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Progression — The Path

Alone has no quest log and no tech-tree screen, but it does have an order. You climb the same ladder humanity did: survive with your hands, then farm, then work metal, then engineer. Each rung is gated not by a recipe unlock but by real time and effort — knapping takes strikes, chopping takes minutes, firing takes hours-compressed-to-minutes, forging takes many blows across several heats. You don't skip a rung; you earn it.

The four ages below map to the real arc:

AgeReal-world analogueWhat it's about
1 · SurvivalPalaeolithic / hunter-gathererStay alive today with flint, fire, and what you can catch
2 · Settling & FarmingNeolithicStop wandering — grow, store, and preserve a food surplus
3 · The First MetalBronze Age / MesopotamiaClay, kilns, and the first worked metal; a village, not a camp
4 · Iron & EngineeringIron Age / RomeSmelt and forge iron and steel; build to last; the long expedition

This page is also a living audit. Steps you can do now are unmarked; ⏳ planned marks a rung that's on the Roadmap but not built yet. If the path has a hole — a step that's unrealistic, out of order, or missing a bridge between ages — it should show up here first.


Age 1 · Survival (Palaeolithic)​

You wake with nothing. The whole day is water, food, warmth, shelter.

  1. Gather off the ground. Pick up loose rocks and sticks, and dig gravel — flint nodules sift loose bit by bit as you work. No tools needed; this is your first hour.
  2. Make a cutting edge. Knap flint with a rock (about ten strikes, and a novice shatters half of it) into a shard, then craft a flint knife, hatchet, pick, and spear. A crude wooden spear (3 sticks) can come even before the flint one — the oldest weapon there is.
  3. Make cordage. Strip plant fibre from grass and ferns, twist it into string, then rope — it feeds bandages, bows, and bindings.
  4. Make fire. Drill a friction fire with a hand- or bow-drill (it costs stamina, and skill makes it quicker), or — if the gravel has turned up a nodule of pyrite alongside the flint — craft a flint-and-pyrite strike-a-light: a struck fire that catches quick for almost no effort, though its cooler spark still needs dry tinder (it fails in the rain, where only a forged ferro rod holds up). Keep the fire fed with sticks and logs, and carry an ember to light the next one instead of starting over.
  5. Drink. Drink from cold, moving water (raw water is a gamble — cold and flowing is far safer than warm and still), or hot-rock boil it clean in a hide waterskin. In snow country you can eat a handful of snow in a pinch — but it chills you, so melt it if you can.
  6. Hunt and butcher. Most days you live on small game — rabbit, squirrel, and bird, a scrap of meat each, taken in numbers — while a deer is the rarer prize (a skittish grazer you stalk or run down; small animals wind quickly, a big one takes real endurance to tire). The spear's reach is your best weapon up close, and a slingshot (a forked stick, bands, and a pouch) flings a foraged loose rock to drop small game at a distance — the first ranged tool, before any bow. But the surest early food is a trapline: set free snares near cover, bait a deadfall for better odds, or drop a fish trap in the water — passive food that works while you do everything else. Walk the line and clear them. Run game down by persistence, follow a blood trail, and read the wind so quarry (and predators) don't catch your scent. A blade kill salvages the hide, bone, and sinew. Cook the meat over your fire. You can also fish for an easier, renewable catch — dig the soil for worms to bait the hook and pull up more — but a spot can be fished out, so work a lake or shore, not a puddle. The same holds for game: hunt one patch of country too hard and it thins out, so range widely rather than stripping one valley bare.
  7. Get out of the weather. Bed down on the ground at first, then build a roof and real walls — shelter and dryness are what keep the cold (and a blizzard) off. Wear leather from your hides for insulation — but keep it dry, since wet clothing barely warms you. And watch the sky: while you're out in the open you get a warning before a storm rolls in — time enough to get under cover, your fire covered, and your drying meat in.

You've survived. But you're still spending every day just staying alive — nothing accumulates.


