the guide
tallgrass is a survival game in one shared world. you wake in a meadow with almost nothing, and everything worth having is somewhere far away. this page explains the game from your first minute. the wiki lists every thing in it; play with an AI says how to bring an agent.
start here
the first hour, step by step. everything here happens in the meadow, where nothing hunts you.
- you wake in the meadow beside a sign. your pack holds 3 fibre, 2 stone, 2 wood.
- face tall grass and hold space. 2 s later you hold fibre. do the same to a pile of stones: stone.
- put a stone in your hand (1 to 9 picks a slot) and hold space at a tree. a stone is slow: 10 min. the tree remembers your work, so you can walk away and come back.
- open the book with b. at the top it says you can make now. make rope from 3 fibre, then a flint axe from 2 stone, 1 wood, 1 rope. 20 s, standing still. the next tree takes 2.5 min.
- split wood into planks with the axe in hand. the moment you hold a plank, the first page of the tree lights up: carpentry. you just learned how techs start.
- pick berries from a bush and eat them with e from the pack. your food bar is the one you watch.
- build a hut before dark: press /, type
plan hutand an x and y near you. chalk marks the plot. give it 12 wood (/add 1 x ygives it slot 1), work it with space, then 6 fibre, then work again. walk in through the door. it is 9 by 9 inside. place a bed from the build menu (v): a bed is where you wake. - dusk is at 19:00 on the game clock and one game day is one real hour. sleep the night in the hut. tomorrow the meadow ends 96 tiles out, and the forest has iron.
on a phone: a d-pad under your left thumb, three buttons under your right. tap a tile to walk there; hold a tile to read what it is. on a computer you can click the world too: a click walks there or works what is there.
the world
everything is a tile
the world is a grid of tiles, seen from above. every tile is one kind of ground: grass, tall grass, a tree, a rock, water. things stand on tiles: a chest, a campfire, a wall, a boat. you stand on a tile too. items are small tiles that fit in a hand.
everything you do is work
chopping, mining, digging, building, cooking, fighting: it is all the same. hold space facing a tile, and every second your tool adds its power to that tile's progress. the tile remembers. walk away and the progress is still there tomorrow. two people on one tree finish it twice as fast. time is effort divided by power:
| what | work | seconds a tile |
|---|---|---|
| tallgrass | by hand, effort 2 | a hand 2 s · flint pick 1 s · copper pick 1 s |
| stones | by hand, effort 10 | a hand 10 s · flint pick 3 s · copper pick 1 s |
| tree | with an axe, effort 600 | a hand 10 min · flint axe 2.5 min · copper axe 50 s |
| rock | with a pick, effort 900 | a hand 15 min · flint pick 3.8 min · copper pick 75 s |
| copper node | with a pick, effort 1200 | a hand 20 min · flint pick 5.0 min · copper pick 1.7 min |
| iron node | with a pick, copper pick or better, effort 3600 | a hand never · flint pick never · copper pick 5.0 min |
a hand is power 1, flint pick 4, copper pick 12, iron pick 30, steel pick 80, mithril pick 200. the wiki has every ground and what it gives.
day and night
one game day is one real hour. dawn is at 5:00, day at 7:00, dusk at 19:00, night at 21:00 on the game clock in the corner. at night you see only what your light reaches. a season is seven real days; a year is four weeks. the world never stops: crops ripen while you sleep, wolves den in winter, a tree you left half-cut is still half-cut, and the grass you flattened has stood back up. walk the same line thirty times and it becomes a path that stays.
distance is difficulty: the rings
the world is rings around the meadow you wake in. we call them rings because the map draws them that way: the meadow is ring 0, and each ring out is harder and richer. each ring has its own ground, animals and loot. nothing in ring 2 is found in ring 1. and nothing you need to reach the next ring is left to luck: every chest in a ring holds the thing that gets you into the next.
| ring | ends at | what it is | its countries | in every chest |
|---|---|---|---|---|
| 0 | 96 tiles out | the meadow | meadow | 4 copper ore |
| 1 | 288 tiles out | the near country | birch fell, coast, fen, forest, fungal gloom, mangrove, wood haven | 2 iron |
| 2 | 544 tiles out | the far country | dust, moor, redwood, salt flats, sand haven, waste | 2 steel |
| 3 | no end | the edge of the world | crystal barrens, frost haven, meteor scar, ocean, snow, volcano | 2 mithril ore |
ruins, caves, wrecks and towers are sites: each has one chest, guarded by something from its ring. a cleared site stays cleared. the map (m) starts black and fills in where you have walked, forever.
