Your Smol lives here.

It has a life of its own, in a town that never stops growing. You're its friend: drop in, and take the controls.

The playtest is on. Bring your Smol!

Off the ferry
Day one

Off the ferry

Every Smol arrives the same way: down the gangplank and onto the quay, with nothing but a letter. No home yet, no plan. Just a town up over the harbour, and a dog who's very pleased to see you.

Your Smol on the ferry's deck with its letter: there's room here for every Smol
There's room here for every Smol, and yours is welcome.

And then, before long…

  1. A rod, with Biscuit's 5 BUILD
  2. A first fish for Bramble's window, and a bug net for it
  3. A day's pay, and a tent of its own in Driftwood Camp, a crab pot by it

While you're here,

you take the controls.

Every Smol can do everything. Take a tool off the wheel and go and bother some wildlife.

Fishing rod

Cast near it. Not on it.

45 fish in the ponds, the canal, the lake, the falls' pool and the sea: some only at odd hours or in the rain, a few told only by rumour. A big one fights. Hold to reel it in, ease off when it runs, or snap!

  1. 1Cast near a shadow
  2. 2Nibble… nibble…
  3. 3Bite!
  4. 4Reel, ease, reel
  5. 5Hold it up

A few of the 45 fishtap one

Flip in the gold!

Every hobby helps the next.

  • A bugbait
  • The detectorworms and old lures
  • A shellthe crab pot
  • A catch and a fruita dish

Build a campfire anywhere outdoors, cook a catch with a fruit and flip it in the gold. The dish helps its hobby for an hour: fish notice your float from further, bugs let you creep nearer, rare ones most. And the fruit does something silly that everyone can see:

a happy humhiccupsa warm glowa springy stepsleepysqueaky feet

Away for the day? Your Smol has a favourite hobby of its own, and spends its days at it. More hobbies on the way!

What's it all for?

Your name,
in the Museum.

Archie has a case for every fish, bug, fossil, shell, crab and find in town. The whole town fills it, one first at a time.

Golden carp.

Rare

Given by Smol #1234, day 14.

A Museum card, as the game writes them

Coelacanth.

Legendary

Given by you?

First one in gets the card. For good.

The Museum is the whole town's. Bring Archie a kind it hasn't got and it goes in the case with your name on its card, and the day. After that, he still loves one from you: it goes on show, and the card counts you in.

Archie: “There. A new card in your name. The town will remember it was you.”

Over a hundred cards to fill, and more on the way. Every one has a blank for a name.

Every kind there is, as the game has them: 129 the Museum takes, a few of them secrets. Tap one to peek.

45 fish

They swim in the tank on the back wall. Tap a case to peek.

0 of 45 peeked at

The collection screen open on the fish, a golden carp picked out

And a collection of your own.

Everything you've caught, counted, in your pocket, and every one a story to tell.

An island to explore

Go and find it.

The town sits on an island with a wild side, opening up as the town grows. Every place leans to catches of its own, so where you go matters. And the first time your Smol gets somewhere new, it says so.

Go with a Smol who's…

  • Whisperwood: a Smol among oaks, birches and pines, birds on the treetops
    Whisperwood! The trees whisper!

    Whisperwood

    Shady groves past the canal, and a climb from them up onto the crag.

  • Tumble Falls dropping into its pool up the gorge, a Smol with a rod on the rim, the pool's duck below
    Tumble Falls! Look at it go!

    Tumble Falls

    Row up the river's gorge to the falls, and fish the pool. Say hello to the duck.

  • Up on the crag's highland: a Smol in the heather by the tarn, wind-bent pines either side, an outcrop on the skyline
    The highland! What a view!

    The highland

    Up on the crag: heather, bent pines, a tarn, and a bench and a cairn at the lip.

  • Ember Peak's cone smoking from its crater, a Smol on the trail, heather and pines round its foot
    Ember Peak! A volcano! Eee!

    Ember Peak

    A volcano, fast asleep, a trail up its flanks through the heather and pines.

  • Kingfisher Lake: a Smol at the end of the jetty, a boat moored by it, lilies, reeds, willows and the numbered pegs
    Kingfisher Lake! Look, ducks!

