{"type":43,"value":847},"And This Is Only the Beginning",{"type":38,"tag":39,"props":849,"children":850},{},[851],{"type":43,"value":852},"Norse folklore is incredibly rich, and we've only scratched the surface. Some of the creatures and systems we're already planning include:",{"type":38,"tag":92,"props":854,"children":855},{},[856,861,866,871,876,881,886],{"type":38,"tag":96,"props":857,"children":858},{},[859],{"type":43,"value":860},"Huldras that lure settlers into the forest.",{"type":38,"tag":96,"props":862,"children":863},{},[864],{"type":43,"value":865},"Nøkk inhabiting lakes and rivers.",{"type":38,"tag":96,"props":867,"children":868},{},[869],{"type":43,"value":870},"Sea Serpents roaming the open ocean.",{"type":38,"tag":96,"props":872,"children":873},{},[874],{"type":43,"value":875},"Whales that interact with your voyages.",{"type":38,"tag":96,"props":877,"children":878},{},[879],{"type":43,"value":880},"Additional spirit types.",{"type":38,"tag":96,"props":882,"children":883},{},[884],{"type":43,"value":885},"Draugr rising from forgotten graves.",{"type":38,"tag":96,"props":887,"children":888},{},[889],{"type":43,"value":890},"More gods, blessings, rituals, and supernatural events.",{"type":38,"tag":39,"props":892,"children":893},{},[894],{"type":43,"value":895},"Our goal isn't to turn Thveit into a fantasy game filled with constant magical encounters. Instead, we want mythology to feel believable, woven into everyday life in the same way it was for the people who inspired the game.",{"type":38,"tag":70,"props":897,"children":899},{"id":898},"thank-you-for-15000-wishlists-in-just-5-days-️",[900],{"type":43,"value":901},"Thank You for 15,000 Wishlists in Just 5 Days ❤️",{"type":38,"tag":39,"props":903,"children":904},{},[905],{"type":43,"value":906},"Before wrapping up, we wanted to take a moment to thank every single one of you.",{"type":38,"tag":39,"props":908,"children":909},{},[910],{"type":43,"value":911},"Since announcing Thveit and launching our Steam page, we've been completely blown away by the response. Reaching 15,000 wishlists in just five days is something we genuinely never expected, and seeing so many people excited about our little Norse city builder has been incredibly motivating.",{"type":38,"tag":39,"props":913,"children":914},{},[915],{"type":43,"value":916},"We've also loved reading your comments, watching your theories, seeing your feature suggestions, and hearing what aspects of the game resonate most with you. Whether you've wishlisted the game, shared the trailer, joined our Discord, or simply left an encouraging comment, thank you.",{"type":38,"tag":39,"props":918,"children":919},{},[920],{"type":43,"value":921},"The support we've received over the past week has given us even more confidence in the direction we're taking Thveit, and this devlog was our way of sharing one of the features we're personally the most excited to build.",{"type":38,"tag":70,"props":923,"children":924},{"id":550},[925],{"type":43,"value":553},{"type":38,"tag":39,"props":927,"children":928},{},[929],{"type":43,"value":930},"Everything we've shown here is currently in development, and many of these systems will continue evolving over the coming months as we test, break, and rebuild them.",{"type":38,"tag":39,"props":932,"children":933},{},[934],{"type":43,"value":935},"As always, we'd love to hear your thoughts. Which folklore creature are you most excited to see in Thveit? Is there a particular story or piece of Norse mythology you'd love for us to explore?",{"type":38,"tag":39,"props":937,"children":938},{},[939],{"type":43,"value":568},{"type":38,"tag":39,"props":941,"children":942},{},[943],{"type":43,"value":573},{"type":38,"tag":39,"props":945,"children":946},{},[947],{"type":43,"value":578},{"title":7,"searchDepth":580,"depth":580,"links":949},[950,951,952,953,954,955,956,957,958],{"id":650,"depth":580,"text":653},{"id":683,"depth":580,"text":686},{"id":717,"depth":580,"text":720},{"id":743,"depth":580,"text":746},{"id":777,"depth":580,"text":780},{"id":811,"depth":580,"text":814},{"id":844,"depth":580,"text":847},{"id":898,"depth":580,"text":901},{"id":550,"depth":580,"text":553},"content:blog:norse-folklore.md","blog/norse-folklore.md","blog/norse-folklore",{"_path":963,"_dir":5,"_draft":6,"_partial":6,"_locale":7,"title":964,"description":965,"date":966,"cover":967,"number":580,"lastEdited":968,"hashtags":969,"reactions":970,"body":972,"_type":595,"_id":1293,"_source":597,"_file":1294,"_stem":1295,"_extension":600},"/blog/a-living-norse-world","A Living Norse World","How Thveit's world comes alive - procedural landscapes and rivers, handcrafted mountains, Norse folklore creatures, and settlers with stories of their own.","2026-07-08","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/a-living-norse-world/a-living-norse-world-08.jpg","08/07/2026 00:00",[15,16,19,618],[19,23,971,22,620],"atmospheric",{"type":35,"children":973,"toc":1286},[974,978,982,987,993,1004,1009,1014,1023,1028,1036,1042,1047,1052,1057,1062,1067,1072,1077,1085,1091,1096,1101,1106,1114,1125,1137,1156,1175,1181,1186,1191,1196,1201,1206,1211,1216,1221,1237,1243,1248,1253,1258,1263,1268,1273,1277,1281],{"type":38,"tag":39,"props":975,"children":976},{},[977],{"type":43,"value":44},{"type":38,"tag":39,"props":979,"children":980},{},[981],{"type":43,"value":49},{"type":38,"tag":39,"props":983,"children":984},{},[985],{"type":43,"value":986},"Today, we're taking a closer look at what makes our world feel alive. From the procedurally generated landscapes and thriving wildlife to your settlers, creatures drawn from Norse