How to Play

The Atlas: At World's End

Last updated: October 12, 2026

You draw the world. The peoples of the world settle it. Paint terrain onto the parchment, and Elves, Dwarves, Humans, Halflings and Orcs found hamlets on the land they love, then grow them into villages, towns and cities. Your job is to give them the land, the food and the trade they need to keep growing. The goal: build a map worthy of sharing with your friends.

A grown map of Emberfall with a lake, forests, deserts, mountains, roads and towns
Emberfall in its third year.

Painting the Map

When you draw a new map you can start on Blank Parchment or on a Starter Coast, a large coast of about 100 tiles, cut from a hand-painted map, with Woods, Peaks, Plains, Hills and Desert each in its own region and towns already founding. Paint beside it to grow it.

When every open cell is painted, the map can grow. Tap the glowing edge to open new land on that side.

The play screen with the title plate showing Prosperity and Land at the top and the terrain bar at the bottom
The Land pill sits in the title plate at the top, and the terrain bar at the bottom.
A glowing map edge with a banner saying the map can grow now
A full map glows at its edge. Tap it to open new land on that side.

Land, Prosperity and Levels

Tap Prosperity at any time to see your progress and tips.

Who Settles Where

Each people settles one kind of land, and each land makes one good:

TerrainSettled byMakes
PlainsHumansGrain (Food)
WoodsElvesTimber
HillsHalflingsStone
MountainsDwarvesOre
DesertOrcsSpice
WaterNo oneFish (food), via coastal towns

Only Grain and Fish feed people. A storehouse full of ore will not stop a town from going hungry.

How Settlements Grow

Every settlement climbs Hamlet → Village → Town → City. To reach each stage it has to be old enough and big enough:

StageSizeAlso needs
Village2 landA little age
Town4 landAge, and a small basket of its own goods
City6 landAge, a Market, enough food, and a basket of Timber and Stone or Ore

Towns claim new land by themselves, but only onto painted land of their own terrain right beside them. If a town has nowhere to grow, you have to paint that land for it.

Reading the Faces

The coin above each settlement tells you how it is doing. The clock hand sweeping around the coin shows where it is heading: clockwise means it is getting better, backward means time is running out. A coin with no hand is holding still.

A close view of the map with green, yellow, orange, red and black mood faces above settlements
Skargul grins green, most towns smile yellow, Torrvault frowns orange, and a few hungry towns show red and black.
FaceMeansWhat to do
Green grinNeeds nothing. Every gate is met.Enjoy it.
Yellow smileGrowing on its own toward the next stage.Wait, or speed up time. If the town panel says Boxed In, it has no open cell to grow into, so grow the map.
Orange frownStuck, and waiting on you.Tap the town. Its status tells you what it needs (see below). Blockers you can fix, such as a missing Market or food and goods still on the way, show in their own color.
RedOut of food.Tap the town and use Add Food (or Bring Food when its food has to come from elsewhere). A hand turning clockwise means food is on the way. A hand turning backward is counting down to black.
BlackStarving for too long, and shrinking.Feed it as soon as you can. A town that loses all its land is gone; a fallen City leaves a named ruin that stands for a season.

The 1 Needs You plate at the top of the screen (3 Need You when there are more) jumps to the next settlement that needs your help.

The town panel folds out of the way while you drag or pinch the map. Folded, it shows only the town's name: tap the name, or tap the same town, to open it again. There is no Close button. Tapping the map closes the panel.

From Town to City

A town that no trade network reaches cannot get caravans or become a City. Most orange frowns are Towns stuck one step short of City. Tap the town, and its status names the first thing it is missing:

StatusFix
Wants a MarketBuild a Market in this town, or in a Town nearby whose ring would reach it. Once a network reaches the town, its panel offers Trade instead. See Markets.
Waiting on FoodA City eats more than a Town. Its ring needs spare harvest before it can step up. On Easy and Normal every town a Market reaches shares one food supply for the whole map, so a hungry town there means the map needs more farms (Add Food). A town no Market reaches shows Needs a Market. On Hard, where food does not pool, a reached town gets Set Up Trade. See Food.
Waiting on GoodsThe town has to collect Timber plus Stone or Ore in its own storehouse (8 of each on Easy and Normal, 5 on Hard). See Goods.
Needs Land to GrowTap Add Land and paint the lit cells in the town's own terrain.
Torrdeep's town panel reading Dwarves, Town, 7 land, with the status Waiting on Food and an Add Land button
Tap a town to see what it is waiting on. Torrdeep's ring has no room left to farm, so its button reads Add Land.

