About the Game
Take the role of a leader delegated to build new settlements in remote, unknown corners of the empire. In those forgotten places, nature is wild and legends are more real and vivid than one may think. Experience the challenges of different seasons and climates in a world, where every animal and every plant tries to find their place in nature, while you lead your villagers. How much will you share with nature? Will you strive for balance or even enforce the extinction of certain animals? Follow the old paths… or find your own.
Find Balance (Or Not)
Humans share the same space and resources with nature, and they influence each other. While in the beginning the influence of the humans is insignificant, it gets more and more important when the city - and its needs - grow. There is a risk that some animals or groups will become extinct or explosively multiply, depending on your actions.
Build Your Economy
Manage the acquisition, refinement, and distribution of resources. Goods must be transported to desired locations by someone who has the time and space to do it.
Care For All Living Things
Manage the needs of the citizens. They are “alive” and have a specific home, workplace, and broad range of needs and goals. But animals also look for food, get thirsty, sleepy, form groups, look for social interactions, and try to find their place in nature. Even plants need water and the right temperature in order to survive.
Observe The Vibrant World
Seasons and weather affect the gameplay. Certain plants grow only in certain seasons, need more water on hot days or freeze during cold periods. Humans and animals need more energy to keep warm in winter or more water in summer to keep cool. In extreme cases, they suffer from exhaustion and may even be harmed.
Take Your Time
You set the pace. Pause the game, speed it up or slow it down whenever you want. Nature is robust, and your villagers develop more complex needs as you progress.
Build Your Own Scenarios
Create your own maps and scenarios in the editor. You can change the landscape, generate plants, and place animals. You can also connect watercourses and create new paths for travellers. Add new maps or link existing ones together to a new world.
Features
Unique deep simulation of the nature in a building strategy game with complex interdependence between humans and nature.
Manage simultaneously the acquisition, refining and distribution of resources on multiple maps in different climatic conditions.
Manage the needs of the citizens. They are “alive” and have a specific home, workplace, and unique needs.
Animals are looking for food, get thirsty, sleepy, and form social groups to find their place in nature.
Plants grow and are affected by the actions of the humans, animals, and their environment.
Seasons and climate affect the gameplay, as certain plants grow only under certain conditions. Temperature affects humans, animals, plants, and the environment.
Interact and trade with other factions that produce goods with the same rules as you do.
Create own maps and scenarios in the editor and extend them using mods.
Charming and calm low poly art style.
Screenshots
15 images
Version Information
Steam Patch Notes
Official update history
Hey settlers 👋
Again this update focuses on balancing, small improvements, and a few important fixes.
🛠️ Patch Notes
Fixed an issue where newborn cats not belonging to the faction could not leave the Big Cabin.
Fixed an issue where newborn wolves not belonging to the faction could not leave the Residency.
Fixed a crash when a 'no path to building warning' was clicked if the building got deconstructed in the meantime by the player.
Fixed an issue where the maximum number of animals in a barn was automatically increased after loading a savegame if there is an active limit upgrade but not the full amount was used by the player. This is now only done when the upgrade is unlocked by the player to respect the decision.
Old people will no longer take community jobs that are far away from them unless they are a high priority.
Bakeries can now use preserved meat in a new recipe for baking meat batter.
Bakeries can return more goods if they are destroyed.
The base storage capacity for meat in batter has doubled.
Fixed an issue where the second fuel efficiency upgrade option in the apothecary was not accessible.
Slightly buffed the fuel efficiency upgrade in the apothecary.
See you in the village!
Your Team Kerzoven 🥰
Hey settlers 👋
This update focuses on balancing, small improvements, and a few important fixes to keep your settlements running smoothly.
🛠️ Patch Notes
The Apothecary will now also track the soap it has created.
The community center now also pushes excess material to the public inventory during long reallocation or map discoveries.
Fixed an issue where the soap recipe used too much resources to craft one item.
The item history can now store twice as many items to accurately display the history for super-efficient villages.