    Kingfisher Lake

    Fish of its own, a jetty and numbered pegs, and something old that bites at a grey dawn.

  • Gull Rock in the bay: a Smol on its cove, the rowing boat pulled up, gulls on the stack
    Gull Rock! Our own island!

    Gull Rock

    Gull Rock, Picnic Isle, Lighthouse Skerry: row out, pull the boat up, and dig the beach.

And the canal, the shore and every beach, with more of the island to come.

Hot day? Jump in.

Hop in off a pier, the quay, a beach or a boat, and swim. Climb back into the boat, or out onto the sand, soaked through and dripping all the way home.

Psst. A secret.
Inside the Wizard's Cave: rock walls, a shaft of light down the rope, crystals and glowcaps, the Wizard at his bubbling cauldron

There's a hole among the roots of the old tree on Thimble Common. Jump in. Someone lives down there, and once a day, his cauldron makes you a little something.

Your Smol's own life

It's its own Smol.

Its traits make it someone: a temperament, a quirk, a way of talking, a favourite hobby and place, a fear and a dream. It has opinions. Once a day it tells you the one thing it'd like to do ("Ooh, a gift for the Museum today?"), and it's delighted when you do it. You're the friend who drops in.

A Smol holding up a garden spider, its line in the dialogue box: Eight legs! That's six more than me. Show-off.
Meanwhile, in town…

While you're away, it lives its day.

Fishing at dawn, rowing out from a pier, flying a kite on a breezy day, a walk under its umbrella in the rain, errands near home, an afternoon beside another Smol. Anyone in town can stop and talk to it. Pop back soon after, and you pick it up right where you left it.

Every day its own, out where everyone can see, and lots more on the way.

Come back, and it's waiting.

The first time you drop in each day, it's where its day ended. It tells you about it, hands you anything it caught and a tip that's true. Meet a few Smols, and press Next to hear the rest.

Smol #21grumpy but kind
Quirk
apologises to furniture
Talks
exclaims a lot
Loves
fishing
Fave place
the Furniture Store
Afraid of
thunderstorms
Dreams
to catch the biggest fish in Smolville
Smol #21, grumpy but kind, shrugging with its rod in the Furniture Store
Out fishing
1 / 3
Its day
Out fishing
A find
…
A tip that's true
…

Then it writes a page.

A page of its journal for every day you play: its own days first, then what it made of yours. Day 1's page is the ferry over. It keeps the memories that matter, a first catch, a gift to the Museum, an opening, and brings them up when they fit.

The journal screen open on a page of your Smol's journal: day 7, Mackerel weather

Day 1 · the first page

I have arrived!

I stood at the front of the ferry the whole way over, wind in my ears, clutching my letter like treasure. It says Smolville has room for every Smol there is. Every one! Including me!

And on the quay, a dog. A TALKING dog! Biscuit, he's called, and he gave me enough for a rod from Bramble's counter. Next: a fish for Bramble's window at the General Store. Then a tent. One day, a house with a red door!

Smol #44, dramatic

1 of 4

A home of its own

From a tent to an estate.

It steps off the ferry with nothing but a letter. A day's wage buys a tent on a plot in Driftwood Camp. Build it on to a cabin, then climb the town's housing market, one rung at a time: half the home you leave comes off the next, and an estate is about 90 days of play away.

A tent pitched on a fenced plot in Driftwood Camp, plots for sale either side

A day's wage: 10 BUILD

Tent

It starts with one crate, Bramble's. The bedroll's extra.

Where
A plot in Driftwood Camp
Room for
16 pieces
Repaint
Canvas, front panel, pennant

Never sold Smol to Smol: the town sells its own empty homes. Moving up leaves the old one for whoever's next.

Then make it yours.

Birch sends what you buy home, and you set it out yourself. Five bars fill as you do (Comfort, Beauty, Light, Flow and Heart), pairings top them up (a light by the bed, a seat by a light, a rug under something…), and your Smol tells you how it feels. Get it happy and a rosette goes up by your front door.

Up the ladder, Birch makes masterpieces (a marble fireplace, a grand aquarium, a claw machine) and a rug woven for each season, a few days a month. Repainting is free.