Age 2 · Settling & Farming (Neolithic)​

The turn from wandering to staying: grow more food than you eat today, and make it keep.

  1. Work clay. Dig clay by water, shape an unfired clay pot, and fire it hard in your campfire — open-hearth (pit) firing, the way the first potters hardened ware long before kilns existed — for a real water and cooking vessel. You can bake bricks from clay the same way. It's slow, one piece at a time — a proper kiln (Age 3) fires a whole batch at once. Woven baskets from plant fibre carry the light, bulky things.
  2. Plant a crop. Till the ground with a flint hoe (a knapped blade lashed to a handle — the way the Neolithic farmed, long before any metal), then sow and harvest. The point isn't calories-per-click, it's variety: a monotonous diet shrinks your usable hunger, and going without fruit or vegetables long enough brings on scurvy. Farming is the first thing that pays you back for settling down.
  3. Preserve the surplus. This is the whole point of a harvest you can't eat at once: dry meat into jerky on a rack (you hang it raw — drying is the preservation), salt it (boil seawater down to salt first), smoke it over a fire, or keep it cold in a root cellar or ice house.
  4. Guard the stores. Fresh meat reeks and draws predators — preserve or cache it so a wolf or bear doesn't take it (and stay downwind of them).
  5. Tend the field — a whole season's work. A crop takes ~one season to mature (28-day seasons now), and it can fail four ways: drought (keep it watered/irrigated, or it wilts — fast in summer heat), weeds (they sprout around the plot and choke it, and a neglected field sows its own), winter frost (which kills an exposed crop in days), and background blight. And the soil itself wears out: every harvest drains fertility, and farming the same crop on the same plot (monoculture) exhausts it fastest — so you rotate crops and let plots lie fallow to let the ground recover, as real farmers did. So a farm is several plots you cycle through and tend — water, weed, rotate, harvest before winter — not a one-time build. You pass the growing weeks by living your days (resting fast-forwards them).
  6. ⏳ Livestock as wealth — barter for animals (priced in grain), earned over many harvests, never found wild; and purpose-built stores (sealed barrels, hung caches, smokehouses) that beat the scent.

You have a surplus and a place. Now you can afford to spend days on something that isn't food.


Age 3 · The First Metal (Bronze Age / Mesopotamia)​

A camp becomes a village: fired brick, high heat, and the first metal you can pour and hammer.

  1. Build a kiln. You can already pit-fire pottery and brick a piece at a time on the campfire; a kiln built of those fired bricks is the throughput jump — it fires a whole batch (a full stack) in one long, fuel-hungry burn, the first purpose-built heat structure above the open fire, and the reason a village turns out pottery and brick by the load rather than one at a time.
  2. Make charcoal. You need it hotter than wood-fire for metal: char wood down to charcoal (a burnt-out campfire leaves some; a furnace makes more). ⏳ A charcoal clamp will make it in bulk.
  3. Work copper — the first metal. Mine copper ore (a flint pick handles it), smelt it, and cast copper tools — the softest, most forgiving metal, worked without a full forge. Copper is your bridge off stone on the tool ladder (flint → copper → iron → steel), and it's a real gate, not a shortcut you can skip: a flint pick can't work iron ore, so you must forge a copper pick before you can mine iron. (Copper here stands in for the whole Bronze Age — there's no separate bronze/tin tier by design.)
  4. ⏳ The ash economy — hardwood ash → lye → potash, feeding soap and the glass flux.
  5. ⏳ Glass that gates itself behind forge heat, flux, and lime — arriving late as the trophy it historically was — plus glass bottles and seawater distillation for fresh water.
  6. ⏳ Irrigation & the wheel — finite, flowing water to channel, and the wheelbarrow above the travois you already drag.

You can pour and shape metal, fire brick, and store a season's food. What's left is to make it all harder, sharper, and permanent.


Age 4 · Iron & Engineering (Iron Age / Rome)​

The top of the ladder: smelt iron, forge steel, and build works that outlast you.