Buffed the Fruit tree.
Made the construction description of the Guild House more clear what its purpose is.
Fixed a extremely rare race condition that could cause the game to crash if a walking path was written while the job was being terminated and memory synchronization had not yet been fully completed.
Fixed an issue when there were multiple market places on one map, and the main market place was deconstructed while the stocktaking update was running.
We've also chosen some new colors for our new game, If Red Then Stop. Feel free to check it out and add it to your wishlist. That would really help us out. 💛
[dynamiclink href="https://store.steampowered.com/app/3987060/If_Red_Then_Stop/"]
See you in the village!
Your Team Kerzoven 🥰
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Hey settlers 👋
This small update addresses a crash with the guild house if there was no path. Additionally, we unlocked all mystical places in the editor.
Patch Notes:
Fixed an issue where a locked-in student could crash the game if a path to the guild house and his home could not be found repeatedly.
Enabled to build Vulcanos, the Ancient Tropical Tree, Hot Springs and Moon Lilies in the editor.
Thanks again for your support and bug reports 💚
Your Team Kerzoven 🥰
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Hey settlers 👋
This small update improves early game guidance and food balancing based on your feedback.
Patch Notes:
The low food warning is not shown until the first few buildings are built in a new scenario to make it more meaningful and to not overwhelm new players.
The low food warning can now be clicked where you get additional information about it and what you can do against it.
Balanced when the low food warning is visible to get better guidance.
Using a more realistic sprout weight for the set calories.
Balancing: Slightly increased the size of fruits, vegetables and mushrooms = more calories per item.
Added more info to food and drink items, allowing them to be compared better with each other.
Your Team Kerzoven 🥰
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Hey settlers 👋
We’ve just released a small hotfix that improves gameplay clarity and fixes a few key issues around storage, heating, and education balance.
Thanks as always for your feedback and support! 💚
📝 Patch Notes:
Inactive genetic effects are now grayed out for better readability 🧬
Changing pets/animals no longer affects firewood in heated homes 🔥
New storage upgrade added to the carpenter 🪚
Charcoal Burner can now use firewood
Fixed over-educated immigrants affecting family balance
Cathedral and bathhouse now auto-clean their full area 🧼
Slightly increased the chance for educated immigration
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Hey settlers 👋
This small update improves how barns handle their animals, adds some helpful tooltips, and includes various quality-of-life and crash fixes. Thanks for your continued support and feedback! 💚
🐄 Barns & Animals
Barns now better manage runaway animals
Barns have more reserve slots to control population
Oldest animals are now prioritized for gutting
Products from slaughtered animals now count in production stats
Tamed animals are less disturbed by nearby humans or wild animals
Improved logic for animal relocation: now tries barns/homes first before sending them to market or center
🛏️ UI & Gameplay Improvements
Added comfort and sleep tooltips to UI
Intro & welcome screen can now be advanced with a mouse click
Clarified you can use any button to progress the intro story
Better handling of humans/animals when starving and thirsty simultaneously
Added aging weaknesses for very old characters:
New weakness stage at 80+
Final weakness stage at 100+ to avoid immortality 😅
Limited central popup messages to 8 to prevent spam when inviting large groups
🔧 Bug Fixes
Fixed “yummy” spelling
Fixed typo in forge upgrade costs
Clicking minimap no longer accidentally places roads/buildings
Animal selection menu no longer covers the minimap
Fixed crash when an animal dies while leaving the map and saving occurs right after
🌟 We’ve just reached 200 Steam reviews. Thank you so much for the love and support!
It means the world to our small team. 💚 If you haven’t yet, leaving a review helps us more than you know!
🔥 And don’t forget: Of Life and Land will be 40% off during the Steam Summer Sale!☀️
Team Of Life and Land 🦊
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Hey settlers 👋
This update is a smaller one, but it brings one long-awaited feature: You can now move animals between barns, homes, and even maps! Perfect for reorganizing your herds or giving that chicken a nicer view. 🐓
We’ve also made several UI improvements, fixed bugs, and added quality-of-life tweaks.
