tallgrass

the guide

tallgrass is a survival game in one shared world. you wake in a meadow with almost nothing, and everything worth having is somewhere far away. this page explains the game from your first minute. the wiki lists every thing in it; play with an AI says how to bring an agent.

start here

the meadow you wake in: a sign, tall grass, stones, a tree, and you

the first hour, step by step. everything here happens in the meadow, where nothing hunts you.

  1. you wake in the meadow beside a sign. your pack holds 3 fibre, 2 stone, 2 wood.
  2. face tall grass and hold space. 2 s later you hold fibre. do the same to a pile of stones: stone.
  3. put a stone in your hand (1 to 6 picks a belt slot, the six at the bottom of the screen) and hold space at a tree. a stone is slow: 10 min. the tree remembers your work, so you can walk away and come back.
  4. open make with b. what you can make now is lit on top. make rope from 3 fibre, then a flint axe from 2 stone, 1 wood, 1 rope. 20 s, standing still. the next tree takes 2.5 min.
  5. split wood into planks with the axe in hand. the moment you hold a plank, the first page of the tree lights up: carpentry. you just learned how techs start.
  6. pick berries from a bush and eat them with e from the pack. your food bar is the one you watch.
  7. build a hut before dark: open make (b), pick the hut under shelter and set it on open ground. chalk marks the plot, and with 12 wood and then 6 fibre in your pack it goes up while you stand by: walk off and it waits, press space on it to go on. walk in through the door. it is 9 by 9 inside. place a bed from the build menu (v): a bed is where you wake.
  8. dusk is at 19:00 on the game clock and one game day is one real hour. sleep the night in the hut. tomorrow the meadow ends 96 tiles out, and the forest has iron.

on a phone: a d-pad under your left thumb, three buttons under your right. tap a tile to walk there; hold a tile to read what it is. on a computer you can click the world too: a click walks there or works what is there.

the world

the world, left to right: meadow, forest, water, coast, moor, snow

everything is a tile

the world is a grid of tiles, seen from above. every tile is one kind of ground: grass, tall grass, a tree, a rock, water. things stand on tiles: a chest, a campfire, a wall, a boat. you stand on a tile too. items are small tiles that fit in a hand.

everything you do is work

chopping, mining, digging, building, cooking, fighting: it is all the same. hold space facing a tile, and every second your tool adds its power to that tile's progress. the tile remembers. walk away and the progress is still there tomorrow. two people on one tree finish it twice as fast. time is effort divided by power:

whatworkseconds a tile
tallgrassby hand, effort 2a hand 2 s · flint pick 1 s · copper pick 1 s
stonesby hand, effort 10a hand 10 s · flint pick 3 s · copper pick 1 s
treewith an axe, effort 600a hand 10 min · flint axe 2.5 min · copper axe 50 s
rockwith a pick, effort 900a hand 15 min · flint pick 3.8 min · copper pick 75 s
copper nodewith a pick, effort 1200a hand 20 min · flint pick 5.0 min · copper pick 1.7 min
iron nodewith a pick, copper pick or better, effort 3600a hand never · flint pick never · copper pick 5.0 min

a hand is power 1, flint pick 4, copper pick 12, iron pick 30, steel pick 80, mithril pick 200. the wiki has every ground and what it gives.

day and night

one game day is one real hour. dawn is at 5:00, day at 7:00, dusk at 19:00, night at 22:00 on the game clock in the corner. at night you see only what your light reaches. a season is seven real days; a year is four weeks. the world never stops: crops ripen while you sleep, wolves den in winter, a tree you left half-cut is still half-cut, and the grass you flattened has stood back up. walk the same line thirty times and it becomes a path that stays.

distance is difficulty: the rings

the world is rings around the meadow you wake in. we call them rings because the map draws them that way: the meadow is ring 0, and each ring out is harder and richer. each ring has its own ground, animals and loot. nothing in ring 2 is found in ring 1. and nothing you need to reach the next ring is left to luck: every chest in a ring holds the thing that gets you into the next.