folklore, and even the old Norse Gods, every part of Thveit is designed to feel connected and full of stories waiting to unfold.",{"type":38,"tag":70,"props":988,"children":990},{"id":989},"world-built-on-layers",[991],{"type":43,"value":992},"World Built on Layers",{"type":38,"tag":39,"props":994,"children":995},{},[996,998,1002],{"type":43,"value":997},"As we briefly mentioned in our ",{"type":38,"tag":56,"props":999,"children":1001},{"quote":1000,"slug":59,"text":477},"Every realm is procedurally generated, so no two settlements begin the same.",[],{"type":43,"value":1003},", the world of Thveit is built in layers, each one adding another piece to the living world around your settlement.",{"type":38,"tag":39,"props":1005,"children":1006},{},[1007],{"type":43,"value":1008},"Everything begins with procedural generation, which creates the islands and landscapes you'll build upon. Using the same system, we populate the world with dense pine forests, birch groves, saplings, scattered rocks, stone deposits, flowers, and lush vegetation. Every new world feels organic while still being carefully crafted to support meaningful gameplay.",{"type":38,"tag":39,"props":1010,"children":1011},{},[1012],{"type":43,"value":1013},"We're also introducing procedural rivers. Rivers aren't simply decorative features - they naturally shape the way you expand your settlement. They create obstacles that encourage thoughtful planning while also opening new opportunities for transportation. Your settlers will eventually be able to use rivers to move both themselves and valuable resources between different parts of your settlement. We'll dive much deeper into this system in a future devlog.",{"type":38,"tag":1015,"props":1016,"children":1022},"blog-before-after",{"after":1017,"afterLabel":1018,"before":1019,"beforeLabel":1020,"caption":1021},"https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/a-living-norse-world/rivers-02.jpg","After","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/a-living-norse-world/rivers-01.jpg","Before","How our procedural rivers looked when we first started, versus how they look today.",[],{"type":38,"tag":39,"props":1024,"children":1025},{},[1026],{"type":43,"value":1027},"Layered on top of all of this are our handcrafted mountains. Unlike the rest of the terrain, these are individually created by our talented artist to provide dramatic landmarks, natural elevation, and unique locations to build upon. They add both visual variety and a stronger sense of place to every settlement.",{"type":38,"tag":39,"props":1029,"children":1030},{},[1031],{"type":38,"tag":182,"props":1032,"children":1035},{"alt":1033,"src":1034},"Thveit - layered procedural landscapes and handcrafted mountains","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/a-living-norse-world/a-living-norse-world-03.jpg",[],{"type":38,"tag":70,"props":1037,"children":1039},{"id":1038},"a-world-inspired-by-norse-folklore",[1040],{"type":43,"value":1041},"A World Inspired by Norse Folklore",{"type":38,"tag":39,"props":1043,"children":1044},{},[1045],{"type":43,"value":1046},"Norse folklore sits at the heart of Thveit. Rather than simply borrowing its aesthetic, we're building a world where myths and legends become a natural part of everyday life.",{"type":38,"tag":39,"props":1048,"children":1049},{},[1050],{"type":43,"value":1051},"Throughout your journey, you'll encounter creatures inspired by Scandinavian folklore, including John Bauer-inspired Trolls, Huldras, Landvættir, Kraken, Dragons, and many more. Some are peaceful, others are unpredictable, and a few may prove outright dangerous.",{"type":38,"tag":39,"props":1053,"children":1054},{},[1055],{"type":43,"value":1056},"Every creature is unique. Each has its own behaviors, routines, preferred habitats, active seasons, likes, dislikes, and relationships with the world around them. Some may only appear under certain conditions, while others might quietly observe your settlement long before you ever realize they're there.",{"type":38,"tag":39,"props":1058,"children":1059},{},[1060],{"type":43,"value":1061},"As you discover these beings, your in-game Bestiary will gradually grow with new entries, recording everything you've learned - from where creatures can be found to your relationship with them and other valuable information gathered throughout your adventures.",{"type":38,"tag":39,"props":1063,"children":1064},{},[1065],{"type":43,"value":1066},"Not every encounter needs to end in conflict. Some creatures may become trusted allies, helping your settlement gather resources, protecting your people, or simply bringing comfort and wonder to daily life.",{"type":38,"tag":39,"props":1068,"children":1069},{},[1070],{"type":43,"value":1071},"Every creature in Thveit is individually modeled, textured, animated, and designed with its own personality and purpose. Depending on the relationships you build, you'll even be able to create dedicated habitats for them, whether that's a secluded Troll den, a protected forest sanctuary for the Landvættir, or a much larger refuge suited for Dragons. Each companion offers unique benefits that can directly influence your settlers and the development of your settlement.",{"type":38,"tag":39,"props":1073,"children":1074},{},[1075],{"type":43,"value":1076},"We'll be exploring many of these creatures in much greater detail in future devlogs.",{"type":38,"tag":39,"props":1078,"children":1079},{},[1080],{"type":38,"tag":182,"props":1081,"children":1084},{"alt":1082,"src":1083},"Thveit - Norse folklore creatures inhabiting the