🐾 New Feature
Move animals between barns, homes, and maps!
✨ Improvements
UI: Clearer category highlighting in the construction menu
UI: Optional needs are now better color-coded
UI: Resource bar now supports up to three columns
Text fixes for Japanese localization
Default pet is now a cat instead of a raccoon
Music: Balanced how often short tracks are repeated
“Skip Intro” now skips the welcome screen as well
Free animal button now located with other window controls
Street/demolish tools remember your selection on new game load
Improved map names in Kerzoven-B
Faster body heat recovery in ideal temperatures
🛠️ Bug Fixes
Fixed child showing "died of old age" 😬
Resolved storage reset issue on reload
Fixed weird gibberish when no worker was available for hire
Crashes fixed related to animals dying during interactions
Fixed faction wealth being incorrectly initialized by multiple marketplaces
Slight storage increase for fireplace, farm & gatherer
Let us know how you’re using the new animal moving feature and thank you again for your support and feedback! 💚
Steam reviews are always a huge help! 🙏
Team Of Life and Land 🦊
- Added more information about the Stonemason Shop, Smelter, Bloomery, Gatherers Shack, Farm, Forester, Beehive, Barn, Small Cabin and Shrine.
- Added a new help view to explain how to delete things, how the pollution works, how the heat works, how to get food and how to buy something from the marketplace.
- Balanced the water in the default scenario: Less rain in the mountains. Less springs on the start map = less floods. Moved water drainage in hills. Reduce winter rain on the start map. Made the AI a little more resistant to extinction.
- The Root Cellar now also considers the open dairy as a source even if the stock is not that high.
- Fixed a missing description for the mountain pass.
- Fixed an issue where the trade change event to solve the tutorial was not triggering correctly if it was set as a text without pressing enter.
- Improved the weather event data in the default scenario.
- Tutorial: Saving the done status for fields and trees as well.
- Improved the help UI.
- Added warnings to the marketplace trade entry if 'sell over' or 'provide over' is set to 0 and explain what it means in detail.
- Improved the wiki trade entry visual.
- Added an info hint if no worker could be found to hire in a location. Also added additional help if work specialization is activated in the guild house.
- Added an option so that the right mouse button does not deselect construction blueprints.
- The road and delete tool in the bottom bar now toggle if they are selected a second time.
- Added a counter in the construction UI to see how many instances you already have of this kind on your map.
- Explain more how the marketplace storage works and what its limits are.
- Added more help text to the cell side constructions on how to remove them again.
- Added more help text to the Finn torch on how it works.
- Added more info about why someone has died.
- Made it more clear on how the weir works.
- Made it more clear on how the fields work and how to increase efficiency.
- Slightly improved the text margins in the construction UI.
- The building range text hint also shows if there is something bad in range like another beehive next to the red building marker.
- The building range text hint no longer takes into account targets that would be replaced by the building.
- Improvements:
- The fishery can now also clean their landing stage.
- Fixed an issue where the weather events could apply to a different map than the starting map.
- Kerzoven: Increased gold rewards a bit. Applied to all Kerzoven scenarios.
- Improved survival chances for NPC villages in the Kerzoven Scenario. Now it should be quite difficult to get them extinct.
- Balanced the market place upgrades.
- The water can now wash off the dirt in the Lenzburg castle, keeping it clean.
- The camera now preserves the zoom level when you follow something and then select the next target to follow.
- Food crates and material places now more often check if they can be safely removed when they are empty.
- Added two more entries for the hunters hut.
- Made the dairy upgrades much, much stronger.
- Crashes:
- Fixed a potential rare crash when the visual update was still going on while an agent was removed.
- Fixed a rare potential crash when the cat tried to hunt a target that just died in the same moment as it was inspected.
- Fixed a potential rare crash in the dynamic level timer only curing on very specific systems with lots of interrupts.
