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Settlements and Buildings
May 26, 2026 at 11:38 PM
Embedded 2 Romestead screenshots (2026-05-27)
Building and managing settlements is a core pillar of Romestead. Players begin with a camp and grow it into a working town that serves as a hub for crafting, farming, and production. As more of the world is discovered, players can establish more settlements and even set up trade between them.

Every settlement starts with the Town Core, the central building used to recruit citizens, rename the town, and view a settlement overview. The Altar sits alongside the Town Core as the worship interface and quest hub. The Altar requires only the Workbench and 3 Stone to craft, so worship is unlocked early. See Worship and Blessings.
Players search the world for survivors and recruit them as citizens. Survivors are found sheltering in the wilds or rescued at the end of Challenge Dungeons. Recruited citizens must be kept happy and fed. In Early Access, citizens help with more tasks; for example, the Carpenter can help complete buildings. See Citizens and Artisans for stats, traits, and management.
Settlements are made up of specialized buildings, each tied to a type of artisan or production:
Building | Role |
|---|---|
Workbench | Crafting hub for tools, weapons, and basic recipes. |
Blacksmith | Metalworking, ore smelting, weapon and tool crafting. |
Leatherworker | Leather, cured hide, and cloth armor crafting. |
Carpenter's Workshop | Wood planks, carpentry, and building completion. |
Bakery | Bread, sausages, libum, globi, and other buff foods. Requires a lit furnace for most recipes. |
Pottery | Pots, doliums, dolium variants. Requires a lit furnace. |
Farmstead | Farming and crop production; gathers honey into output inventory. |
Quarry | Stone gathering automation. |
Lumber Yard | Lumber gathering automation. |
Clay Pit / Ash-Pit | Clay gathering; transforms to Ash-Pit in the Volcano biome. |
Watermill / Manual Mill | Grain milling. The Manual Mill speeds up the more you push. |
Insula | Citizen housing; holds 3 citizens. |
Empty House | Citizen housing; holds 1 citizen. |
Market | Buy and sell goods; minimum trade price is 1 Quadran. |
Logistics Tent | Citizen-driven movement of goods between buildings. |
Material Storage | Bulk storage for crafting materials. |
Food Storage | Required for citizens to eat. |
Trading Post | Automate empire-wide trade routes between settlements (Early Access). |
University | Research advanced recipes and craft powerful scrolls (Early Access). |
Sculptor | Craft stone furniture and ornaments (Early Access). |
Magma Forge | Volcanic biome smelting and high-tier forging. |
Brick Oven | Bakery furnace variant suited to the volcano. |
Beehive | Honey, Honey Comb, and Queen Bee production. |
Walls, gates, and traps protect against night raids and faction attacks. Town defense values were added to Stone, Concrete, and Marble walls.
Wood Wall, Stone Wall: perimeter defense.
Wood Gate: openable gate; cart-compatible.
Automatic Scorpio (formerly Automatic Ballista) + Level 2: auto-targeting tower defense.
Stationary Catapult: heavy area damage.
Barricade: cheap improvised cover.
Coal Trap: triggered damage trap.
Target Dummy: training and skill grinding.

Keeping citizens happy is part of running a settlement. Constructing decorations around a town increases citizen happiness. Early Access introduced a Decoration Mode, an inventory-free system for collecting, placing, and customizing furniture and decorations ranging from chairs and tables to lamps, plants, and statues. The Sculptor crafts stone furniture and ornaments.
More advanced buildings let players automate their production lines and logistics. The Trading Post extends town automation with empire-wide automation via player-created automated Trade Routes. Specialized settlements in different biomes feed one another. See Automation and Trade.
Roads connect buildings and speed up citizen and player movement. Upgrades include Brick Road Upgrade, Orange Brick Road Upgrade, Stone Road Upgrade, and Town Stone Road Upgrade.
Players can build more than one settlement. Different biomes specialize in different resources, so a network of towns can supply one another through the Trading Post. Altars upgraded to level 2 unlock teleportation between altars, making multi-base play practical.