world","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/a-living-norse-world/a-living-norse-world-06.jpg",[],{"type":38,"tag":70,"props":1086,"children":1088},{"id":1087},"your-settlement-has-stories",[1089],{"type":43,"value":1090},"Your Settlement Has Stories",{"type":38,"tag":39,"props":1092,"children":1093},{},[1094],{"type":43,"value":1095},"Your settlers are the heart of every settlement.",{"type":38,"tag":39,"props":1097,"children":1098},{},[1099],{"type":43,"value":1100},"Rather than existing solely to perform jobs, every settler is an individual with their own daily routine, personality, preferences, workplace, home, friendships, and even beloved pets. Throughout each day, they'll travel across your settlement, carry out their work, spend time with other fellow settlers, relax after long days, and interact with the world around them.",{"type":38,"tag":39,"props":1102,"children":1103},{},[1104],{"type":43,"value":1105},"We want every village to feel like a living community instead of a collection of workers following orders. Watching your people naturally go about their lives is just as important to us as the city-building itself, and we believe these small everyday moments are what make a settlement truly memorable.",{"type":38,"tag":204,"props":1107,"children":1108},{},[1109],{"type":38,"tag":39,"props":1110,"children":1111},{},[1112],{"type":43,"value":1113},"Every settler in Thveit lives a life of their own - routines, relationships, and quiet moments that unfold whether you're watching or not.",{"type":38,"tag":39,"props":1115,"children":1116},{},[1117,1119,1123],{"type":43,"value":1118},"To give you an idea of what daily life looks like, imagine one of your settlers, ",{"type":38,"tag":100,"props":1120,"children":1121},{},[1122],{"type":43,"value":221},{"type":43,"value":1124},".",{"type":38,"tag":39,"props":1126,"children":1127},{},[1128,1130,1135],{"type":43,"value":1129},"As dawn breaks, Bjorn wakes up and heads to ",{"type":38,"tag":100,"props":1131,"children":1132},{},[1133],{"type":43,"value":1134},"Woodholm",{"type":43,"value":1136},", where he works as a lumberjack. Following his assigned work shift, he spends the day felling trees, hauling logs back to the lodge, and helping keep your settlement supplied with timber. Once his shift comes to an end, it's finally time to unwind.",{"type":38,"tag":39,"props":1138,"children":1139},{},[1140,1142,1147,1149,1154],{"type":43,"value":1141},"Bjorn enjoys ending the day with a mug of locally brewed mead, so he makes his way to ",{"type":38,"tag":100,"props":1143,"children":1144},{},[1145],{"type":43,"value":1146},"Meadholm",{"type":43,"value":1148},", where he shares drinks and conversations with fellow settlers after a long day's work. Before returning home, he may take a leisurely walk through the village, stop to chat with neighbors, or simply spend time carrying his beloved cat, ",{"type":38,"tag":100,"props":1150,"children":1151},{},[1152],{"type":43,"value":1153},"Meowl",{"type":43,"value":1155},". As night falls, Bjorn heads back home to sleep, ready to begin another day when the sun rises.",{"type":38,"tag":1157,"props":1158,"children":1161},"div",{"className":1159},[1160],"image-row",[1162,1164,1169,1170],{"type":43,"value":1163},"\n  ",{"type":38,"tag":182,"props":1165,"children":1168},{"src":1166,"alt":1167},"https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/a-living-norse-world/a-living-norse-world-05.jpg","Thveit - a settler going about their daily routine",[],{"type":43,"value":1163},{"type":38,"tag":182,"props":1171,"children":1174},{"src":1172,"alt":1173},"https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/a-living-norse-world/a-living-norse-world-01.jpg","Thveit - a settler's life within the village",[],{"type":38,"tag":70,"props":1176,"children":1178},{"id":1177},"building-a-storybook-experience",[1179],{"type":43,"value":1180},"Building a Storybook Experience",{"type":38,"tag":39,"props":1182,"children":1183},{},[1184],{"type":43,"value":1185},"One of our biggest goals with Thveit is to create a world that feels as though you've stepped into the pages of an illustrated storybook.",{"type":38,"tag":39,"props":1187,"children":1188},{},[1189],{"type":43,"value":1190},"Every artistic decision - from our stylized environments and handcrafted assets to the lighting, color palette, foliage, and atmosphere - is carefully considered to create a warm, inviting world that's both peaceful and filled with quiet mystery. We want every camera angle to feel like a painted illustration brought to life, encouraging you to slow down, take in the scenery, and simply enjoy watching your settlement grow.",{"type":38,"tag":39,"props":1192,"children":1193},{},[1194],{"type":43,"value":1195},"This visual direction also reinforces the core philosophy behind Thveit. While building an efficient settlement is certainly important, we equally want you to create places that feel lived in - villages where smoke rises from chimneys at sunrise, settlers gather around campfires after a long day's work, settlers carrying cats through narrow paths, and folklore quietly coexists with everyday life.",{"type":38,"tag":39,"props":1197,"children":1198},{},[1199],{"type":43,"value":1200},"Nature itself plays a central role in shaping that atmosphere. Gentle rain showers transform the landscape, rivers shimmer beneath the morning sun, rainbows appear after passing storms, snow blankets the world during winter, while fireflies illuminate warm summer evenings. Crackling campfires, drifting embers, swaying trees, dense forests, handcrafted mountains, rolling meadows, and the surrounding sea all