02 · The World: World and Civilization
World and Civilization
Section titled “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.
How the World Exists: Seen Is What Exists
Section titled “How the World Exists: Seen Is What Exists”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.
Common Misunderstandings
Section titled “Common Misunderstandings”Q1: Is this a purely narrative game?
Section titled “Q1: Is this a purely narrative game?”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.
Where to Go Next
Section titled “Where to Go Next”-
Want to see how “the world is walked into existence” at the system level? →
Go to: Core Systems -
Want to feel the actual pacing of play first? →
Go to: Player Experience -
Want a macro view of how eras unfold? →
Go to: Ages & Evolution -
Have doubts and want to clear common misunderstandings first? →
Go to: FAQ & Clarifications -
Want to return to the “two-minute decision” entry point? →
Back to: Starting Point
Scope Clarification
Section titled “Scope Clarification”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.