About the Game

A Note From The Developer:
First, we should address the elephant in the room - SAELIG has been in Early Access like 7 years. That's a long time. What's the deal with that then?
Well SAELIG is a hobby project I work on after work and on weekends, and there is no set ending or final design. SAELIG continues to evolve over time and is updated fairly often with fixes, tweaks, and new features. So while SAELIG is in Early Access, it's less because it's missing lots of content, and more because I see it as a living project. It's always evolving and changing, and I feel like the Early Access tag is a convenient way to indicate just how much aspects of the game can change between updates.
The Game:
SAELIG is a strategy game that blends simulation, RPG elements, trading, and business management, where your goal is to ensure the survival, wealth, and legacy of your family. Set in the Dark Ages of England, you’ll step into the Anglo-Saxon kingdom of Wessex during a time of turmoil. Engage in commerce, manage your enterprises, and make crucial decisions to carve your own path and leave a lasting mark on the world for generations to come.
You have the freedom to shape your destiny and play your way—become a trader, a business owner, a hardworking labourer, a landlord, a cunning criminal, a vigilant watchman, an influential abbot, a skilled hunter, or explore other roles. The choice is yours.
SAELIG features a dynamic, living world where every action counts, and each character leads a life of their own. You’re not here to save the world or play the hero—you’re here to live your life, make your choices, and do your best to thrive in a world full of possibilities.









SAELIG offers many possibilities for how you approach the game, giving you the freedom to shape your story in countless ways:
Begin your journey however you choose—from beggar to business owner and everything in between.
Forge your own path, regardless of your starting point.
Find love, start a family, and build a lasting dynasty.
Rise to power as an Abbot running the church, or take charge as a Town-Reeve, placing yourself above the law.
Take on a humble job and earn your keep with honest work.
Become a gravedigger, earning silver by tending to the dead, or care for the village children at the Learning Hall.
Forage for resources and sell your findings at the market.
Hunt wild animals and profit from processing their hides and meat.
Trade goods between markets and seize opportunities for wealth.
Establish towns and build them up alongside the other civilians.
Adopt orphans and send them to work in the mines.
Invest in properties and rent out homes for steady income.
Run a variety of businesses to supply towns with vital goods.
Buy land and develop it, helping the community grow.
Manipulate the economy, start fires, hoard resources, and create chaos if you wish.
Turn to a life of crime, stealing your way to riches.
Fight for survival against brutal Viking raids.
Win the favour of the King and rise to the rank of Thegn.
And so much more—your story is yours to create.
SAELIG has a living world that deepens your experience:
A living, breathing world where every character is striving to survive and thrive.
Every character has a full life, from birth to death, and the ability to influence the world just like you.
Experience multiple generations—when your character dies, continue the story as one of your children.
Dynamic seasons and weather that impact the environment and gameplay.
A variety of buildings to construct, purchase, and upgrade to suit your needs.
Fires and diseases that can devastate not only your home but entire towns and villages.
A living economy where every item is produced and consumed by the population—nothing exists without purpose.
A knowledge system that rewards practice and mastery, allowing you to improve skills through repeated actions.
Screenshots
20 images
Version Information
Steam Patch Notes
Official update history
As promised last update, I'm back with new achievements, and some other goodies too.
Bug Fixes
- Fixed a bug that prevented you from right clicking on graves.
- Fixed many navigation and raids issues on the new map.
- Fixed some Worker Lodgings issues.
- Fixed map labels overlapping the main game UI.
- Fixed a bug where you'd load in with extra carts sometimes.
- Fixed a bug that would prevent you from automating animal fodder if you already had lots of it.
- Fixed a bug that would cause Trading Ship construction to reset on load.
- Fixed some Field automation issues.
- Fixed a bug that would prevent some people from using the scroll wheel.
- Fixed not being able to use the cart inventory load/unload buttons for hide and carcasses from Corral, and bone charms from Butcher.
- Your local market will now always be at the top of the building list.
- Fixed a bug where cart could send itself back to market to sell goods it just bought.
- People will no longer jump off the Alehouse roof.
- Fixed an issue where the immigration controller could be hit by lightening which would stop it from working.
Tweaks
- General UI tweaks.
- Tweaked some wording.
- Watchmen are now way more likely to train during patrol hours.
- Tweaks to the player built camp.
- Worker Lodgings now show under houses and not businesses in your building list.
New
- You can now set notification categories to auto-dismiss, which will prevent that notification type from showing.
- You can now right click on food, medicine, and charms to consume them.