work together to make the world feel alive, even during its quietest moments.",{"type":38,"tag":39,"props":1202,"children":1203},{},[1204],{"type":43,"value":1205},"Lighting has been one of our biggest focuses throughout development. From the soft golden glow of sunrise to misty mornings, dramatic sunsets, moonlit nights, and dense volumetric fog rolling between the trees, every time of day aims to give the world its own distinct personality. We want players to pause from time to time - not because they have to, but because the world simply feels worth looking at.",{"type":38,"tag":39,"props":1207,"children":1208},{},[1209],{"type":43,"value":1210},"Although Thveit draws heavy inspiration from Norse history and folklore, we haven't been afraid to take artistic liberties whenever they help reinforce the cozy, storybook feeling we're striving for. Rather than pursuing strict historical realism, we've chosen to build a world that feels magical without losing its grounded atmosphere, a place where myths naturally blend into everyday life.",{"type":38,"tag":39,"props":1212,"children":1213},{},[1214],{"type":43,"value":1215},"Ultimately, we hope Thveit becomes more than just another city builder. We want it to be a place you'll genuinely enjoy spending time in, whether you're carefully planning the perfect settlement, following the daily lives of your villagers, or simply sitting back to watch the world change and evolve.",{"type":38,"tag":39,"props":1217,"children":1218},{},[1219],{"type":43,"value":1220},"After more than two years of development, we're incredibly excited to finally begin sharing this world with all of you, and we hope you'll enjoy exploring it just as much as we've enjoyed creating it.",{"type":38,"tag":1157,"props":1222,"children":1224},{"className":1223},[1160],[1225,1226,1231,1232],{"type":43,"value":1163},{"type":38,"tag":182,"props":1227,"children":1230},{"src":1228,"alt":1229},"https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/a-living-norse-world/a-living-norse-world-02.jpg","Stylized, storybook-inspired environment art from Thveit",[],{"type":43,"value":1163},{"type":38,"tag":182,"props":1233,"children":1236},{"src":1234,"alt":1235},"https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/a-living-norse-world/a-living-norse-world-04.jpg","Thveit's warm lighting and atmosphere brought to life",[],{"type":38,"tag":70,"props":1238,"children":1240},{"id":1239},"early-gameplay-examples",[1241],{"type":43,"value":1242},"Early Gameplay Examples",{"type":38,"tag":39,"props":1244,"children":1245},{},[1246],{"type":43,"value":1247},"The following footage showcases an early glimpse of the opening moments of a new game and the very first steps in building your settlement.",{"type":38,"tag":39,"props":1249,"children":1250},{},[1251],{"type":43,"value":1252},"Your journey begins by choosing where to establish your village. Once you've selected the perfect location, your settlers arrive ready to begin a new life, accompanied by a few cats of your choosing. From that point on, it's entirely up to you to transform a quiet patch of wilderness into a thriving Norse community.",{"type":38,"tag":39,"props":1254,"children":1255},{},[1256],{"type":43,"value":1257},"Your first priorities will be simple but essential. You'll lay down your initial roads, construct the first homesteads, establish basic production buildings, and ensure your settlers have access to shelter, food, and the resources needed to survive. As your settlement begins to take shape, you'll gradually unlock new buildings, production chains, professions, and opportunities to expand into the surrounding landscape.",{"type":38,"tag":39,"props":1259,"children":1260},{},[1261],{"type":43,"value":1262},"Although this footage represents a very early stage of gameplay, it already demonstrates the calm, story-driven pace we're aiming for. Rather than rushing from objective to objective, we want every new settlement to feel like the beginning of its own unique story, with each decision gradually shaping the community that grows around it.",{"type":38,"tag":39,"props":1264,"children":1265},{},[1266],{"type":43,"value":1267},"As development continues, we'll keep expanding these mechanics, introducing deeper systems, adding more interactions, refining the visuals, and sharing our progress through future devlogs. There's still plenty more to show, and we're excited to bring you along for the journey.",{"type":38,"tag":836,"props":1269,"children":1272},{":autoplay":838,":controls":838,":loop":838,"caption":1270,"src":1271},"A look at the start of a new game - settling your village, raising the first homesteads, and laying down roads","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/a-living-norse-world/A%20Living%20Norse%20World%2001.mp4",[],{"type":38,"tag":39,"props":1274,"children":1275},{},[1276],{"type":43,"value":568},{"type":38,"tag":39,"props":1278,"children":1279},{},[1280],{"type":43,"value":573},{"type":38,"tag":39,"props":1282,"children":1283},{},[1284],{"type":43,"value":1285},"Thank you so much for reading and supporting our journey. We can't wait to share more with you in the next devlog. ❤️",{"title":7,"searchDepth":580,"depth":580,"links":1287},[1288,1289,1290,1291,1292],{"id":989,"depth":580,"text":992},{"id":1038,"depth":580,"text":1041},{"id":1087,"depth":580,"text":1090},{"id":1177,"depth":580,"text":1180},{"id":1239,"depth":580,"text":1242},"content:blog:a-living-norse-world.md","blog/a-living-norse-world.md","blog/a-living-norse-world",{"_path":1297,"_dir":5,"_draft":6,"_partial":6,"_locale":7,"title":1298,"description":1299,"date":1300,"cover":1301,"number":1302,"lastEdited":1303,"hashtags":1304,"reactions":1307,"poll":1308,"body":1316,"_type":595,"_id":1686,"_source":597,"_file":1687,"_stem":1688,"_extension":600},"/blog/introduction-to-thveit","Introduction