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02 · The World: World and Civilization

The world of FireMatch Empire does not stand because it is “explained clearly.”
It stands on a simpler rule:

The world exists only where you have gone.
The more often you return, the more it becomes a place the civilization has truly understood.


When you awaken, the world is incomplete.
It exists only within your line of sight.
Beyond that, there is no information—and no promises about the future.

Exploration is not a reward system.
It is the mode of existence of this world:

Explored is remembered.
Unexplored does not yet exist.


The Core Question: How Does a Metal-Free Civilization Continue?

Section titled “The Core Question: How Does a Metal-Free Civilization Continue?”

FireMatch Empire is not a reskinned setting.
It confronts a harder question:

How does a purely wooden civilization continue to advance without any metal at all?

What you will see, then, is not “what is missing,”
but how a civilization forms structure, tools, institutions, and records within constraint.


The FireMatch Civilization: A Craftsman Civilization

Section titled “The FireMatch Civilization: A Craftsman Civilization”

In the FireMatch Civilization, “technology” is not a button from the sky.
It emerges from long-term practice by craftsmen within buildings and workshops:

  • Hands-on operation
  • Repeated labor
  • Continuous trial and error
  • Gradual consolidation into shared, reusable understanding

In other words:

Technology is not invented.
It is perceived through sustained practice.


Boundaries Are Not Hard Locks: Limits Come from Understanding

Section titled “Boundaries Are Not Hard Locks: Limits Come from Understanding”

This world does not stop you with red UI warnings.
What limits you is not “what you can click,” but whether the civilization has already acquired:

  • The ability to cross certain terrains
  • The qualification for certain institutional actions (settlement, city founding, harvesting)
  • The structural capacity to bear certain distances and organizational costs

You will repeatedly feel a very civilizational truth:

You are not forbidden.
You are simply not ready yet.


Water and Borders: Visible, But Not Reachable

Section titled “Water and Borders: Visible, But Not Reachable”

Rivers, lakes, and oceans are not invisible walls in the early game.
They exist as world facts:

  • The far shore can be seen and recorded
  • Crossing requires civilization-level tools and capabilities
  • “Inaccessible” does not mean “unseen”

Water naturally becomes an early boundary—
a divider, a distance, a temptation.

It does not rush you.
It does not decide for you.


How the World Responds: Ceilings, Stagnation, and Narrative—Not Punishment

Section titled “How the World Responds: Ceilings, Stagnation, and Narrative—Not Punishment”

FireMatch Empire favors understandable feedback over punishment:

  • It does not threaten players with depletion
  • It does not manufacture resource anxiety
  • It does not humiliate players with failure screens

Instead, feedback often appears as:

  • Natural ceilings: “your understanding ends here”
  • Efficiency plateaus: “your structure needs revision”
  • Narrative traces: “this chapter of history has been written”

Progress is not about extracting everything from the world,
but about knowing when it is time to pause.


No.
You are not required to read story text to be “playing the game.”
The world and its systems prefer to stand on facts and traces, not slogans.

Q2: Doesn’t a metal-free setting just mean missing features?

Section titled “Q2: Doesn’t a metal-free setting just mean missing features?”

It acts more like a filter.
The same needs are forced down different paths,
resulting in different technologies and city structures.

Q3: With so many boundaries, doesn’t it become hard-locked?

Section titled “Q3: With so many boundaries, doesn’t it become hard-locked?”

Boundaries are world facts.
They are expressed as stages of civilizational understanding, not as hard system locks.



This page introduces the world’s structure and logic of existence.
It does not constitute feature commitments or development progress statements.

For version, pricing, and purchase information,
please refer to the
Steam store page.