- Hunting Shack workers can now use traps stored in your Hunting Shack to hunt small game if they cannot find any large game.
- Added random Market events.
- Added a bunch of new achievements.
- Arrows and javelins can now sometimes be recovered after use.
- Added some victory conditions to select from when starting a new game.
- Rentable buildings now show on the map.
- New artwork for map select, Training Field, Hunting Shack, and some new loading art.
- Added information for proposed game DLC (to release after v1.0), to collect feedback.
I hope you have some fun with the new achievements and victory conditions!
Cheers,
Atorcoppe.
Hi all!
I’m back with another update, featuring a new map and some nice fixes and changes.
FIXES
Fixed market notifications not working in some cases.
Fixed skill display for people working at Trading Posts.
Fixed an issue where your heir would inherit your poison status if you poisoned yourself.
Fixed an issue with Quick Save and Quick Load in the control binding screen.
Fixed it so edge panning will not go crazy if you alt+tab the game.
Fixes to automation, cart hauling, and production.
CHANGES
Biscuits now use fruit in their production.
AI businesses can now buy a new cart if they end up with none.
Certain special items will no longer show in caravan demands.
Map now shows training targets.
You can now right click Military Camps on the map, like you can Markets.
If you’re playing with a controller, you can now easily delete save files.
If you ask one of your Hyrmenn to commit a crime against their own buildings they will refuse and think less of you for it.
Much better ultra-wide monitor support.
Made the Healthy Mind Buff and Fishbone Charm a bit less effective.
The right-hand building list now combines your buildings with the markets instead of having two panels. Markets are always at the top.
NEW
New Map set in the hills near Wales - two villages + build your own.
You can now fully dismantle a damaged building back to land, without doing a repair.
A new yearly balance in the ledger.
I’m currently in the process of adding a bunch of new achievements and victory conditions.
Much love,
Atorcoppe.
Just a small update to fix a crash, but I've also included a couple other things.
- Automated managers can now hire staff.
- You can now properly unassign an item from a trade route.
- You can now hire kids at your den, but they can only do some of the tasks.
- Tweaked some wording in the tutorial.
- Fixed a crash.
- Tweaked the new notes feature.
That's all for the moment!
Much love,
Atorcoppe.
It's been a minute since the last update eh.
We had a very large tree come down and crush our car, destroy one side of our house roof, and put a hole through the bedroom wall. So I've been dedicating a lot of energy to dealing with all that. It has been a month of battles with the insurance company.
However I have managed to get an update sorted out, it just took a little longer.
Fixes
- Fixed it so if you click "Customise character" while in the tutorial, the game no longer breaks.
- Fixed a camera bug when loading the game above water.
- Fixed some conversation bugs.
- Fixed it so ore deposits have a hover label like other resources.
- Fixed some UI bugs in the "related" panel.
- Fixed a bug where sometimes workers would work after being fired or quitting.
- Fixed it so if you take items from a tenant using a cart, you suffer a relationship penalty, the same way you do if you take them using your character.
- Fixed interaction menus getting cut off when opened on the edge of the screen.
- Fixed some nav issues with the Longhouse.
- Fixed a bug that would prevent manure from increasing crop growth speed if advanced farming is turned on.
- Fixed some cases where meat and bone charm productions would bug out.
- Fixed an issue with the kite shield.
Improvements
- You can now right click your portrait at the top left to enter follow mode.
- Employment window has been redesigned to better display skills.
- When looking at your own employees in the hiring window, it will now tell you where they work.
- Improved AI logic around preventing their building inventories from getting too full.
- You can now click the ring icon (that signifies someone is married) on a character to select their spouse.
- Improved some wording for clarity.
- Improved watchman logic.
- Entertaining people can now provide them with a buff.
- Custom route schedule added to trade routes. So they can now run as often as you like.
- Increased range at which existing ground sack will fill up if you continue to harvest things while your inventory is full.
- Better punching retaliation if no watchmen are present. Punching someone can now also affect relationship with their spouse. People can also now just attack you with their weapon if you punch them.
- People can now punch you when you insult them.
- Increased hunting range for the Hunting Shack.
- Hunting Shacks can now make ranged weapons and ammo.
- The Tool Belt icon is now smaller and less intrusive.
New
- Added javelins. They have a low range, but high damage. Each throw consumes one javelin.