To Thveit","A first look at Thveit, our Norse-inspired city builder. Learn what the game is, how it plays, and what to expect from your first settlement.","2026-07-01","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/intro-to-thveit/intro-to-thveit-1.jpg",1,"01/07/2026 00:06",[15,16,1305,19,1306],"city-building","announcement",[22,19,971,622,25],{"id":1309,"question":1310,"options":1311},"intro-thveit-v1","What aspect of Thveit are you most excited about?",[1312,1313,1314,1315],"The settlement building & economy","Norse folklore & creatures","The seasons & weather system","The cozy atmosphere & settlers",{"type":35,"children":1317,"toc":1675},[1318,1322,1327,1332,1337,1343,1348,1353,1358,1363,1371,1379,1385,1390,1395,1400,1405,1421,1427,1432,1437,1442,1447,1453,1458,1463,1468,1473,1481,1489,1495,1500,1505,1513,1518,1523,1528,1533,1539,1544,1549,1554,1559,1564,1570,1575,1580,1585,1590,1595,1600,1616,1622,1635,1640,1645,1651,1656,1661,1665,1670],{"type":38,"tag":39,"props":1319,"children":1320},{},[1321],{"type":43,"value":44},{"type":38,"tag":39,"props":1323,"children":1324},{},[1325],{"type":43,"value":1326},"Welcome to the very first Thveit development blog.",{"type":38,"tag":39,"props":1328,"children":1329},{},[1330],{"type":43,"value":1331},"For over two years, we've been quietly building a cozy Norse city builder inspired by storybook landscapes, living settlements, and the rich folklore of the North. Throughout that time, many of you have followed our progress, shared ideas, and encouraged us every step of the way. We truly couldn't have asked for a better community.",{"type":38,"tag":39,"props":1333,"children":1334},{},[1335],{"type":43,"value":1336},"In this first post, we'd like to properly introduce Thveit - what kind of game it is, the vision behind it, and what you can expect when you begin your journey into its world.",{"type":38,"tag":70,"props":1338,"children":1340},{"id":1339},"thveit-is-a-settlement-builder-at-its-core",[1341],{"type":43,"value":1342},"Thveit is a Settlement Builder at its Core",{"type":38,"tag":39,"props":1344,"children":1345},{},[1346],{"type":43,"value":1347},"Thveit is a storybook Norse city builder where every settlement begins in a quiet corner of an ancient, untamed world. A small group of settlers sets out with little more than hope, a handful of supplies, and the ambition to build a place they can call home.",{"type":38,"tag":39,"props":1349,"children":1350},{},[1351],{"type":43,"value":1352},"Every realm is procedurally generated, so no two settlements begin the same. Mountains, forests, rivers, lakes, and coastlines shape each landscape differently, encouraging you to work with the land instead of against it. At the center of your first camp stands the Eldmark - a humble campfire that serves as your initial storage, gathering place, and the heart of the settlement. Here, villagers warm themselves after a day's work, share stories, and slowly transform strangers into a community.",{"type":38,"tag":39,"props":1354,"children":1355},{},[1356],{"type":43,"value":1357},"From this modest beginning, your village grows one decision at a time. Gather timber, forage for berries, catch fish in nearby waters, and raise your first homesteads as you establish the foundations of a thriving settlement. The early game is designed to be approachable, with a light tutorial that introduces the essentials without overwhelming you, allowing new players to settle in naturally while leaving plenty of room to master deeper systems over time.",{"type":38,"tag":39,"props":1359,"children":1360},{},[1361],{"type":43,"value":1362},"The opening hours are intentionally calm. They give you the freedom to experiment with village layouts, observe your settlers' daily lives, and discover the natural rhythm of the world at your own pace. That peaceful beginning, however, is only the first chapter. As the seasons turn, new challenges emerge, and the choices you made in those quiet early days begin to shape the future of your settlement.",{"type":38,"tag":204,"props":1364,"children":1365},{},[1366],{"type":38,"tag":39,"props":1367,"children":1368},{},[1369],{"type":43,"value":1370},"The opening hours are intentionally calm. They give you the freedom to experiment with village layouts, observe your settlers' daily lives, and discover the natural rhythm of the world at your own pace.",{"type":38,"tag":39,"props":1372,"children":1373},{},[1374],{"type":38,"tag":182,"props":1375,"children":1378},{"alt":1376,"src":1377},"Thveit - Early Settlement","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/intro-to-thveit/intro-to-thveit-3.jpg",[],{"type":38,"tag":70,"props":1380,"children":1382},{"id":1381},"building-your-first-settlement",[1383],{"type":43,"value":1384},"Building Your First Settlement",{"type":38,"tag":39,"props":1386,"children":1387},{},[1388],{"type":43,"value":1389},"Your settlers arrive with needs. They need shelter, food, warmth, clothing, work, and storage for resources. Meeting those needs is the foundation of everything else.",{"type":38,"tag":39,"props":1391,"children":1392},{},[1393],{"type":43,"value":1394},"Every building you place shapes how your settlement functions and feels. A cozy fishing village nestled beside a quiet bay will naturally grow differently from a farming community spread across fertile valleys or a thriving industrial