- Fixed a rare issue where the the editor could crash when a water body tried to register at startup in the same time while being replaced with another water body by the user.
- Fixed an issue where the game could crash when an apprentice was looking for a job and was removed by the user with the editor tools at the exact same time.
- Modding:
- Modding: Ensure the world timers are read only.
- Modding: Added a defensive copy to the mesh array builder to prevent a potential rare crash where the engine released the mesh cache while it was batched.
- Modding: Made critical fields read-only and added defensive copies in the DynamicObjectBehaviour to ensure it works well with mods editing this area in a multi threaded context.
Here’s another small update focused on stability, balance, and small UI improvements. Thanks again for your feedback and crash reports! 💚
🥰 Reviews
As always, we would be super happy if you could let us know how you liked Of Life and Land with a review.
🔧 Improvements & Balancing
- Increased default inventory space of the open dairy to better interact with root cellar storage.
- Increased Twitch emote duration.
- Balanced wheat field and garden bed: better flood resistance and deeper root access.
- The church and cathedral can now prepare services using milk or wine instead of only honey.
- Added separate storage for fruits and exotic fruits to reduce storage conflicts.
- Slightly adjusted groundwater values under waterfalls.
- Buffed immigration bonuses for T1–T3 and slightly reduced them for T6–T7.
- Improved UI visibility for road & deconstruction tools.
- Made inactive spin boxes in the market less transparent for better clarity.
- Fixed a bug where wheat fields appeared fully grown in the UI while flooded.
🐞 Crash Fixes
- Fixed a crash when inspecting the faith or thirst need of a deceased villager.
- Fixed a rare crash caused by uninitialized agent positions during dirt simulation.
- Fixed a crash in the world timer by marking certain data fields as immutable.
- Fixed a graphics pipeline issue caused by background apps interfering.
Thanks for helping us make Of Life and Land what it is today 🌾
Your Team Kerzoven 🥰
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We noticed that, under certain conditions, the exploration could get stuck at 70%, in which case the task had to be restarted or another one completed first. This has been fixed with this update. We also received feedback that the water is not distinctive enough from the roads and could be a a bit more blue.
- Fixed an issue where region discovery could stop at 70% if discovery work was completed first and items were used for other purposes in the meantime.
- The water has been made bluer to make it more distinct from the roads, and it looks prettier.
Thanks for the reports and your ongoing support!
Your Team Kerzoven 🥰
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We've rolled out a small hotfix to address an issue in the editor and with the x120 speed hotkey.
- Fixed an issue where the game could crash in the editor when inspecting the animal data while there was no animal data generated yet.
- Fixed an issue where the time slider could not be set to x120 (x1200) speed with a custom hot key binding.
Thanks for the reports and your ongoing support!
Your Team Kerzoven 🥰
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We've rolled out a hotfix to polish up some UI elements and streamline your gameplay experience. Check out what's been tweaked:
- The toggle button for the full construction view now starts correctly on small monitors.
- Added missing items to the construction UI’s generation procedure info.
- Item lists are now neatly sorted.
- You can now use work time tasks in scenario reallocations even without a community centre.
- Fixed a missing translation in the animal catch AI description.
- Updated the streamer-friendly music list due to a musician’s policy change on YouTube.
- The world load/save box has been enlarged to support longer save game names.
- Fixed an issue where existing save games couldn’t be manually overridden.
- Improved the button theme for dragged buttons, making text more visible.
- Reduced the grass requirement for building huts.
Thanks for your ongoing support and feedback. Enjoy the smoother UI!
Your Team Kerzoven 🥰
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Current Release
Build 23637724
Uploaded Jul 16, 2026
System Requirements
How to Install
OfLifeAndLand.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
705 MB
23637724
D713001D
79242f088d99e15279edb63676aef61ed36889dc5817d3b15dfdf7063a41bbdd
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View AllDownload Of Life and Land for PC with a direct link or via torrent. Get the full version of Of Life and Land for free. Of Life and Land is a Indie released by Kerzoven.