  1. Mine and smelt iron. Iron ore needs a copper pick to work (a flint pick just shatters on it) — so Age 3 gates this. Then charge a bloomery with the ore and charcoal and let it run a long, hot, fuel-hungry burn into a bloom — then hammer that spongy bloom into an ingot, which is real work in its own right (about half a minute at the grid, consolidating the lump and driving out slag), not a free step. Iron needs more heat, more fuel, and more sweat than copper ever did — that's why it comes later.
  2. Forge and temper. A grid-crafted iron or steel piece comes out a brittle unforged blank. Heat it at a forge and hammer it on an anvil — many blows across several heats — and it rolls a quality from crude to masterwork. Re-tempering rerolls it (and repairs it), but lowers the ceiling each time. A whetstone keeps the edge honed between forgings.
  3. Make steel — the top tier. Blast an iron ingot into a steel ingot; steel tools mine at diamond level and steel armour sits above iron. Steel is the endgame metal (diamond is abolished as gear).
  4. Build to last. Ram earth into load-bearing rammed earth, shore your digs against collapse, and keep fire clear of your timbers.
  5. ⏳ Roman-scale engineering — concrete and aqueducts, roads (emergent from a horse + cart's demands), mills, up to rails as the logistics endgame; structures, relics, and villager barter for the old world's leavings.
  6. ⏳ The expedition. Run modes with self-set victory conditions (survive the winter, survive a year), and the Dragon as a multi-season campaign — the Nether as a heat-and-no-water death zone, obsidian as real logistics.

Realism notes & known gaps​

The path is deliberately the real one, but a few rungs are simplified or still missing. These are the things to keep honest as the pack fills in:

  • Copper stands in for the whole Bronze Age — by design. Real Mesopotamia ran on bronze (copper + tin), but Alone deliberately folds that into a single copper tier rather than modelling tin, prospecting, and alloying. Copper represents both, so the metal ladder is simply flint → copper → iron → steel. (This is a chosen simplification, not a missing rung.)

  • Steel is a slight anachronism. Mass steel is really post-Roman; here it stands in as the game's top metal in place of diamond. Acceptable as a game-tier, but worth naming.

  • The bridges between ages have real, verified gates. The metal ladder can't be short-circuited, and the enforcement has been audited:

    • No stone-tier shortcut. Vanilla wood, stone, and gold tool recipes are removed (overridden to an unobtainable ingredient), so you can't craft a stone pickaxe to skip ahead — flint tools are the early tier.
    • Iron needs copper. Iron ore and deepslate iron ore sit in the flint tools' incorrect list, so a flint pick can't work them; the vanilla copper pick (the next tier up) is the first that can. You must reach the copper age to mine iron.
    • Iron needs the bloomery. The vanilla furnace/blast-furnace recipes for iron are neutralised too, so the only smelting route to an iron ingot is ore → bloomery → bloom → hammer it out. No furnace shortcut.

    Each age still requires the last in spirit too: farming needs Age 1's fire and water; metal needs a food surplus to afford the days at the forge. Two sources of ready iron sit outside the forge on purpose: structure loot (the planned "old-world leavings"), and a village iron golem — which, being made of iron, realistically drops it when killed. Everything drops what it should; the golem is kept from being a cheap bypass not by removing its iron but by making it a genuinely dangerous fight you can't safely cheese. A golem now smashes through weak cover — dirt, wood, stone tier — to reach a target it can't otherwise get at (so a one-block hole or a thrown-up wall no longer keeps you safe), and it can strike a target perched on a tall pillar or ledge above it (so climbing just out of reach and hitting down no longer works). Its iron is earned in a real fight.

  • Time and effort are the real tech tree. Every rung must cost what it did in life — the danger is a shortcut sneaking in (a fast craft, a free resource, a mob that drops good gear). When auditing, the question is always: could you really do this, this fast, with what you have?

See the Roadmap for the full list of what's planned, and Features for how each shipped mechanic actually behaves.