settlement built around stone and timber production.",{"type":38,"tag":39,"props":1396,"children":1397},{},[1398],{"type":43,"value":1399},"Distance matters. Settlers walk everywhere, carrying resources by hand, so thoughtful planning rewards efficiency. Keeping workshops close to warehouses, homes close to workplaces, and production chains connected naturally creates a settlement that not only looks beautiful, but functions smoothly.",{"type":38,"tag":39,"props":1401,"children":1402},{},[1403],{"type":43,"value":1404},"The building categories in Thveit are organised around purpose: housing, food, industry, faith, logistics, and storage. Each one has a role in the larger flow of the settlement, and nothing is placed without consequence.",{"type":38,"tag":1157,"props":1406,"children":1408},{"className":1407},[1160],[1409,1410,1415,1416],{"type":43,"value":1163},{"type":38,"tag":182,"props":1411,"children":1414},{"src":1412,"alt":1413},"https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/intro-to-thveit/intro-to-thveit-9.jpg","Thveit - Homesteads and workshops arranged around a Norse settlement",[],{"type":43,"value":1163},{"type":38,"tag":182,"props":1417,"children":1420},{"src":1418,"alt":1419},"https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/intro-to-thveit/intro-to-thveit-2.jpg","Thveit - Settlers gathering resources in the early economy",[],{"type":38,"tag":70,"props":1422,"children":1424},{"id":1423},"a-production-economy-built-on-layers",[1425],{"type":43,"value":1426},"A Production Economy Built on Layers",{"type":38,"tag":39,"props":1428,"children":1429},{},[1430],{"type":43,"value":1431},"Thveit is a production-chain game at heart. Resources do not exist in isolation. Wood becomes timber. Grain becomes flour, then bread. Wool becomes cloth, then clothing. Each step in the chain requires buildings, workers, and time.",{"type":38,"tag":39,"props":1433,"children":1434},{},[1435],{"type":43,"value":1436},"As your settlement grows, so does its identity. One village may become renowned for its abundant fisheries, another for its rich mead, finely woven textiles, or masterfully crafted goods. The industries you choose to develop shape your economy, influence your trade, and gradually build your reputation among neighboring realms. No two settlements need follow the same path, and each will earn its own place in the wider world.",{"type":38,"tag":39,"props":1438,"children":1439},{},[1440],{"type":43,"value":1441},"The early game is all about laying strong foundations. First come the essentials: wood, stone, food, and water. Then shelter, warmth, comfort, and reliable storage. Only once those needs are met can your settlement begin to flourish through craftsmanship and industry. It may be tempting to expand too quickly, but winter has a way of exposing every overlooked detail. Thin stockpiles, cold homes, and unmet needs quickly remind you that a thriving settlement is built on careful preparation.",{"type":38,"tag":39,"props":1443,"children":1444},{},[1445],{"type":43,"value":1446},"Nothing simply appears in Thveit. Every finished good represents the work of many settlers across multiple professions. A loaf of bread may begin with farmers tending fields, millers grinding flour, and bakers working through the evening. Watching these interconnected systems evolve into a living economy is one of the most satisfying parts of growing your settlement.",{"type":38,"tag":70,"props":1448,"children":1450},{"id":1449},"seasons-define-the-rhythm",[1451],{"type":43,"value":1452},"Seasons Define the Rhythm",{"type":38,"tag":39,"props":1454,"children":1455},{},[1456],{"type":43,"value":1457},"Seasons are more than visual changes - they shape the entire rhythm of life. Spring brings renewal, summer rewards expansion, autumn encourages preparation, and winter quietly asks a simple question: have you prepared well enough?",{"type":38,"tag":39,"props":1459,"children":1460},{},[1461],{"type":43,"value":1462},"Villagers spend the warmer months gathering food, cutting timber, crafting clothing, and filling warehouses, knowing that every decision will matter once snow blankets the landscape. A well-prepared settlement will weather the cold with confidence, while a careless one may find itself rationing supplies until spring returns.",{"type":38,"tag":39,"props":1464,"children":1465},{},[1466],{"type":43,"value":1467},"The weather itself adds another layer of unpredictability. Gentle rain nourishes fields, while fierce thunderstorms can halt outdoor work and send villagers rushing for shelter. Winter is not simply cold - it can bring blizzards that last for days, covering paths in deep snow, slowing movement, and testing both your supply chains and your settlement's resilience. Every season presents its own opportunities and challenges, encouraging you to adapt rather than rely on a single strategy year-round.",{"type":38,"tag":39,"props":1469,"children":1470},{},[1471],{"type":43,"value":1472},"We're also exploring seasonal events and festivals inspired by Norse traditions. As the year unfolds, your settlement may gather around great feasts, seasonal markets, bonfires, and sacred celebrations that strengthen community bonds and lift spirits during difficult times. These moments are intended to make the passing of the seasons feel meaningful - not just as a gameplay mechanic, but as part of the living culture and identity of your settlement.",{"type":38,"tag":204,"props":1474,"children":1475},{},[1476],{"type":38,"tag":39,"props":1477,"children":1478},{},[1479],{"type":43,"value":1480},"The weather itself adds another