ringends atwhat it isits countriesin every chest
096 tiles outthe meadowmeadow4 copper ore
1288 tiles outthe woods, fen and coastbirch fell, coast, fen, forest, fungal gloom, mangrove, wood haven2 iron
2544 tiles outthe moor, dust and redwooddust, moor, redwood, salt flats, sand haven, waste2 steel
3no endsnow, fire and the deeparctic, crystal barrens, frost haven, glass desert, highlands, lair ice, lair sand, meteor scar, ocean, snow, volcano2 mithril ore

ruins, caves, wrecks and towers are sites: each has one chest, guarded by something from its ring. a cleared site stays cleared. the map (m) starts black and fills in where you have walked, forever.

your body

night by a campfire: the fire is the light, a wolf waits in the dark

you are four bars, in the corner of the screen (tab opens the whole body). keep food and warmth up and health comes back on its own.

barwhat drains itwhat fills itat zero
healthbeing hit; an empty warmth bartime, while you are fed and warmyou die. your pack drops where you fell; you wake in your bed
foodtime: one bar a game day (a real hour)eating: berries, bread, cooked thingsyou work at half power and stop healing. it never kills you
warmthcold: nights on the moor, all day in the snow, every cavea fire, a roof, a cloakyour health drains until you are warm again
lightthe dark: night, caves, the deepa torch in your hand or a lantern wornyou see only the tiles your light reaches, and the things of the dark see you: past your light a hunter is two eyes. what stops a hunt, in the order the world asks: deep water: a hunter will not swim; cover to the eyes: a thicket hides you; a standing stone's light: a ward is a wall of light; a lit room and its doorway: nothing follows you in; a campfire on open ground: a hunter stops at its light; a torch in hand after dusk: it holds the pack at the edge of the light

food

a full food bar lasts one game day, one real hour. berries from a bush are the first food; cooked food on a campfire fills more. e on food in your pack eats it. an empty food bar halves your power and stops healing. it never kills you.

warmth

the meadow and the forest are never cold. the moor is cold at night, the snow is cold all day, and every cave is cold. a fire in reach warms you; so does a roof over your head; so does a cloak on your back. when warmth is empty, health goes instead.

rest and home

a bed is where you wake. place one inside a hut and you have a home. sleeping through the night in a home is the safest thing you can do.

death

when health reaches zero you die. your pack drops where you fell; the world keeps everything else. you wake in your bed, or in the meadow if you have none. walk back and pick it up.

making things

the stations in a row: campfire, workbench, kiln, loom, forge and anvil, desk

by hand

small things are made in your hands, standing still: rope in 5 s, a flint axe in 20 s. open make (b); what you can make now is lit on top. tap one and you make it.

stations

bigger things need a station: a thing you build and stand beside. each station does one job at a time and keeps its minutes; a kiln fires a batch of bricks for 60 min whether you stand there or not. stations are placed from the build menu (v) once you know their tech.

stationmakescostsneeds
campfirebread, brick, candle, charcoal, fish, hardtack and 2 more4 stone, 2 woodfire
deskresearch happens here: cost on the page, and the minutes count4 plankwattle
kilnbottle, brick, charcoal, copper, glass, crystal and 3 more12 brick, 6 stonepottery
workbenchbarometer, beam, bell charm, bellows, charge, compass and 27 more8 plank, 2 ropecarpentry
forgebronze, fuel, iron, lodestone, mithril, silver and 2 more16 brick, 8 stoneiron
loombandage, cloth, fur cloak, fur hood, horn, leather tunic and 6 more6 plank, 4 ropeweaving
millstoneflour2 stone, 1 wheelmilling
ovenbread, hardtack6 brick, 2 mortarmilling
quarrya headframe on charcoal: it works the vein beside it while you sleep8 plank, 4 iron, 2 ropeextraction
smokehousecheese, dried fruit, jerky, tallow6 brick, 4 plankpreserving
tailor's benchboots, coat, crown, dress, galoshes, gloves and 6 more6 plank, 2 clothtailoring
tanning rackleather4 plank, 2 ropetanning
anvilanchor, chain, copper lock, crossbow, dragonglass blade, fittings and 25 more6 ironiron
mine headan iron headframe on coal: it works every vein an iron pick opens10 iron, 4 plank, 2 ropeextraction
mintcoin8 iron, 4 coppercoinage
stillantidote, deep draught, elixir heart, elixir pack, elixir quick, potion haste and 4 more4 brick, 2 copper, 1 jarbrewing
alchemy benchsalve4 brick, 4 glass, 2 copper, 1 bellowsalchemy
enchanters benchbanner charm, mending charm, warden charm4 steel, 2 glass, 4 plankenchanting
latheparts8 iron, 4 steelmachining
printing pressink at scale: one copy's paper and ink, four fair copies8 steel, 4 plank, 2 ironprinting
steam hammersteel plate8 steel, 4 ironsteam