- Villagers can now leave notes on the doors of other villagers and the player. These notes can be notes of affection, notes of dislike, or even notes accusing people of crimes. For instance if you break into a house and someone sees you, they might wait until later and then pin a note to the door to tell the owner about the crime they saw you committing. If someone leaves a note on your door, right click on your house to read it. If you see a note on someone else's door you can read it and remove it, which means the home owner will never see it. This is an advanced gameplay setting and can be turned off.
- Tax "donations". I have added in a kind of wealth tax (as requested), where the tax man will insist on "donations", if you get too wealthy (> 100k silver). Each time the donation happens you will enter a cooldown where no further donation will be expected for a while. Each time you give a tax "donation" you will be able to claim a special reward. This is an advanced gameplay setting and can be turned off.
Tax donation rewards - Pet wolf. The pet wolf works like a dog, but can maul targets for a decent chunk of damage. So can be used in combat, or to take down enemies.
- Champion horse. Like a normal horse bur faster and looks a bit different.
- Holy Charm. When consumed it fulfils all needs, health, immunity, and cures all diseases.
- Fyrd Horn. When consumed the horn will summon soldiers into the map. These soldiers will then fight any raiders, or if no raiders are around, they will go to markets and buy goods.
I've nearly finished the new map!
Please email me if you have any questions/comments, save issues, or bug reports. [email protected]
Thank you!
Atorcoppe.
I hope you are all doing well! I've got a few new things for you to enjoy :)
Fixes
- Fixed some typos.
- Fixed crime prosecution not working in some cases, especially when on horse.
- Fixed leaderboard score not updating.
- Fixed plots vanishing when converting to land.
- Fixed tracked people getting selected by keyboard.
- Corrected some farm issues.
- If you saved a game just before a raid started it could break loading said game, this has been fixed.
- Fixed some nav issues.
- Fixed a bug that would make it impossible to equip your heir with a leather pack when they took over.
Tweaks
- Redesigned the camera zoom system.
- If someone dies, their spouse will enter a state of sadness (shown as emotional), and then be much harder to interact with - time makes it easier.
- Some recipe adjustments.
- Kicking out a tenant now creates a relationship penalty for the tenant and their spouse.
- Escape key now closes the interaction menu.
- You will no trading bonus when selling to spouse.
- Icon updates.
- Cart articles to wiki.
- Needs are now enabled/disabled per save instead of globally.
- Money notifications when people buy goods from your storefront can now show more info, if there is additional context to the sale.
- Longhouse cart home position tweaked.
- Tweaks to how people find other people to talk to.
- Market stockpile transfer timing tweaks.
- Productions will now pause when inventory is full, instead of stopping. Production will resume when space is freed up.
- You can now press enter on the hire employee confirm popup to accept.
- Character creator now has more back buttons.
- Rehashed the button layout at the top left and right of the UI.
- Tweak to “resume speed” logic when closing notifications. If you pause the game before opening the notification, after you close the notification and unpause, it will resume that initial speed.
- Raiders now show on the map as viking shields.
- Tweaks to managers being assigned in automation.
New
- All new music! Crafted by a fan. I think it is fabulous.
- Buildings and carts no longer have a "profile picture" they now have a live camera view so you can see whats happening around the building, etc.
- Added a right click context menu for items in the market, and inventories, etc, which will allow you to compare the item, look up wiki info, and add a notification for the item.
- You can now do pushups to improve fitness.
- Added a new business overview button and window. The new window will list each business, their name, value, employee count/max, and idle workers. You can also hire and transfer workers from this window.
As always, more to come soon!
I've got a few *BIG* things coming next major update, and this should not be too far away.
As always, feel free to email me at [email protected] - always happy to chat, even if it isn't about the game.
Much love,
Atorcoppe.
Just a quick update to address some bugs and add some new things.
- Fixed Elder vote getting stuck in a loop in some cases.
- Fixed some typos.
- You can now get a pickaxe in your tool belt on some game starts.
- You can now convert a plot to empty land, for a slight wood refund.
- Teaching skills now creates annoyance for the character so if you spam it they get pissed off. They also may not accept your lessons if they are hungry, tired, or unwell.
- The config file can now accept 600 population max (up from 500).
- Some tooltip tweaks.
- Fixed an issue that could show up when starting a new game in some cases.
- Added an advanced option to hide resources (ore, animals, fruit, etc) on the map, to make it harder to find these things.
- Cheese will no longer produce manure when advanced farming is turned on.
- Fixed some potential Den navigation issues.
More to come soon! I'm just dropping this now because the elder vote issue was quite problematic.
Thanks!
Atorcoppe.
Happy 2026!
Here's a little update to celebrate the new year!