layer of unpredictability. Gentle rain nourishes fields, while fierce thunderstorms can halt outdoor work and send villagers rushing for shelter.",{"type":38,"tag":39,"props":1482,"children":1483},{},[1484],{"type":38,"tag":182,"props":1485,"children":1488},{"alt":1486,"src":1487},"Thveit - A Norse settlement blanketed in winter snow as the season changes","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/intro-to-thveit/intro-to-thveit-8.jpg",[],{"type":38,"tag":70,"props":1490,"children":1492},{"id":1491},"your-settlers-have-lives",[1493],{"type":43,"value":1494},"Your Settlers Have Lives",{"type":38,"tag":39,"props":1496,"children":1497},{},[1498],{"type":43,"value":1499},"One of our biggest goals with Thveit has always been creating settlers that feel like people rather than workers moving between buildings.",{"type":38,"tag":39,"props":1501,"children":1502},{},[1503],{"type":43,"value":1504},"Every settler has a name, profession, daily routine, needs, and preferences. They wake up in their homes, collect food, work throughout the day, seek warmth during winter, spend evenings socialising, and eventually return home to rest before another sunrise.",{"type":38,"tag":204,"props":1506,"children":1507},{},[1508],{"type":38,"tag":39,"props":1509,"children":1510},{},[1511],{"type":43,"value":1512},"Every settler has a name, profession, daily routine, needs, and preferences.",{"type":38,"tag":39,"props":1514,"children":1515},{},[1516],{"type":43,"value":1517},"Over time, settlements develop their own personality simply by watching the lives unfolding within them. You'll recognise familiar faces, favourite workers, and the villagers who somehow always seem to find themselves gathered around the campfire long after everyone else has gone to sleep.",{"type":38,"tag":39,"props":1519,"children":1520},{},[1521],{"type":43,"value":1522},"Your settlers grow older, form routines, react to the world around them, and let you know when their needs are being met or neglected. Their comfort, happiness, and wellbeing shape the life of your village, and every one of them has a story waiting to unfold. Life in Thveit is rewarding, but it is also fragile. Settlers eventually pass away from old age, but they may also succumb to starvation, freezing winters if left without warm clothing or proper shelter, or the dangers that lurk beyond your village. Wild animals and creatures from Norse folklore share the land with your people, and stepping beyond the safety of your settlement always carries a measure of danger.",{"type":38,"tag":39,"props":1524,"children":1525},{},[1526],{"type":43,"value":1527},"This is only the beginning. As development continues, we're expanding our settler simulation even further with families, marriages, children, deeper relationships, emotional memories, and personal stories that naturally emerge over the course of a settlement's history.",{"type":38,"tag":836,"props":1529,"children":1532},{":autoplay":838,":controls":838,":loop":838,"caption":1530,"src":1531},"Thveit - Settlers reacting with their own range of expressions","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/intro-to-thveit/settler-expressions.mp4",[],{"type":38,"tag":70,"props":1534,"children":1536},{"id":1535},"something-stirs-beyond-the-treeline",[1537],{"type":43,"value":1538},"Something Stirs Beyond the Treeline",{"type":38,"tag":39,"props":1540,"children":1541},{},[1542],{"type":43,"value":1543},"As your settlement grows and life settles into a familiar rhythm, something shifts - you begin to notice things.",{"type":38,"tag":39,"props":1545,"children":1546},{},[1547],{"type":43,"value":1548},"At first, the signs are subtle. Footprints in the mud that belong to no known animal. Cats gathering in unusual places before nightfall. A lone figure standing at the edge of the forest, only to vanish the moment you look again. Strange sounds carried on the wind. Small, unsettling moments that leave both you and your settlers wondering whether what you saw was real - or simply tricks of the imagination.",{"type":38,"tag":39,"props":1550,"children":1551},{},[1552],{"type":43,"value":1553},"As your settlement grows, curiosity slowly gives way to discovery. Through exploration and research, your settlers begin documenting the creatures that inhabit the island using the Book of Creatures, gradually uncovering their habits, personalities, and how they might interact with your settlement.",{"type":38,"tag":39,"props":1555,"children":1556},{},[1557],{"type":43,"value":1558},"Some beings may become trusted neighbours. Others may ask for offerings. A few might prove dangerous if ignored. We're excited to explore these stories in much greater detail in future development blogs.",{"type":38,"tag":836,"props":1560,"children":1563},{":autoplay":838,":controls":838,":loop":838,"caption":1561,"src":1562},"Thveit - Norse Folklore Elements","https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/intro-to-thveit/troll-showcase.mp4",[],{"type":38,"tag":70,"props":1565,"children":1567},{"id":1566},"animals-of-thveit",[1568],{"type":43,"value":1569},"Animals of Thveit",{"type":38,"tag":39,"props":1571,"children":1572},{},[1573],{"type":43,"value":1574},"Alongside the folklore and more supernatural elements, Thveit also has grounded wildlife woven into its world. We classify animals into three categories: Pets, Livestock, and Wild Animals.",{"type":38,"tag":39,"props":1576,"children":1577},{},[1578],{"type":43,"value":1579},"For pets, we currently offer cats 🐱",{"type":38,"tag":39,"props":1581,"children":1582},{},[1583],{"type":43,"value":1584},"Every cat