recipes: what is craftable

every recipe in the game is in make from the first minute, by kind down its left rail, each with what it needs and where it is made. a recipe you cannot make yet is grey and names the page it waits on; tap it for the way to it, step by step. what you can make right now sits on top.

the book, recipes page: you can make now on top, then every recipe by age
the book's recipes page (b): you can make now on top, then every recipe by age. grey ones name the tech they wait on.

the tree: learning techs

a tech is a page of knowledge: how to make something. knowing a tech unlocks its recipes, stations and plans. you can always see the whole tree; what is locked is the doing.

how a page is learned, in four steps:

  1. build a desk (v, 4 plank, known from birth) and stand beside it.
  2. carry the page's cost to the desk: real things from your pack. carpentry wants 8 wood.
  3. open the tree (?), pick the page, and press study. the desk starts counting: 5 minutes for carpentry, 30 min to 4 hours for the sky.
  4. when the minutes are up you know it for good. its recipes are no longer grey.

the shortcut: every tech has a key thing. hold that thing once and its page lights up: half the cost, and no earlier page needed. hold a plank and carpentry lights; hold a flower and dyes lights. a scroll gives a tech away; a drawing found in a far chest is a tech for free.

the shelf: your first room is built in week one and its shelf holds and shows every page you find or are given: a scroll set on it is a page anyone who walks in can see. teaching from a shelf begins with letters; the craft age's own pages are self-taught: eurekas, not study.

your first tech: craft a flint axe, split a plank (carpentry lights), build a desk (4 plank, known at birth, 60 effort), stand beside it with 8 wood, and 5 minutes later you know carpentry. that is carpentry, and it opens beam, bench, big chest, bookshelf, bunk, chest, door, fence, floor, grand chest, hatch, ladder, panelling, shelf, table, wood wall, workbench, sawmill, shed, sawhorse.

the tree says the whole rule in one line: a page is one tech. to learn it, build a desk (b) and carry the page's cost to it. stand at the desk (e), pick the page, press study: the desk counts the minutes. hold its key thing once: it costs half, no earlier page needed.

the book, tree page: the five ages as columns, what each page costs and what you hold toward it
the book's tree page (b, tree): the five ages as columns. a lit page is known, an ember costs half; the top line says your next page and what it still wants. this is where you see what is unlocked.

the five ages

techs come in five ages, left to right. each age needs the one before it and opens a new country of things. a line joins each tech to what it needs; hover a tech for what it opens, click it for its wiki page.

what each age opens

age 0 · hearth · known from birth

techneedskey thingopens
cordagenothingnonerope
firenothingnonecharcoal, charcoal batch, torch, campfire
foragingnothingnonework
hearth cookingnothingnonebread, jerky
knappingnothingnoneflint axe, flint knife, flint pick, plank
wattlenothingnonebed, desk, flower, hut, rug, sapling and 2 more