Once every gate is met, the town spends its goods, becomes a City and turns green.

Markets and Their Rings

A town's Market screen lists What a Market Does:

A town panel with a Build Market button and a dashed ghost ring on the map
Before you build, the dashed ghost ring shows who the Market would reach.
The Skargul Trade Network label with its coverage ring and the rings of its member towns
Once built, the ring and every town inside it form a trade network.

Tip: place Markets so their rings take in towns of different terrains. A ring of Humans, Elves and Dwarves has food, timber and ore close at hand.

Food

Goods and Trade

A town pays for becoming a City with goods that were delivered to it: Timber, plus either Stone or Ore. Goods travel by cart along the roads you see on the map and by boat between coastal Market towns. Roads appear on their own between the towns of one trade network.

On Easy and Normal

The realm balances goods for you. If a town is short of something it needs, carts bring it from any connected settlement that has some to spare. On top of that, a town ready to step up draws on its trade network's goods: on Easy they are paid at once, and on Normal the nearest town in the network with some to spare sends a cart (Timber on the Way: 3 Days) and the town steps up when it lands. This holds for the Capital step too, and linked networks count as one. Food never moves this way, and goods never come from another network. On Hard it does not apply: only your own routes move goods. If a town sits on Waiting on Goods for a long time, it is usually one of two things. Either nothing connected to it makes that good, or the towns that do make it have none to spare:

Setting Up a Route

A route keeps one good moving from one Market town to another, without asking you again. Routes work on every difficulty. On Hard they are how anything moves at all.

  1. Tap the Market town that has the good, and open Trade.
  2. Tap + New Route.
  3. Tap the marked Market town that needs it. That is the Market in the stuck town's ring.
  4. Choose the good and how urgently to send it, then confirm.

Goods arriving from another ring fill that ring's shortages first, starting with the town that needs them most, so the stuck town is served even if the route ends at its ring's Market. Longer hauls take more days, so a Market placed closer is worth something. On Easy and Normal every cart arrives with its whole load. On Hard carts drop some cargo on the way, a little on every stretch of road and more on unfinished road. If the Trade screen says No other market town is in reach, build a Market further out, or connect two coastal Market towns by sea.

The Trade screen with a + New Route button and the standing orders the realm runs for you
The Trade screen. On Easy and Normal the standing orders at the bottom run for you.

Roads

Capitals

Each people can crown one City as its Capital (★, a moat ring and banner). A Capital is bought, not given: the City must be doing well and must have collected a range of different goods in its own storehouse (3 kinds on Easy, 4 on Normal, 5 on Hard).

Easy, Normal and Hard

EasyNormalHard
In shortEverything runs itselfFood is shared, goods travelNothing arrives unless you send it
FoodShared across every ringShared across every ringNot shared: you route it
Goods in a ringSharedCarried for you by cartOnly what you route
Cargo on the wayAlways arrives wholeAlways arrives wholeSome is lost, more on unfinished road
Unfinished roadsFull speedSlower until completeSlower, and carry food only
HungerA town stops growing but never shrinksA town shrinks if it goes hungry too longSame as Normal
Town to CityFastestMediumSlowest
The difficulty picker with Normal selected, listing Sharing, Growth and Trouble
The difficulty picker spells out what each level changes.

You can switch difficulty any time from the pause menu.

Pausing and the Atlas View

Emberfall drawn as an ink map: round trees and pines, a hatched lake shore, farmsteads, cacti and mountains, with the menu, Share and compass buttons
Emberfall in the Atlas view.

Day and Night

Your Seal

Still Stuck?

Write to dev@articlegames.com and tell us what the town's status says. We read everything.