Automated carts no longer go to the military camp and just sit there.
When you open Positions of Power, it now shows the current king (real life), and then clicking the king opens a wiki article about them.
Slight tweak to coat buying logic during winter.
Fixed some issues with the “stay home when sick” setting, when loading a save.
Fixed world tooltips not working correctly in map mode.
Fixed the buy building popup sometimes not showing the needed assets for the next social class.
Tightened the logic to prevent shortcut keys triggering when naming babies and buildings.
Equipped items now show tooltips.
Added lots of new wiki articles.
Fixed an issue with multiple people going to kidnap one person, and then that one person not loading into the cages on load.
Added Hunting Shack to the “Resources” building filter for your owned buildings.
When automation is set to supply businesses, it will no longer send ingredients for items that are not being worked on, or that are not in ‘priority items’.
Thank you everyone for all the support and kind words! It means so much!
I'm over the moon that so many people enjoy this extremely odd game I've made, I never envisioned that it would be a game so many other people would enjoy.
I've got a few more minor changes coming soon, and I am working to finalise the new map, and the Danegeld system.
It's a race against the clock, as I expect baby to arrive in like two weeks! I'm hoping I can start training them on SAELIG within a few minutes of birth.
Much love,
Atorcoppe.
Greetings!
You know what they say - an update a day keeps the Vikings away.
Changed the colour of the new wiki icons.
Fixed some wiki article issues.
You can no longer build camps on or near buildings.
When automation is on, you will now see a new button in production that will allow you to force a recalculation of production.
Dogs now run faster when guarding carts.
Added a toggle in audio settings for turning off animal sounds - pigs, chickens, dogs, etc.
That's all for today! Still got another list I'm working through as well.
Cheers,
Atorcoppe.
Hey hey hey,
I hope you're all having a great holiday! I've got a wee update for you to round off the year.
Fixed
Fixed an issue where in some cases your saved game would not load.
Tweaks
Tweaked the boarder boundary around the edge of the Essex map (thanks Splattercat).
The automation budget slider is now an input field.
When you buy a new building it will look at the “Stay home when sick” setting on your other buildings and automatically switch the new building to match the majority.
New
A new in-game wiki system that no longer relies on the internet. You'll now see a series of little question marks on various things, that when clicked will bring up information on said thing.
Added a global search feature (bound to K), that allows you to search for things in game. Such as people, buildings, carts, items, and wiki articles.
Estate Plot can now have very large sheds built on them. A hoarders dream.
You can now drag windows around by dragging the top of said window. Each type of window will remember their manually defined position.
Added recipes to the config file (your config file will regenerate on game start), so you will be able to adjust the quantities of items produced, the base times, and the ingredients.
You can now offer to sell your homes that are being rented directly to the tenant.
Added a new starting condition to most maps, called "Oathless" which starts you out as a fully kitted warrior with a modest amount of silver but limited social standing.
More to come in the new year, while I race to get things done before the arrival of human child from human womb.
Much love!
Atorcoppe.
Just a few important fixes and tweaks here. Thank you for all the feedback and reports!
- Entertainment money is reduced at skill levels, but gets higher as skill increases. Added a chance of increasing relationship with people.
- Fixed a bug that could prevent people from renting damaged buildings.
- Fixed Trading Dock ships returning with no silver.
- Typo fix.
- Watchman crime notification - now shows the name of the person who got caught.
- You can now unfav buildings you do not have access to anymore.
- A potential fix for not unlocking the Longhouse achievement.
- Increased the size of market stockpiles.
- Fixed double building payment when buying a property off a friend.
- Bug where a family could move out of their rental but abandon their baby there to leave them to try and pay the rent.
- Increased the chance of being able to insta-kill unarmed and unarmored people.
More coming soon!
Cheers,
Atorcoppe.
Hey all, It has been a minute since the last update, and I apologise for that. I had to move out of home (my office) for three weeks and then I got an awful flu. But I’m back and ready to go.
Not a massively impressive update this time, but pretty much everything here is a direct result of feedback I have received over the period since the last update. You may see another update relatively soon after this one with a handful of other changes which didn’t make the cut for this update.
As you may know I am working on a new map - I had this mostly finished, but due to popular demand I have decided to start it again, and have turned it into another empty map with no towns. This will be the last map I make in the base game and I think it will create a good spread. Four standard maps, two empty maps, and one hybrid map.
I’m also currently investigating translations and CO-OP (nothing to show yet).
