KNOMEBUSINESS
THE LITTLE TOWN WORKSHOPv0.19.1 / PUBLIC BETA
GDP0
VILLAGE QUOTA
BENEATH YOUR VILLAGE

The little dugout.

Permanent workshops. Build once; earn extra goods every shift.

EVERY HAT HAS A HOME

Our little people.

BUILD WITH WHAT YOU BRING HOME

Village projects.

Paths & supply routes

Every home upgrade adds one good to each resource visit. Home level 3 also unlocks an extra resource visit, within the bonus limit. Field structures use open board plots and reset at payday. Delivered goods fund the colony and feed tomorrow’s production chains.

Optional: temporary field tunnels

Temporary rooms share the current board’s coordinates. Reserve a knome’s visits for underground work. Rooms reset at payday; all goods move home.

Business colours & goods

Three matching colours at the same or neighbouring levels build one level above the highest. Five or more make neon. Level 30 wonders remain.

PRODUCTION LOG
A LITTLE TOWN WITH A LOT GOING ON

Knome the drill.

  1. Choose. Place. Choose again. Pick one of three connected RNG deliveries on its own screen. Three rerolls per round. Rotate, drag or tap to position the piece in your hand. Confirm commits it; End starts work when you choose; a full board waits for you. The ghost snaps to a nearby fit. Building base GDP grows steadily: 5, 20, 45, 80 and onward; Pigon numerals mark levels 1–30. Empty gaps become hazards when you clock in.
  2. Merge and cascade. Three of one colour, at the same or neighbouring levels, make one building above the highest level. L1 + L2 makes L3; L1 + L3 never matches. Villages bridge colours within the same neighbouring-level rule. Gravity drops buildings and refills the gaps for more combos. Five or more make neon. Plus shapes harvest 3×3 or 5×5. Buildings reach level 30.
  3. One building at level one. After all switches, each knome visits at most its own level in buildings. Work and combos earn XP without a level cap. Pay bonuses to boost learning for one workday. Specialties develop through practice. Their trade specialty gives exactly 2× that visit’s GDP. Pick a job to guide assignments. After GDP visits, the same crew automatically gathers resources with extra visits. No sleep, hunger or upkeep. Shortages and unsafe access still matter.
  4. A fall ends the round. Rivers, cliffs and rifts bench that knome: no more swaps, hauling, repairs or collection. A rescue creates a friendship, but never returns their lost actions. At level 2, craft a specialty tool with ore, timber and 11 GDP (rift lanterns also need starlight) to fix one matching hazard each round.
  5. The big payday. GDP waits in the day’s pot. Meet the quota for a 25% bonus. After payday, every building tied for your highest level stays automatically. Each deeper colony floor adds an optional lower-level keeper; all leftover goods move into your permanent dugout; your choices seed the next village. Land, other buildings and underground rooms reset. Your knomes, dugout, resources, training, GDP and inventions stay.
  6. Neighbourhood synergies. Connect trades along shared sides: farm + mill earns +35% GDP; mill + bakery, bakery + market, and mine + forge earn +50%; woodland + mine earns +25%; forge + observatory earns +75%. An adjacent village adds +20% to other trades. A working knome activates the bonus; missing inputs still matter. Ordinary builders add 12% combo GDP; builder specialists add 40%.
  7. Build a working economy. Farms → grain → mills → flour → bakeries → bread → markets → parcels. Mines → ore → smiths → tools → observatories → starlight. Villages produce stone and woodlands produce timber. Goods physically travel. Paths, depots and bridges improve supply routes. Open Workshops to spend delivered goods on permanent rooms, homes, training and equipment; excavate deeper to unlock more rooms.
  8. Neon inventions.Three or more side-connected neon buildings merge into a turret. Each turret combo removes one hazard within two steps. Dojœ, Herbalist and Animal Tamerie unlock automatically after shifts 2, 4 and 6 as rare additional deliveries. Their combos clear different terrain. No staffing or replacement choices. Remaining 7×7 hazards become enemies after collection; the crew and nearby defensive buildings fight them for resources.
  9. Give them a life. Knome naps are cosmetic; they never require upkeep. Friends help (+10% GDP); rivals work harder (+10%). Training, rescues, tavern stories and stolen lunches become memories.
  10. Make hazards useful. A mine beside a boulder earns +25%. A mill beside a bridged river earns +50%. A village beside a cliff lift earns +25%. Each repaired hazard becomes a powered safe route: it zaps adjacent businesses for a small GDP bonus, then adds 5% to their collection. Destructive clears and defeated hazards leave a level-1 favourite building. Every trade has a matching repair tool in Crew & upgrades.
  11. One world underneath. At town level 3, spend 66 GDP to unlock digging. Cellars, mushrooms and mines produce using the same limited knome visits; two tunnel stations connect routes. Deep mines and rooms under level 4+ buildings need support. Nearby rivers need drainage. Surface work runs first, so train enough visits.
  12. Invent a different civilization. Town levels 3, 6 and 9 offer a permanent choice of one of three inventions. Inventions grant permanent bonuses without upkeep. The illustrated city grows through 100 stages. At town level 4, Pigon arrives with one directional swipe after placement: two identical businesses of the same level combine once per swipe, like 2048. Upgrade his room for more charges. Hazards and infrastructure block sliding.

Arrows position your held piece; Tab to Confirm and press Enter to place it. R rotates, D discards, and Space pauses when a control is not focused. Progress stays on this device. Leaving the tab pauses work.

Move your village to another browser

Export a save, then import it on FGS Play or another device. Your village stays in this browser until you choose to replace it.

TOWN LEVEL 5

New industry earned!

Choose one to join your deliveries. Each changes how your town earns.

Another choice at levels 10 and 15.

A fresh start?

This clears this device’s town, GDP, and upgrades.

THE LITTLE DELIVERY OFFICE

What shall we build?

Pick a piece into your hand. Position it, then Confirm.

Found a new settlement?

Keep the building or secure its blueprint?

New building earned!

Choose one to add to your deck. Your basics stay. Earn another choice after shifts 4 and 6.

Who gets the important hat?

Bring this village here?

Your current local save will be backed up before it is replaced.