Visitors sign your guest book by the door:So cosy!Love the rug!Thanks for having me!

Decorating
Set out a tent2/16
  • Comfort43%
  • Beauty22%
  • Light♥0%
  • Flow50%
  • Heart♥100%
  • A light by the bed
  • The bed against a wall
  • A seat at a table
  • A seat by a light
  • A rug under something
  • Both sides set out

Tap the floor to set it out, tap a piece to pick it up. Mats go under things.

The town

The town grows, and you build it.

There's always something going up: the morning one's paid off, the next sign's up. Your Smol's BUILD is what builds it. Back a building, and it pays you back twice over.

Hamlet, Village, Town, City… and on

Every area the town opens is earned: pay off enough projects and the land comes up out of the sea.

  1. The Hamlet: the plaza in the morning, the General Store, the Furniture Store and the Town Hall
    The plazaA Hamlet, day one

    A quay and a plaza, the founding six round it.

  2. A Village: rows of orange-roofed cottages in their gardens
    The LanesA Village, 3 projects paid off

    Cottages in their gardens either side of the old town, and Picnic Isle comes up in the bay.

  3. Canalside in a Town: the canal and its bridge, row houses along the street
    CanalsideA Town, 8 paid off

    Over the canal: row houses, Swan Reach's manors, the Great Park, Whisperwood, and Tumble Falls up the river's gorge.

  4. A district's landmark: its windmill on the green, the canal behind
    LandmarksA City, 16 paid off

    Every district gets one of its own: a windmill, a lighthouse, an observatory… and up on the Heights, Ember Peak.

And on, for ever. East along the quay, then north, then west: a whole new area each time the town's projects are paid off.

Every building, built by Smols

Apart from the founding six, everything in town is built by Smols, together: a Music Shop, a Theatre, a Bakery, a Pizzeria, a Hat Shop, a Bandstand, a Greenhouse, and lots more.

Putting BUILD into the Skate Shop at its site sign: 45 of 60
  1. A sign goes up. The morning after the last one's paid off, on a lot the town's plan kept for it.
  2. BUILD goes in. Back it at its sign. Everyone's in its book, the top ten on its plaque.
  3. Snip! It opens. Paid for: a ribbon to cut, its keeper moves in, and it's open to all.
  4. Then keep it up. It wears with the days and the storms. A repair puts it right again.
  1. Earn it. A day's pay every day you play, plus jobs and firsts.
  2. Back a building. Put BUILD in at its sign. The top backer's Smol gets its name on it.
  3. Get it back. Twice over, a little each day for its first month open.

Postcards from round town

Tap one to turn it over. There's lots more round town, and more opening as it grows.

Together

One town, shared.

It's multiplayer: everyone plays in one town, live. A Smol wearing its face on its name tag means a real player's there, waving back. And when they're off, their Smol stays in town, living its own day.

Say something:

A wave gets waved back, a high five slaps on both screens. Always cozy.

  • Sit down beside someone a while, and a sparkle goes up over you both. Your Smols will remember it.
  • Two instruments played close by make a jam. "We're a band now!"
  • Town events: a fishing contest for the whole town, a Biggest and a Rarest board, a trophy for first.
  • Every toy is shared, too. Bonk a lamp post and someone across the square hears it.
Tonight

Fishing under the moon

The lamps come on along the street, the fireflies come out one by one, and down by the water there's a float bobbing in the moonlight. Some fish only bite after dark.

After dark

What's about once the sun's gone down. Pick one up.

rarethe sea, 9pm to 4am

Fireflies come out over the grass at night, blinking round the trees.

The town at night: windows and lamps aglow, quiet and cozy.

Sit on a bench on a clear night and Stargaze. Shooting stars cross low over the sea, the same moment for everyone in town.

The playtest is on.

Smolville is being played right now, and built as it's played: new hobbies, shops, homes and lots more on the way. Bring your Smol and come and play, and tell us what you find.

Smol

Bring your Smol

Smolville is for Smols. Your Smol is who lives there: its own personality from its traits, its own opinions, and a voice of its own. You're the friend who drops in.