On another note - I have very recently released a demo for anyone interested who wants to try the game out risk free. The demo gives you full access to one map for 16 days of gameplay, which equals 16 seasons and 8 years (ending in 888 AD). Once the demo ends, feel free to start another game with a new play style or strategy, as many times as you like. When I was a kid I could spend months playing a single demo, and I hope I can provide that kind of enjoyment to someone with this demo.
Bug Fixes
* Buying a business that you are an employee at no longer duplicates you in the production panel.
* Fixed a small notification issue.
* Fixed one particular plot causing navigation issues.
* Fixed some issues with being able to access Dens on some plots near water.
* Fixed a possible hang on some computers.
* Fixed bug where arrow production would vanish from home after loading.
* Fixed a loading issue that could happen in some cases.
* Fixed bug where you would get notified of trade ships if you sold a trading dock to the AI.
* Fixed a bug where you could send AI trading ships on trade journey.
* Fixed bug that would cause your character to spaz out when being assigned to fishing with a fishing boat.
* Fixed an issue where certain configurations would prevent production from finishing.
Tweaks
* When increasing or decreasing wage the relationship change is now linked to how much you increase or decrease. It also is capped at 70.
* When a child goes from baby to kid, they will now in most cases, be teleported back home instead of into the middle of town.
* Fishing now takes longer at lower skill levels than before.
* The market stockpile will now refill the market at a slower rate.
* Rehashed how people select a training area so people can become more well-rounded fighters.
* The train command for your spouse will now work better in more situations.
* When AI do pushups it can now increase their fitness.
* More CPU efficient AI logic in some specific cases.
* Ingredient requirements now shown for all productions.
* Reeve can now view combat skill of watchmen.
* Business owners can now command a higher wage when you are trying to hire them, and in some cases can refuse to work for you.
* If you assign yourself to work while mounted, it should not work better.
* Forage areas will now show a hover icon when selected.
* Now if you give someone kite shield they will replace their Viking shield.
* Added a relationship bonus for scholarships.
* Increase starting inventory of buildings if the advanced settings for nails and materials are turned on.
* Balanced exotic item imports to be more random.
New Stuff
* A new advanced gameplay setting: characters start with additional random skills.
* Added an idle worker filter added to relationship window.
* In relationship window you can now search for single men and single women.
* Added a new ‘Resource’ filter for buildings in your building list. This shows mines, woodcutting huts, and fishing docks.
And here are some things you can expect to see in the next update:
* Much better 1st person.
* New map with Welsh raiders and now towns.
* A way to more easily see trade routes spread across multiple buildings.
* New conversation type that will let you bad mouth your enemies - thus creating a rumour mill.
* A way to destroy buildings for nails and wood.
* Allowing the player to educate their workers when they’re working.
* With foraging off, coops will be converted to useful buildings.
* A new training field that can be built on an estate plot.
* The ability to sell a rented home straight to their tenant.
* The employees working when sick setting on businesses - each new business you own will adjust this setting to match the others in your property list.
* Tweaks to make sure Hyrmenn guard properly when you are attacked by Vikings.
* Tweaks to ensure the production indicator is properly shown when the game or production is paused.
* A new Danegeld raiding event
Got anything you want to see desperately in the next update? Let me know, maybe I can work something out.
I appreciate all the support and the continued input into the game - this game is what it is due to all the input from the players.
Just a few small fixes and changes. Nothing major sorry.
- Fixed an issue where you could be stuck in workshop.
- The player can now do ‘proposition’.
- The trading skill for the employee selling goods at a trading post now matters as it can provide a bonus on sales.
- Relationship history in character info has been made to look nicer.
- Rain has been changed to be more transparent.
- Fixed typo that meant people were less likely to talk to each other than they are meant to be.
- Age display has been fixed.
- Fixed some language and added a lighter tone to the wording for some activities.
My main focus in the next patch outside of any of the usual tweaks and fixes is to finally add the advanced gameplay editor that will allow you to customise the world to be as brutal as you could ever imagine. And also to add a new raiding mechanic centred around Danegeld.
Also, just floating some ideas here but I would love to add an "Orphan Story" where you start the game as an orphan and play out some kind of story or life. I also often think about a "Viking Story" which would be focused on exiled vikings trying to survive while going on raids and such. Im very interested in your opinions on this kind of story gameplay and what you think I should do with these ideas?
Much love,
Atorcoppe.
Current Release
Build 24123165
Uploaded Jul 15, 2026
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How to Install
SAELIG.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
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Direct link available
8.9 GB
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D9FD8C74
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