model is carefully crafted, with both thicker and slimmer variants in a range of colours. They are more than aesthetic - cats have their own routines and habits, share homes with your settlers in their homesteads, and love to sleep, roam, and be carried around. They also boost the comfort of whichever residence they call home.",{"type":38,"tag":39,"props":1586,"children":1587},{},[1588],{"type":43,"value":1589},"Livestock currently includes Sheep and Goats. Sheep provide raw meat (if butchered) and wool for clothing, while goats offer milk as well as meat. You can build pastures using the in-game pasture system, choose which livestock to raise, manage their numbers, and decide whether you want to focus on raw meat or the ongoing resources they provide.",{"type":38,"tag":39,"props":1591,"children":1592},{},[1593],{"type":43,"value":1594},"Wild animals include Deer, Buck, and Hare, with Bears coming soon. We are expanding into a full hunting system that will allow your settlers to hunt these animals for food and materials such as hides and furs.",{"type":38,"tag":39,"props":1596,"children":1597},{},[1598],{"type":43,"value":1599},"Alongside hunting, we also want to offer a more considered way to interact with the wildlife of Thveit. We are adding a conservation system - players will be able to designate areas of the wilderness as sanctuaries, where wild animals are protected and tended to by dedicated workers. Animals within these sanctuaries cannot be hunted or harmed. In return, caring for them earns favour with certain Old Norse gods, brings comfort to your settlers, and unlocks a set of unique rewards and achievements. 🦌",{"type":38,"tag":1157,"props":1601,"children":1603},{"className":1602},[1160],[1604,1605,1610,1611],{"type":43,"value":1163},{"type":38,"tag":182,"props":1606,"children":1609},{"src":1607,"alt":1608},"https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/intro-to-thveit/intro-to-thveit-6.jpg","Thveit - Cats roaming through a cozy Norse homestead",[],{"type":43,"value":1163},{"type":38,"tag":182,"props":1612,"children":1615},{"src":1613,"alt":1614},"https://pub-7d70db2cba2c4b9383fe22cf9e944a8e.r2.dev/wintercats-web-assets/wintercats-blog/intro-to-thveit/intro-to-thveit-7.jpg","Thveit - Sheep and goat livestock in a pasture beside settler buildings",[],{"type":38,"tag":70,"props":1617,"children":1619},{"id":1618},"partnership-with-crytivo",[1620],{"type":43,"value":1621},"Partnership with Crytivo",{"type":38,"tag":39,"props":1623,"children":1624},{},[1625,1627,1633],{"type":43,"value":1626},"We're excited to announce that we're partnering with ",{"type":38,"tag":1628,"props":1629,"children":1632},"mention",{"url":1630,"username":1631},"https://www.crytivo.com","Crytivo",[],{"type":43,"value":1634}," to publish Thveit. Best known for The Universim and a growing portfolio of indie titles, Crytivo brings years of experience helping ambitious games reach players around the world. Together, we'll continue building Thveit into the cozy Norse city builder we've always envisioned.",{"type":38,"tag":39,"props":1636,"children":1637},{},[1638],{"type":43,"value":1639},"Crytivo shares our belief in building games that respect players' time and intelligence. Their experience with ambitious simulation games and their commitment to supporting indie developers made them the right partner for this journey. They understand what it means to build something slowly, carefully, and with intention - and they give us the space and support to do exactly that.",{"type":38,"tag":39,"props":1641,"children":1642},{},[1643],{"type":43,"value":1644},"This partnership allows us to focus on what we do best: designing systems, building worlds, and shaping Thveit into the game it deserves to be. 🦎",{"type":38,"tag":70,"props":1646,"children":1648},{"id":1647},"this-is-just-the-beginning",[1649],{"type":43,"value":1650},"This is Just the Beginning",{"type":38,"tag":39,"props":1652,"children":1653},{},[1654],{"type":43,"value":1655},"We've spent more than two years building the foundations of Thveit, but in many ways this journey is only just beginning.",{"type":38,"tag":39,"props":1657,"children":1658},{},[1659],{"type":43,"value":1660},"There are still countless systems, creatures, stories, and surprises we can't wait to share. Future development blogs will dive deeper into Norse folklore, production systems, exploration, settlement life, art direction, and the many design decisions that shape the world of Thveit.",{"type":38,"tag":1662,"props":1663,"children":1664},"launch-cta",{},[],{"type":38,"tag":39,"props":1666,"children":1667},{},[1668],{"type":43,"value":1669},"Your feedback helps shape Thveit. If you have ideas, questions, or simply want to share your thoughts, leave a comment below - we're always reading and replying to everyone.",{"type":38,"tag":39,"props":1671,"children":1672},{},[1673],{"type":43,"value":1674},"Thank you for reading, and welcome to Thveit. ❤️",{"title":7,"searchDepth":580,"depth":580,"links":1676},[1677,1678,1679,1680,1681,1682,1683,1684,1685],{"id":1339,"depth":580,"text":1342},{"id":1381,"depth":580,"text":1384},{"id":1423,"depth":580,"text":1426},{"id":1449,"depth":580,"text":1452},{"id":1491,"depth":580,"text":1494},{"id":1535,"depth":580,"text":1538},{"id":1566,"depth":580,"text":1569},{"id":1618,"depth":580,"text":1621},{"id":1647,"depth":580,"text":1650},"content:blog:introduction-to-thveit.md","blog/introduction-to-thveit.md","blog/introduction-to-thveit",{"title":964,"cover":967,"number":580},{"title":1298,"cover":1301,"number":1302},{"title":605,"cover":613,"number":614},1787848718016]