The Forest
The Forest
All Settlements are constructed in The Forest. The Forest consists of multiple Glades separated by a dense carpet of Trees.
Seasons
- Main article: Seasons
Each Settlement must brave the three seasons of The Forest:
Drizzle lasts 4:00 minutes.
Clearance lasts 4:00 minutes.
Storm lasts 2:00 or 4:00 minutes depending on Difficulty.
Hostility
- Main article: Hostility
With every fallen tree, with every ancient site sacked - the Forest grows angrier.
Hostility is a measure of how wary the forest is of the settlement. It always starts at 0. Each Hostility level above 0 will decrease Global Resolve by 2 (6 during storms) and may activate a negative Forest Mystery. All modifiers that raise Hostility scale with Difficulty.
Trees
Trees can be harvested by Woodcutters' Camps to provide Wood. Each tree has 2 charges, except Overgrown Abyssal trees, which has 20. Trees may also grant additional Resources depending on the Biome. You can always hover over an individual tree to see what Resources it provides.
You can set what chopping behavior you want each Woodcutters' Camp to use. You can also set a Default Woodcutters' Camp Mode from the Gameplay Settings.
Woodcutters' Camp Modes
- Fell All Trees - All trees will be felled
- Avoid Glades - All trees will be felled EXCEPT trees that open glades.
- Avoid Glades (except marked) - All trees will be felled EXCEPT trees that open glades, UNLESS you have marked glade-opening trees.
- Only Marked Trees - Only marked trees will be felled.
- Only Marked Trees & Avoid Glades - Only marked trees will be felled, and glade-opening trees will be avoided.
Usually (unless you are using Fell All Trees or Avoid Glades) you must mark which trees you would like to Woodcutters' camps to fell. You can click the green axe icon with the plus sign to the right of the building menus at the bottom of the screen - or use the hotkey (defaults to [F]) - to begin marking trees with a 3-tree width painting tool. Marked trees which are in range of a Woodcutters' Camp are highlighted in yellow, marked trees which are out of range are highlighted in grey.
If you need to unmark trees, you can click the green axe icon with the minus sign - or use the hotkey (defaults to [G]) - to begin unmarking trees with a similar 3-tree width painting tool.
If you hold the [Shift] key while using the marking or unmarking paint tool, the width of the tool decreases to a single tree - allowing you to be very precise, useful to help you pick out Overgrown Abyssal trees in Sealed Forest. If you hold the [Ctrl] key while using the marking tool, you cannot mark trees which would open Glades. You can use both [Shift] and [Ctrl] at the same time.
Tree | Biome | Additional resources | Description | Image |
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Abyssal Tree | Sealed Forest | ![]() ![]() ![]() |
A bizarre, writhing growth... is this even really a tree? | |
Coppervein Tree | Scarlet Orchard | ![]() ![]() ![]() ![]() |
A scarlet tree covered in enormous thorns. | |
Crimsonreach Tree | Coral Forest | ![]() ![]() |
A mineralized coral tree. | |
Dying Tree | Cursed Royal Woodlands | ![]() ![]() ![]() ![]() |
A bare, rotting tree infested with grubs. | |
Kelpwood Tree | Coastal Grove | ![]() ![]() ![]() |
A very flexible, yet extremely hardy plant. It moves in the wind as if moved by sea waves. | |
Lush Tree | Royal Woodlands | ![]() ![]() ![]() ![]() |
A perfect source of wood. | |
Mushwood Tree | The Marshlands | ![]() ![]() |
A giant fungal tree covered in a leathery bark. | |
Musselsprout Tree | Coral Forest | ![]() ![]() |
The unusually hard bark conceals soft, fleshy tissue. | |
Overgrown Abyssal Tree | Sealed Forest | ![]() ![]() ![]() |
A giant, bizarre growth... it's bigger than the other trees in the area. | |
Plateleaf Tree | Coral Forest | ![]() |
A species of plant rarely seen above water. |
Resource Deposits
Resource deposits are spots that allow villagers to gather resources. Each deposit can have its own priority set, when it is preferred to be harvested before or after other deposits.
Resource deposits come in two types: Nodes and Veins. Nodes are gatherable with Camps and come in two sizes. Veins are gathered in the Mine.
