FABLEWOOD CHRONICLES - FACT SHEET
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Title            Fablewood Chronicles
Developer        Developesque
Studio           Snowblown Studios
Publisher        Snowblown Studios (self-published)
Release date     1 September 2026 (planned)
Platforms        Windows 10 / 11, 64-bit. Runs windowed on Steam Deck, where the
                 transparent desktop mode has no meaning. Valve's Deck
                 compatibility review is still pending.
Price            $9.99 USD, planned. The store page does not list a price yet.
Genre            Idle strategy / management / desktop companion
Players          Single-player and offline, with no accounts or microtransactions.
Engine           TypeScript + PixiJS in an Electron shell; deterministic headless sim core.
Languages        English at launch, with Simplified Chinese planned. Crowd talk is
                 wordless by design, so there is no voice acting to localise.
Input            Mouse and keyboard; controller (Xbox and PlayStation over USB).
Minimum spec     Dual-core 2.0 GHz, 4 GB RAM, integrated graphics, 500 MB storage.
Age rating       Unrated. There is no gore, and nobody dies, including in combat.
Steam            https://store.steampowered.com/app/5027570/Fablewood_Chronicles/
Studio site      https://snowblownstudios.com
Press contact    snowblownstudios@gmail.com
Press kit        https://www.fablewoodpress.com/fablewoodchronicles

TAGLINE
  Civilization, automated.

SHORT DESCRIPTION (147 characters)
  Civilization, automated. Build a nation of moveable regions that runs while
  you work, then come back to see who took the crown while you were gone.

IN THE BOX
  - 20 kinds of region. Every one of the twenty has its own mini-game campaign
  - 5 races and 30 trades across a 600-cell fitness table
  - 100 achievements at launch
  - 6 relics, placed on the map rather than picked off a list
  - 14 quirks, 8 constellations, 9 kinds of scenery, each drawn from its own seed
  - 4 weather kinds, blown on a prevailing wind that is rolled once and then fixed
  - A 20-minute sim day, or the real wall clock

SYSTEMS
  - Roads level up by being walked rather than bought, through 5 ranks at
    20/60/140/280 crossings, up to 1.6x speed. Break one and it is lost
    permanently.
  - Leaders emerge from friendship totals, and the claims, coups, alliances and
    wars that follow all happen without the player ordering them. Every coup has
    a named ringleader.
  - Faiths are procedural. They spread by contact and dilute when mixed.
  - Supply chains run on the roads you shaped: quarries cut ore, forges want it,
    and haulers carry it.
  - The Chronicle is a newspaper every ten in-game days, which is about three
    hours and twenty minutes of play. Unread issues stack up on your desk.
  - The Watch sends parties out to breaches at the edge of the world. Everyone
    survives, and Peaceful mode removes the whole system.
  - The window is transparent, always on top and click-through. It drops to
    10 fps unfocused and draws nothing when hidden.

PERMISSIONS
  Everything in this kit may be used freely in coverage of the game, edited or
  unedited, in print or online. You may monetise video that features the game,
  and you do not need to ask permission or obtain clearance first.

GENERATIVE AI DISCLOSURE
  The art begins with base sprites for characters, job props, regions and region
  decor, generated with PixelLab from hand-written prompts. Each one is then
  taken into Photoshop and Aseprite and worked by hand: redrawn and detailed,
  palette corrected, and brought into line with a single style specification,
  before being cropped and assembled into atlases. The generated sprite is the
  starting point, and what ships is the hand-finished version.

  Scenery landforms are composed rather than generated whole. Their layout comes
  from hand-written procedural recipes, and the parts placed into them are
  hand-finished sprites from the same pipeline.

  The audio was generated with ElevenLabs: sound effects, ambience beds,
  wordless crowd conversation and music loops, all of it then auditioned,
  trimmed, loop-matched and level-balanced by hand. Some of the music is
  human-composed.

  Some of it is not AI at all. The sketched map backdrop and every achievement
  icon are drawn procedurally in code from seeds. A person wrote all of the
  in-game text, and character, place and faith names are assembled at runtime
  from hand-authored word lists.

  No generative AI runs while the game is playing.