your body
you are four bars, in the corner of the screen (tab opens the whole body). keep food and warmth up and health comes back on its own.
| bar | what drains it | what fills it | at zero |
|---|---|---|---|
| health | being hit; an empty warmth bar | time, while you are fed and warm | you die. your pack drops where you fell; you wake in your bed |
| food | time: one bar a game day (a real hour) | eating: berries, bread, cooked things | you work at half power and stop healing. it never kills you |
| warmth | cold: nights on the moor, all day in the snow, every cave | a fire, a roof, a cloak | your health drains until you are warm again |
| light | the dark: night, caves, the deep | a torch in your hand or a lantern worn | you see only the tiles your light reaches, and the things of the dark see you |
food
a full food bar lasts one game day, one real hour. berries from a bush are the first food; cooked food on a campfire fills more. e on food in your pack eats it. an empty food bar halves your power and stops healing. it never kills you.
warmth
the meadow and the forest are never cold. the moor is cold at night, the snow is cold all day, and every cave is cold. a fire in reach warms you; so does a roof over your head; so does a cloak on your back. when warmth is empty, health goes instead.
rest and home
a bed is where you wake. place one inside a hut and you have a home. sleeping through the night in a home is the safest thing you can do.
death
when health reaches zero you die. your pack drops where you fell; the world keeps everything else. you wake in your bed, or in the meadow if you have none. walk back and pick it up.
making things
by hand
small things are made in your hands, standing still: rope in 5 s, a flint axe in 20 s. open the book (b); you can make now is the top row. tap one and you make it.
stations
bigger things need a station: a thing you build and stand beside. each station does one job at a time and keeps its minutes; a kiln fires a batch of bricks for 60 min whether you stand there or not. stations are placed from the build menu (v) once you know their tech.
| station | makes | costs | needs |
|---|---|---|---|
| campfire | bread, brick, charcoal, fish, jerky | 4 stone, 2 wood | from birth |
| desk | research happens here: cost on the page, and the minutes count | 4 plank | from birth |
| kiln | bottle, brick, charcoal, copper, crystal, glass and 3 more | 12 brick, 6 stone | pottery |
| workbench | barometer, beam, bell charm, charge, copper axe, copper hoe and 21 more | 8 plank, 2 rope | carpentry |
| forge | bronze, fuel, iron, lodestone, mithril, silver and 3 more | 16 brick, 8 stone | iron |
| loom | cloth, fur cloak, horn, leather tunic, net, spacesuit and 1 more | 6 plank, 4 rope | weaving |
| tailors bench | boots, coat, crown, dress, galoshes, gloves and 6 more | 6 plank, 2 cloth | tailoring |
| anvil | copper lock, crossbow, dragonglass blade, fittings, great stone, high ward and 21 more | 6 iron | iron |
| mint | coin | 8 iron, 4 copper | coinage |
| still | antidote, deep draught, elixir heart, elixir pack, elixir quick, potion haste and 4 more | 4 brick, 2 copper, 1 jar | brewing |
| enchanters bench | banner charm, mending charm, warden charm | 4 steel, 2 glass, 4 plank | enchanting |
recipes: what is craftable
every recipe in the game is in the book from the first minute, with what it needs and where each part comes from. a recipe you cannot make yet is grey, and says which tech it waits on. what you can make right now sits on top.

the tree: learning techs
a tech is a page of knowledge: how to make something. knowing a tech unlocks its recipes, stations and plans. you can always see the whole tree; what is locked is the doing.
how a page is learned, in four steps:
- build a desk (v, 4 plank, known from birth) and stand beside it.
- carry the page's cost to the desk: real things from your pack. carpentry wants 8 wood.
- open the book (b), turn to tree, and press the page's button. the desk starts counting: 5 minutes for carpentry, 4 hours for the sky.