Each deposit has a number of Charges, representing the amount of times it can be harvested. Small resource deposits can be harvested 15 times if they provide raw food and 20 times if they provide raw crafting materials. Large resource deposits of raw crafting materials can be harvested 60 times. Large raw food deposits can be harvested 70 times and only by large camps. The number of charges can be increased by a total of 12 for all deposits in the Vanguard Spire branch of Smoldering City upgrades. Coal and
Copper Ore veins are not affected by Smoldering City upgrades.
Deposit | Guaranteed resources | Possible resources | Gathered by | Biome | Description |
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Cursed Royal Woodlands Scarlet Orchard The Marshlands |
A plant species at home in the swamp. |
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Royal Woodlands Scarlet Orchard Sealed Forest |
A tangled net of living vines. |
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Coral Forest Cursed Royal Woodlands Royal Woodlands |
An edible and tasty type of moss. |
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Marshlands Scarlet Orchard Cursed Royal Woodlands |
A leathery exoskeleton left behind by a juvenile water strider. It's better to collect the skin this way than to come across a live, wild specimen. |
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Cursed Royal Woodlands Royal Woodlands |
Resilient plants perfect for cloth-making. |
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Coral Forest Scarlet Orchard Sealed Forest |
A very common plant, it thrives thanks to the magical rain. |
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Royal Woodlands Scarlet Orchard Sealed Forest |
Fresh and sweet berries infused by the Rain. |
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Coral Forest Cursed Royal Woodlands Scarlet Orchard |
A dense shrub full of many useful plant species. |
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Cursed Royal Woodlands Royal Woodlands Sealed Forest |
A resilient species that grows on marshy soil. |
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The Marshlands |
A resilient species that grows on marshy soil. |
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Cursed Royal Woodlands Royal Woodlands Sealed Forest |
Soil infused with the essence of the rain. |
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Cursed Royal Woodlands Royal Woodlands Scarlet Orchard Sealed Forest |
Ancient fossils rich in resources. |
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Coral Forest Scarlet Orchard The Marshlands |
Stones weathered by the everlasting rain. |
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Royal Woodlands Scarlet Orchard |
An abandoned nest. Let's hope the owner doesn't come back... |
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The Marshlands |
An abandoned nest. Let's hope the owner doesn't come back... |
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Coral Forest Cursed Royal Woodlands Sealed Forest |
A nest full of tasty Wormtongues. |
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Royal Woodlands Sealed Forest |
Small Slickshells are crawling out of the openings in the broodmother's shell. It's easy to collect them. |
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Coral Forest The Marshlands |
A dead leech broodmother. It has a strong and somewhat sweet smell. |
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Cursed Royal Woodlands The Marshlands Scarlet Orchard Sealed Forest |
A soft and malleable metal, resistant to rain. |
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Coral Forest The Marshlands |
An effective source of fuel. |
Glades
Main article: Glades
Rich glades are full of resources - yours for the taking.
Glades are empty areas of the Forest that are shrouded until they are first reached by clearing trees. They may contain resource deposits, fertile soil, and Glade Events.
To reach a Glade faster, trees can be marked and unmarked for harvest via the axe icon on the bottom bar, ensuring they will be cut before other trees. Marked trees will glow golden if inside the area of a Woodcutters' Camp and white if outside one.
The best rewards come from Dangerous Glades and especially Forbidden Glades, but they always contain at least one Dangerous or Forbidden Glade Event, which requires delivering certain goods or completing a challenge.
Glade Events
Main article: Glade Events
Glade Events are points of interest found in the forest, like Abandoned Caches, Survivor Camps, Ruins etc. Some of them are positive, offering goods or new villagers for small resource investments. Others are dangerous, forcing you to act quickly to avoid negative consequences (but also giving you generous rewards for solving them).
Once you select a Glade Event, the Event Panel will show up. There, you will find a few different sections: effects, worker slots, requirements, and rewards. The effect section shows you the possible negative consequences of the Event, and how much time you have before they occur. To solve an Event, you need to assign workers to it, select one of two reward options, and select "investigate".
Some events simply require you to deliver goods, others have something called a Working Effect. Working Effects are special conditions that activate once you give the order to investigate an Event (like a Resolve penalty, a slow debuff, etc.). Your goal is to survive these conditions for a set amount of time. After an Event is solved, the workers will bring back the rewards to your Storage, and no negative consequence will trigger.