Time¶
Time
| Kind | The world's clock |
| A day | 24 village hours |
| Shown as | morning of day 3, 02:10, night 4 |
| Night | roughly 22:00 to 05:00 |
| Since | Phase 1 |
| Status | designed · Phase 1 |
| Technical | Clock and simulation time · DayNightSystem |
The village keeps its own time: days with mornings and nights, and — later — seasons and years. Everything a villager does is paced by it: hunger rises by the day, a walk takes minutes, a memory fades over hours or weeks. You will always see village time in the player view — the morning of day 3, just past two in the night of day 4 — and never the engine's internal counter.
Days and nights¶
The world turns on a smooth cycle. Outdoors it is warmest at midday, about 25 °C, and coldest at midnight, about 5 °C. Buildings lag behind and hold their warmth, so an inn is still pleasant when the square has gone cold. People feel comfortable around 15 °C; below that, warmth starts to pull, which is why the campfire fills up after sundown and empties at dawn when hunger takes over.
Speed¶
Village time and your time are separate dials. You can watch at a tenth of normal speed to follow a fire minute by minute, or at a thousand times to let a week pass in moments. Nothing about the village changes with the speed — a villager who takes seven minutes to cross the square takes seven village-minutes at any setting.
Going back¶
The last day of village time is always within reach: drag the timeline back, watch again, step forward one moment at a time. See The timeline.
Longer horizons¶
Phase 1 makes days watchable. Seasons, years, aging and birth arrive with later phases; when they do, the clock here does not change — it is the same time, further along.
History¶
| Phase | Change |
|---|---|
| 1 | Introduced: the day/night cycle, village time in every player-facing sentence, speed as a separate dial. |
See also¶
The campfire · Needs · The timeline · Technical: Clock and simulation time