A village at the edge of the world
You wake in a tavern with no memory of the road. Everyone here walked out of the mist, one at a time. You are the thirty-fourth.
Coming soon
For Windows, Mac and Linux · Alone or with friends
A wall of drifting mist stands at the hem of the known world. Nobody remembers crossing it, and nobody can cross it back. But where land is tilled, planted and built on, it draws away.
Ultra Nebulum is a first-person medieval life game about making a place for yourself in the village that has grown up there: its work, its seasons, its feast days, its people, and the things that come out of the dark.
A closer look at life in the village.
Thirty-three villagers, each with a trade, a home, a temper and a day to get through.
The baker is up before dawn. The tavern folk are up late. Tradesfolk take their turn at the market stalls, the village gathers on the green in the afternoon, and on the Lord's Day the bell calls everyone to church.
Nobody waits around for you. Find them where their day has taken them.
Every villager has hundreds of lines of their own, a favourite gift, a birthday, and one thing they value above the rest: a kind deed, a thoughtful present, time and talk, or a fight shared side by side.
Do favours, hire a hand for your fields, ask someone to walk the roads with you. In time, court one of them, and be married in the village church.
Buy a plot in the village or out in one of seven hamlets and build on it wall by wall: floors, roofs, windows, furniture, a forge or a loom. A furnished home rests you faster.
Plow a field and sow what the season allows. Keep cows, sheep, pigs and hens. Twenty-seven crops, and none of them grows on a day it wasn't watered.
Sign on as an apprentice and do the work with your own hands.
Strike iron at Ranulf's anvil, throw the shuttle at Eleanor's loom, churn in time for Marigold, cut a quill for Aldwin. Forty-eight kinds of work across sixteen trades, each one a short game of timing, aim or a steady hand.
You're paid by how well you worked. Rise through the ranks, then set up a workshop of your own and keep what you make.
Sixteen of them roam the wild ground, most of all by night. Every blow is wound up before it lands. Watch for the tell, and step out of it.
Host a world from your own game or run a dedicated server. Friends buy land beside yours, build, farm, fight and sleep the night through together.
Water a field, bless a harvest, call rain, light the dark, or put a fireball through a pack of barghests. Spells come in three tiers.
Pay a neighbour to water, plant, harvest, gather wood or sell your goods. Commission a master to work up your materials overnight.
Someone always needs something fetched, found, carried or brought down. The notice board on the green keeps the list.
Twelve feast days dress the village through the year. Sundays are for church, rest and no trade.
Ask a friend to walk with you. A knight, a healer or a pyromancer fights by the same rules you do, and grows with every battle.