Visible logistics
Goods travel hop by hop between cairns, each leg walked by its own carrier. A saturated cairn queues up in front of you — congestion you can see, not a hidden modifier.
Isometric colony builder · playable in the browser
Cairnheim is a colony builder in the lineage of The Settlers. There is no abstract inventory: every plank, every loaf, every iron ingot is a physical object that a settler picks up and walks to its destination, cairn by cairn, along roads you drew yourself.
Free · nothing to install · sign in with a Solana wallet, and your colony follows the wallet
Three pillars
Most builders hide logistics behind a number that goes up. Cairnheim puts it on screen: you watch the bottleneck happen, and you fix it with a road.
Goods travel hop by hop between cairns, each leg walked by its own carrier. A saturated cairn queues up in front of you — congestion you can see, not a hidden modifier.
Workers, tools, food and road capacity pull against each other constantly. There is always an interesting bottleneck — split a route, add a cairn, or reroute the whole district.
Your map is private and persistent. What it becomes is the product of the hours and the planning you put into it — which is exactly what makes it worth owning later.
The core loop
A road links two cairns — the stone markers that play the role of flags in The Settlers. One carrier serves one leg, and only that leg: goods are handed over from cairn to cairn like a bucket chain.
That single rule produces everything else. A long route is slow because it has few carriers. A busy cairn backs up because it holds eight goods at most. Adding a cairn in the middle of a road doesn't just shorten it — it puts another pair of legs on the network.
When several workshops want the same good, the game uses the original Settlers arbitration: the highest-priority claimant is served first, and its priority halves with every unit it already holds. A favoured workshop can't starve its neighbours forever.
Production
Twenty-nine workshops turn one good into another; eight more sit on a deposit and pull raw material out of the ground. Every chain is short enough to read at a glance and long enough to fight over transport — and they all draw on the same carriers, which is where the game actually happens.
Woodcutter
→
Log
→
Sawmill
→
Plank
→
Every building
Farm
→
Wheat
→
Mill
→
Flour
+
Water
→
Bakery
→
Bread
Iron mine
→
Ore
+
Coal
→
Smelter
→
Ingot
→
Toolmaker
→
Tools
Gold mine
→
Ore
→
Smelter
→
Ingot
→
Mint
→
Coins
Plus stone, fish, meat, copper, platinum, charcoal, bows, swords and the rare expedition gems — the full table is in the docs.
Castle
House
Warehouse
Woodcutter
Forester
Sawmill
Quarry
Well
Farm
Corn farm
Mill
Bakery
Fisher
Fish farm
Pig farm
Chicken coop
Butcher
Kitchen
Provisioner
Coal mine
Charcoal burner
Iron mine
Iron smelter
Copper mine
Copper smelter
Gold mine
Gold smelter
Platinum smelter
Toolmaker
Mint
Weaponsmith
Fletcher
Training camp
Military school
Explorer hut
Expedition camp
Expedition mine
Geologists' guild
Cairn Mine
Chapel
Bathhouse
TempleThe monument
Every colony starts with a collapsed shaft it did not build. Restoring it is the long project the rest of the economy exists to serve — and it is the only thing that mints $CAIRN.
Ruin → Shored (30 stone, 30 planks) → Awakened (200 marble, 200 platinum). Each stage raises the shaft's Strike. That is all it does, and it is enough.
The network mints a fixed amount per day and splits it by Strike. Your share is your Strike over the whole network's — so the pot never grows when players arrive, the slices just get thinner. Emission is bounded by construction, not by attendance. And the divisor has a floor: on an empty network what nobody claims is not handed to the few who are there, it stays in the reserve for the players who come later.
The base shaft burns nothing and never stops. Every pick you set beyond it eats emberwood — charcoal from the burners, never the mountain coal your smelters need: 40 per hundred strikes at first, down to a hard floor of 12. You buy that efficiency with diamonds — and with comfort. Push the rig further and the bill widens: stone and planks past 150 added Strike, iron and copper past 400, wages past 800. A big rig is an industrial estate, not a purchase.
A miner who lives well works cleaner. Three buildings, one of each per colony, close a share of the gap between your current Thrift and its floor:
They are the reason the copper and gold chains exist past the toolmaker. All three unlock only once the shaft is Awakened.
Run the numbers
Every figure below is read straight from the game's balance file — not a marketing estimate. Move the sliders and check it yourself.
The world
Rock deposits run out for good. Fishing waters run dry. Forests, on the other hand, grow back — but only if a forester replants faster than the woodcutter fells. Every map pushes you outward eventually, which is what makes territory matter.