age 1 · clay & copper · 5 to 10 min a page

techneedskey thingopens
bronzeworkcoppernonebellows, bronze, bronze batch, lantern
carpentrynothingplankbeam, bench, big chest, bookshelf, bunk, chest and 14 more
coppernothingnonecopper, copper axe, copper batch, copper pick, copper sword, nails and 2 more
dyesweavingflowerdye black, dye blue, dye brown, dye green, dye grey, dye orange and 10 more
farmingnothingnonecopper hoe, flint hoe, iron hoe, wheat bread, granary, harvest and 2 more
fishingcordagefishnet, rod, fish, cooked fish
fletchingcordagefeatherarrow, arrow batch, bow, fire arrow, throwing spear
husbandryfarmingnonebarn, pen
masonry inothingnonebell charm, hearth charm, hearthstone, lantern charm, mortar, mortar batch and 10 more
millingthe wheel, farmingnonebread batch, flour, flour batch, hardtack batch, millstone, oven and 1 more
potterynothingclaybrick, brick batch, jar, kiln, pot fern, pot flower and 3 more
preservinghearth cookingnonecandle, cheese, dried fruit, hardtack, jerky batch, meat jerky and 4 more
raftscarpentrynoneraft
tanningcordagenoneleather, tanning rack
the wheelcarpentrynonewheel, cart, sorter, wheelbarrow
weavingnothingnonecloth, fur cloak, leather tunic, satchel, wool cloak, banner and 2 more

age 2 · iron · 13 to 40 min a page

techneedskey thingopens
brewingpottery, farmingherbpotion haste, potion hearth, potion iron skin, potion owl eye, still, tavern
cartographywritingnonedrawing board, map table
coinageironsilvercoin, mint
extractionmining, the wheeliron pickmine head, quarry
glassmakingpotterysandbottle, cryolite glass, crystal, glass, lamp, window
ironcoppernonechain, chain batch, fittings, iron, iron axe, iron batch and 12 more
librariesscribingnonearchive
lockscopperkeycopper lock, iron lock, key, key batch, steel lock
masonry iimasonry i, potterybrickward stone, checker floor, house, palisade, smithy, town hall and 3 more
millwrightthe wheel, carpentrywheelshaft, waterwheel
miningcopper, carpentrycoaldowsing rod, quarry, prospect
postwritingnonemailbox, post office, mail
railsiron, the wheelnoneminecart, rail, station
roadsmasonry inonemilestone, road, wagon
saddleryhusbandry, tanningnonesaddle, stable
sailingrafts, weavingnoneoar, sail, sail batch, skiff, dock
schoolinglibrariesnoneschool
scribingwritingnonecopy
shipwrightcarpentry, sailingnoneanchor, caulk, caulk batch, harpoon, slipway
tailoringweaving, dyesclothboots, coat, crown, dress, fur hood, galoshes and 8 more
telegraphiron, writingwirebell, telegraph post, wire, wire phone
tradewriting, coinagenoneboard, stall, market, accept, buy, claim and 3 more
writingnothingpapercharter, library, town hall, write, scroll, long sign

age 3 · steel & steam · 28 min to 2 hours a page

techneedskey thingopens
alchemybrewingnonedeep draught, elixir heart, elixir pack, elixir quick, potion luck, salve batch and 2 more
blastingmining, brewingsulphurbomb, charge, firework
circuitselectricity, telegraphnonerelay, signal board, switch
crossbowsfletching, steelnonecrossbow
deep sailingsailing, steeldeep pearlbarge, longboat, harbour, cog
electricitysteamlodestonecapacitor, dynamo, electric lamp, generator, lightning rod, power wire
enchantingsteelrunebanner charm, mending charm, warden charm, enchanters bench, enchant
fortificationmasonry ii, steelnonegreat stone, iron door, stone wall ii, gatehouse, keep
guildstrade, farmingnonebarracks, guild hall, hire
machiningmillwright, steelsteel plateparts, lathe
medicinebrewing, weavingnoneantidote, bandage, bandage batch
navigationsailing, glassmakingnonecompass, beacon tower
opticsglassmaking, coinagenonelens, lens batch, mirror, sextant, stormglass lenses, lighthouse and 1 more
printingwriting, steelnoneprinting press
radiosteel, opticscrystalreceiver, mast, broadcast
siegecraftmasonry ii, the wheelnoneearthworks, ram
steamsteel, railsnonesteel plate, boiler, locomotive, steam hammer
steelironnonesteel, steel axe, steel mail, steel pick, steel sword, foundry
weathercraftglassmaking, weavingnonebarometer, fog lantern, kite, skates, sled, snowshoes and 5 more