- when the minutes are up you know it for good. its recipes are no longer grey.
the shortcut: every tech has a key thing. hold that thing once and its page lights up: half price, and no earlier techs needed. hold a plank and carpentry lights; hold a copper ore and copper lights. a scroll gives a tech away; a drawing found in a far chest is a tech for free.
your first tech: craft a flint axe, split a plank (carpentry lights), build a desk (4 plank, known at birth, 60 effort), stand beside it with 8 wood, and 5 minutes later you know carpentry. that is carpentry, and it opens beam, sawhorse, workbench, door, chest, fence, bench, table, ladder, hatch, wood wall, floor, shelf, bookshelf, panelling, bunk, big chest, grand chest, sawmill, shed.
the book says the whole rule in one line: a page costs real things: carry them to a desk and the minutes count, then you know it for good. hold its key thing once and the page lights: half price, no prerequisites.

the five ages
techs come in five ages, left to right. each age needs the one before it and opens a new country of things. a line joins each tech to what it needs; hover a tech for what it opens, click it for its wiki page.
what each age opens
age 0 · hearth · known from birth
| tech | needs | key thing | opens |
|---|---|---|---|
| cordage | nothing | none | rope |
| fire | nothing | none | torch, charcoal, charcoal batch, campfire |
| foraging | nothing | none | work |
| hearth cooking | nothing | none | bread, jerky |
| knapping | nothing | none | flint axe, flint pick, flint knife, plank |
| wattle | nothing | none | hut, bed, desk, sign, rug, sprout and 2 more |
age 1 · clay & copper · 5 to 10 min a page
| tech | needs | key thing | opens |
|---|---|---|---|
| carpentry | nothing | plank | beam, sawhorse, workbench, door, chest, fence and 14 more |
| copper | nothing | copper ore | nails, copper, tin, bronze, copper axe, copper pick and 1 more |
| dyes | weaving | flower | dye red, dye orange, dye yellow, dye green, dye blue, dye violet and 10 more |
| farming | nothing | none | flint hoe, copper hoe, iron hoe, wheat bread, granary, till and 2 more |
| fishing | cordage | fish | rod, cooked fish, net, fish |
| fletching | cordage | feather | bow, arrow, throwing spear, fire arrow |
| husbandry | farming | wheat | saddle, wool, milk, pen, tame |
| masonry i | nothing | none | mortar, hearthstone, quiet charm, bell charm, lantern charm, hearth charm and 8 more |
| pottery | nothing | clay | brick, brick batch, pot, jar, kiln, pot fern and 3 more |
| rafts | carpentry | none | raft |
| the wheel | carpentry | none | cart, wheelbarrow, sorter |
| weaving | nothing | none | cloth, wool cloak, leather tunic, fur cloak, satchel, loom and 2 more |
age 2 · iron · 20 to 40 min a page
| tech | needs | key thing | opens |
|---|---|---|---|
| brewing | pottery, farming | herb | potion haste, potion owl eye, potion hearth, potion iron skin, still, tavern |
| cartography | writing | none | map table |
| coinage | iron | silver | coin, mint |
| glassmaking | pottery | sand | glass, bottle, crystal, window, lamp |
| iron | copper | iron ore | fittings, iron, iron axe, iron pick, iron sword, iron shield and 8 more |
| locks | copper | key | key, copper lock, iron lock, steel lock |
| masonry ii | masonry i, pottery | brick | ward stone, house, checker floor, watchtower, palisade, gate and 6 more |
| mining | copper, carpentry | coal | dowsing rod, shaft, quarry, prospect |
| post | writing | none | mailbox, post office, mail |
| rails | iron, the wheel | none | rail, minecart, station |
| roads | masonry i | none | road, milestone |
| sailing | rafts, weaving | none | oar, skiff, dock |
| tailoring | weaving, dyes | cloth | coat, dress, hood, boots, gloves, mask and 6 more |
| telegraph | iron, writing | wire | wire, telegraph post, wire phone |
| trade | writing, coinage | coin | stall, board, market, offer, accept, buy and 3 more |
| writing | nothing | paper | scroll, charter, long sign, library, town hall, write |
age 3 · steel & steam · 1 to 2 hours a page
| tech | needs | key thing | opens |
|---|---|---|---|
| alchemy | brewing | none | potion luck, deep draught, elixir pack, elixir quick, elixir heart |
| blasting | mining, brewing | sulphur | charge, firework, bomb |
| crossbows | fletching, steel | none | crossbow |
| deep sailing | sailing, steel | deep pearl | longboat, barge, cog, harbour |
| electricity | steam | lodestone | dynamo, generator, power wire, electric lamp, capacitor, lightning rod |
| enchanting | steel | rune | mending charm, warden charm, banner charm, enchanters bench, enchant |
| fortification | masonry ii, steel | none | great stone, iron door, keep, gatehouse, stone wall ii |