You start with ten colonists. More are recruited with coins — 8 apiece, which is the reason to bother minting money at all.
Hunger never kills anyone. Running out of food slows production down to half speed and no further: the game punishes you with a bad hour, never with a death spiral you can't escape.
Beyond your own map there are expedition islands — instanced, hostile, and the only place some materials come from. You send a general, you land, you take camps off bandits, and you mine what you came for.
Where this is going
Cairnheim is designed to end up with real ownership of land and rare goods on Solana. It is also built on one rule that outranks that plan.
The golden rule of the project: the game has to be worth playing on its own merits. The blockchain adds ownership and trade — never fun. If you removed the crypto and the game stopped being enjoyable, we would have failed.
No token rains down for logging in. What you can sell is what you actually built: a developed map, a surplus of rare goods, a trained specialist. Value comes from time and skill, not from emission.
Paying buys land, cosmetics and time — never logistics advantage. Route planning stays the only thing that separates a good colony from a bad one.
Studio revenue comes from marketplace fees and cosmetics — activity that already happened, not new entrants arriving. Capped emission, real sinks, a ceiling on offline production.
Tokenomics
Fixed supply, no private sale, and every share fixed at creation — verifiable on-chain from the first block. The figures below are generated from the launch configuration itself.
Roadmap
Built in the open, in order, with no step skipped.
Pillars, loops, economy, tokenomics and the guardrails that come with them.
Cairn-and-road transport, 44 buildings, 41 goods, workers who walk out to the resource, population and morale, tools, an army, cloud saves tied to your wallet. Everything on this page is running today.
Instanced expedition islands with bandit camps to take, explorers and geologists with their own skill tree, a player-to-player market, and the Cairn Mine with its three stages and its emberwood sink. The two isles are hand-authored maps, not generated ones — Marble at 96 × 96 tiles and Platinum at 48 × 48, each with its own veins and camps placed by hand.
A headless copy of the engine runs on our own machine and re-checks what every client reports. It is live today in shadow mode — it logs disagreements and punishes nobody. When the ledger it keeps becomes the one that counts, no client can invent a balance.
Two more expedition tiers beyond the marble and platinum isles: heavier garrisons that a single kind of soldier cannot answer, two new troop types to answer them, and diamonds as the prize — the one thing that takes a shaft's fuel bill all the way down to its floor. Today diamonds are bought with CAIRN; out there they will be taken.
Sign-in with Phantom is already how you play. The reward program is written and its full test suite passes against a real chain — the 48-hour timelock, the two separate authorities, the rate limit, the network floor, the pause and the 75/25 recycling. The $CAIRN claim works end to end: clicked in game, signed in Phantom, tokens delivered to the wallet, all against a live chain.
What is left is the part no local test can stand in for — a public network under load. Then the marketplace and its fees, and land as NFTs. Nothing is initialised on mainnet before the cold authority split has been rehearsed end to end.
FAQ
Yes. You sign in with a Solana wallet — Phantom — and the game starts once that session is open. Nothing is installed, nothing is charged, and no transaction is signed to play: the wallet is your identity, and your colony follows it from one machine to the next. It also means the same browser can serve several players without them ever seeing each other's map.
The prototype is free. What access to the full, on-chain game will look like is detailed at the token launch, not before.
Not in the sense of a shared map. Each player builds on their own map, the way The Settlers Online did it. Players meet through trade, chat, mail and expeditions — no real-time synchronised world, which keeps it cheap to run and pleasant to play.
Your mining power at the Cairn Mine, and the only thing that sets your share of what the network mints. Your share is your Strike divided by the whole network's, yours included — so growing your own Strike dilutes the pot a little for everyone, yourself included. Nothing here scales for free.
A headless copy of the game engine runs on our own server and replays what each client reports. Today it runs in shadow mode — it records disagreements and sanctions nobody. It goes live before any real value moves, and it is the reason the market is not open to strangers yet.
The transport model is ported deliberately: cairns stand in for flags, one carrier per road leg, distribution priorities that decay by half per unit in stock. Several timings come straight from the original — a farmer's harvest, for instance, takes 7.8 seconds because that is what it took in Settlers 1.
It is a utility token: premium crafting, rare recipes, lower marketplace fees, light governance. Capped supply, burned by the crafts that use it. It is not distributed for playing and it is not a yield promise.
No. Starvation slows production to a floor of 50% and never removes colonists — there is no state you can reach that you cannot climb back out of.
A small independent project. The prototype, the art direction and the economy are being built and balanced in public, one system at a time.
The first ten minutes are a woodcutter, a sawmill and the road between them. It gets complicated on its own after that.