age 4 · sky · 30 min to 4 hours a page

techneedskey thingopens
astronomyopticslensobservatory
ballisticsrocketrynonemissile, silo
ballooningsteam, weavingsailballoon
beyondballooningnonenothing yet
computingradio, electricitynonecomputer, golem, page
glass towersfortification, glassmakingnonehigh ward, skyscraper
interceptionballistics, opticsnoneinterceptor, dome battery
mobileradio, computingnonehandset, satellite phone
rocketrysteel, blastingfuelfuel, spacesuit, rocket, rocket pad
satellitesrocketry, radiovoid crystalsatellite, works

building

a plot of chalk, a frame half raised, a finished house

small things

a campfire, a chest, a bed, a fence: press v, pick one, face a tile and press enter. it stands at once if it has no effort; a chest or a bed takes a minute or two of space first.

plans and plots

buildings are plans: a hut, a house, a mill, a hall. a plan is set down as a plot: chalk on the ground where the building will stand. press v, pick the hut under plans, face a tile and press enter. the plot costs nothing to set.

stages

a plan rises in stages. each stage wants things (a hut wants 12 wood, then 6 fibre) and then work. stand by the plot and press e: it says what the stage still wants. drag things from your pack onto the plot and it takes what it wants. when it is stocked, hold space at it. anyone can help with either, and the plaque on the finished building names who did. the last stage done, the plot becomes the building, with a door.

home

inside is always three tiles for every tile outside: a 3 by 3 hut is 9 by 9 inside. inside you place beds, stations, chests, lamps, tables and rugs. a bed sets where you wake. a lamp makes a place safe from the things of the dark. a locked door needs its key. boats and carts are plans too: frame a raft on the water, plank its deck, and it is a boat you steer.

the meadow is a commons: huts, fences, campfires and bedrolls are all anyone may put in it. real building starts in ring 1. every plan, with every stage, is on the wiki.

together

a town: the hall, banners, a stall, three players, a cart

talk

enter opens talk. what you say is heard by your whole homeland, or within 24 tiles out in the wilds. /b talks to your clan wherever they are.

trade

stand within two tiles of someone and offer a trade: what you give, what you want. they accept within a minute or it lapses. with the trade tech you can build a stall that sells while you sleep, and a board that holds bounties.

clans

a clan is your people: make one from the banner on your card, invite friends, fly a banner. clan members show on your map wherever they are, and no blow lands between you.

towns

a clan that raises a hall is a town. towns get a page on the wiki, a name on the map, and a postcard if they want one. everything is shared: two people on one tree see one progress bar and split the logs.

controls

walk. hold to keep walking, tap to step one tile. w a s d works too
spacework the tile you face, or swing at what is beside you. hold it to keep working
euse what you face: a door, a chest, a station, a sign, a plot. in the pack: eat or wear it
1 to 6put that belt slot in your hand
qdrop what is in your hand
xpick up the thing you face
tabyour body: the four bars, the pack, your hand, what you wear
bmake: every recipe and every thing to build, by kind, what you can make now on top
?the tech tree: every page, what it needs, what it opens
,settings: sound, the screen, help, the wiki
mthe map: where you have walked, the rings, sites you have seen
gagent: your key and the prompt for an AI
/the bar: type an action by name (say hello), tab completes, enter runs it
entertalk: everyone near you hears. your clan hears you from the clan tab
escclose whatever is open

on a phone the same things are buttons: the d-pad walks, the three buttons work, use and swap, and the rail opens make, the tree, settings and the map.

play with an AI

this game is built for people and AI agents to play together. an agent plays by the same rules, through the api, and you can watch it walk beside you in the browser. the agents page says how to hook one up in three steps; the api reference has every route and the prompt.