
Blast Furnace
- Does
- Iron ore and coal in. Steel out.
- Footprint
- 8 × 8 × 10 m
- Power
- Steam



Build an industrial empire out of runes and raw ore, one tier at a time.
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Five tiers stand between that ridge and the sky.
Cast out of the guild, you make camp in the Verdant Cradle. No machines yet. Just your hands, a lean-to and a fire.
Log timber, chip copper from the creek bank and forage mana herbs at the edge of the oak forest. Sell what you can to passing caravans for pocket change. Your tools grow with you: flint, then copper, then iron, then rune.
The Founding Charter is the first goal: 100 cut planks, 50 copper ingots and 250 gold. Its terms are waiting for you at the end of this page.
The first lump of copper ore you dig goes on the belt in the margin. Watch what it turns into.


Waterwheels turn wooden rollers. Gravity chutes sort for free. Drifters take shelter in your cottages and go to work at the lumber camp, the pier and the quarry. The ore you carried meets its first machine: a primitive smelter, worked by the wheel.
Hematite, coal and geothermal vents, behind cliff walls you climb with ramps, lifts and bridges. Boilers replace the wheel. Copper pipe carries water, oil and sap. Your village gets a tavern and a market.






Then the furnace goes quiet.
Leyline conduits, crane arms and multi-input assemblers. Set the track once and it runs through the night, with or without you.

Magnetic rails between islands, teleport hubs, golems on the night shift and anchors that reshape the land. Your factories grow into castles, and the castles leave the ground.
The road ahead
Every milestone is a delivery to the Aether Spire in your village square. Each one raises it a stage, until its crown lifts off the ground. Hours and quantities are design targets for a first playthrough.
Cast out with a pickaxe and a grudge, you make camp and earn the right to found a settlement.
Spire: A runestone hearth is laid beside your campfire.
About 2 hours (design target) Hour 2 of about 110
The river starts doing the lifting. Your first machines turn without you.
Spire: A timber scaffold rises, worked by a water-driven hoist.
About 4 hours (design target) Hour 6 of about 110
A camp becomes a village: fields, fish, looms and the first trade route to the coast.
Spire: A fieldstone tower with a bronze bell calls the village together.
About 6 hours (design target) Hour 12 of about 110
An expedition up the ridge for hematite and coal. Steam replaces the wheel.
Spire: An iron girder skeleton climbs above the stone.
About 8 hours (design target) Hour 20 of about 110
The guild that cast you out comes asking to trade. Your village gets a tavern and a market.
Spire: A great brass guild clock is mounted on the tower.
About 10 hours (design target) Hour 30 of about 110
Stilt factories over tar bogs: oil, glass and the first dives into the open sea.
Spire: A heart of copper pipes starts to breathe steam.
About 12 hours (design target) Hour 42 of about 110
You glide to the floating crags and tap liquid aether. Runes start doing the thinking.
Spire: A crown of leyline focus crystals ignites.
About 14 hours (design target) Hour 56 of about 110
Multi-input assemblers, mag-tracks that climb walls, and airships carrying your goods.
Spire: A runic mag-rail ring begins to orbit the tower.
About 16 hours (design target) Hour 72 of about 110
Golems take the night shift. Your factory never sleeps, and the first sovereign alloy is poured.
Spire: Obsidian cladding goes up, guarded by brass golem stewards.
About 18 hours (design target) Hour 90 of about 110
Teleport hubs, floating rails and terraforming anchors. The capital leaves the ground.
Spire: The crown lifts free and floats above the capital.
About 20 hours (design target) Hour 110 of about 110
Milestone 1 · Granted to the outcast artificer
Ten milestones stand between the campfire and the crown. The first one starts with these terms and a signature.
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