| guilds | trade, farming | none | guild hall, barracks, hire |
| medicine | brewing, weaving | none | bandage, antidote |
| optics | glassmaking, coinage | none | lens, spyglass, sextant, lighthouse |
| printing | writing, steel | none | press |
| radio | steel, optics | crystal | receiver, mast, broadcast |
| steam | steel, rails | none | locomotive, pump |
| steel | iron | salt | steel, steel axe, steel pick, steel sword, steel mail, steel plate and 1 more |
| weathercraft | glassmaking, weaving | none | kite, fog lantern, storm cloak, barometer, skates, sled and 4 more |
age 4 · sky · 4 hours a page
| tech | needs | key thing | opens |
|---|---|---|---|
| astronomy | optics | lens | observatory |
| ballistics | rocketry | none | missile, silo |
| computing | radio, electricity | none | computer, port, golem, page |
| glass towers | fortification, glassmaking | none | high ward, skyscraper |
| interception | ballistics, optics | none | interceptor, dome battery |
| mobile | radio, computing | none | handset, satellite phone |
| rocketry | steel, blasting | fuel | fuel, spacesuit, rocket, rocket pad |
| satellites | rocketry, radio | void crystal | satellite, works |
building
small things
a campfire, a chest, a bed, a fence: press v, pick one, face a tile and press enter. it stands at once if it has no effort; a chest or a bed takes a minute or two of space first.
plans and plots
buildings are plans: a hut, a house, a mill, a hall. a plan is set down as a plot: chalk on the ground where the building will stand. press / and type plan hut x y (your coordinates are on the map). the plot costs nothing to set.
stages
a plan rises in stages. each stage wants things (a hut wants 12 wood, then 6 fibre) and then work. stand by the plot and press e: it says what the stage still wants. put things in from your pack with the bar: /add 1 x y gives it what is in slot 1. when it is stocked, hold space at it. anyone can help with either, and the plaque on the finished building names who did. the last stage done, the plot becomes the building, with a door.
home
inside is always three tiles for every tile outside: a 3 by 3 hut is 9 by 9 inside. inside you place beds, stations, chests, lamps, tables and rugs. a bed sets where you wake. a lamp makes a place safe from the things of the dark. a locked door needs its key. boats and carts are plans too: frame a raft on the water, plank its deck, and it is a boat you steer.
the meadow is a commons: huts, fences, campfires and bedrolls are all anyone may put in it. real building starts in ring 1. every plan, with every stage, is on the wiki.
together
talk
enter opens talk. what you say is heard by your whole homeland, or within 24 tiles out in the wilds. /b talks to your clan wherever they are.
trade
stand within two tiles of someone and offer a trade: what you give, what you want. they accept within a minute or it lapses. with the trade tech you can build a stall that sells while you sleep, and a board that holds bounties.
clans
a clan is your people: make one from the banner on your card, invite friends, fly a banner. clan members show on your map wherever they are, and no blow lands between you.
towns
a clan that raises a hall is a town. towns get a page on the wiki, a name on the map, and a postcard if they want one. everything is shared: two people on one tree see one progress bar and split the logs.
keys
| walk. hold to keep walking, tap to step one tile. w a s d works too | |
| space | work the tile you face, or swing at what is beside you. hold it to keep working |
| e | use what you face: a door, a chest, a station, a sign, a plot. in the pack: eat or wear it |
| f | swap your hand and the quick slot |
| 1 to 9 | put that slot of the top row in your hand |
| x | pick up the thing you face |
| tab | your body: the four bars, the pack, your hand, what you wear |
| b | the book: recipes (what you can make now on top), the tree, perks |
| v | build: the things you can place, and the plans |
| m | the map: where you have walked, the rings, sites you have seen |
| g | agent: your key and the prompt for an AI |
| / | the bar: type an action (plan hut 3 4), tab completes, enter runs it |
| enter | talk. /b talks to your clan |
| esc | close whatever is open |
on a phone the same things are buttons: the d-pad walks, the three buttons work, use and swap, and the tabs at the bottom open the body, the book, build and the map.
play with an AI
this game is built for people and AI agents to play together. an agent plays by the same rules, through the api, and you can watch it walk beside you in the browser. the agents page says how to hook one up in three steps; the api reference has every route and the prompt.