Brushland Walkthrough

A step-by-step route from an empty canvas to a full, living kingdom.

🎯 Before You Draw Anything

How Brushland Actually Works

Nothing in Brushland is placed by hand. You do not select a cottage and drop it on a tile. You paint terrain, and the world decides what belongs there. A cottage appears on flat plains, a water mill where a river runs, a watchtower on high ground.

This is the single most important thing to understand before you start, because it means your brush strokes are not decoration. They are the building order.

  • Paint the shape of the land first, then let the buildings find their own places
  • Every building has terrain requirements. Check them before repainting a region
  • Growth takes a moment, so wait for structures to settle before judging a result
  • There is no failure state, so experiment freely and keep the versions you like

Pick a Theme

Decide the mood before the first stroke. A quiet fishing hamlet, a busy river market, or a mountain watchtower village each need a different land shape. Write the theme down.

Start Small

Your first map should be small enough to hold in your head. Build a working village first, then scale the recipe up.

Learn the Brush

Get comfortable with brush size, pressure and undo before you design anything serious. Every stroke is harder to undo once buildings have grown on it.

1️⃣ Stage 1: The First Settlement

The Starting Build

Step Paint This Expected Result Why
1 A broad plain area Cottages and the first small farm Plains support housing and food, so start there
2 A short river with a gentle slope A water mill appears beside the flow Water drives mills and links the map visually
3 Low hills along one edge Orchards and a windmill Hills add vertical variety to a flat plain
4 A small forest patch A sawmill at the forest edge Forest supplies lumber for later construction
5 Flat ground beside the river Farm fields and a road network Farms need flat plains and water

Checkpoint: your first village

You have a working settlement when you have cottages for the population, at least one farm producing food, and a mill or sawmill. Do not add more terrain yet. Zoom out and decide whether the composition works before you commit.

2️⃣ Stage 2: Water and the Fishery

Build a Lake

A lake needs real width to support a fishery. Draw one with a broad brush and give it time to settle into a rounded shape rather than forcing it.

  • Wide lake, not a narrow puddle
  • Flat plains or meadow right at the shore
  • A fishery appears once the water body is large enough
  • A lighthouse needs a shoreline rather than open water

Connect the Water

Rivers and lakes should belong to the same system. Extend your existing river down to the lake so the map reads as one landscape.

  • Draw the slope first, then extend the channel
  • Two or three tributaries beat four separate rivers
  • Put a bridge where a road crosses the flow
  • Add a bathhouse near water but away from the farms

3️⃣ Stage 3: Districts and Amenities

Organising the Kingdom

Once the basics work, stop painting and start arranging. How you group amenities decides whether the kingdom looks deliberate.

  • • Residential quarter: cottages and manor houses on flat plains, ideally near the farm fields and the mill.
  • • Village centre: a village hall, market and fountain clustered where paths converge. This becomes your focal point.
  • • Elevated quarter: a church and a watchtower on the hills, giving the kingdom a landmark above the rooftops.
  • • Working edge: quarries in the mountains and sawmills at the forest border, placed where they need their raw material.

Checkpoint: a lived-in kingdom

Your kingdom is functionally complete when it has housing, food, lumber, stone and at least a few amenities. Everything after this point is design refinement rather than survival.

4️⃣ Stage 4: Growing the Map

Extend, Do Not Scatter

When you grow beyond your first village, extend from an existing district rather than starting somewhere new. A river that continues off the edge of your map keeps the composition coherent.

Frame the Map

Add a mountain range along one edge and dense forest along another. These read as natural boundaries and make the kingdom feel contained, which is what a finished painting needs.

Add Landmarks

A statue in a small square, a fountain beside the main path, a lighthouse on the far shore. One landmark per region is enough. More than that and the map starts to look decorated rather than designed.

5️⃣ Stage 5: The Final Polish

Pre-Screenshot Checklist

Check What Good Looks Like Fix If Not
Focal point One clear centre the eye lands on first Add a village hall, fountain or statue at the hub
Flow A visible route through the kingdom Extend the river or a road toward the centre
Transitions Soft borders between terrain types Overlap strokes and blend the edges
Balance Dense areas counterbalanced by open space Leave a meadow gap between two clusters
Resource coverage Farm, mill, sawmill and quarry all present Expand the matching terrain
Frame Two map edges closed off naturally Add mountains or dense forest along the open edges

Enjoy the Process

There is no fail state in Brushland and no enemy to defeat. If a map does not look right, undo it and try a different arrangement. The best kingdoms took the most second attempts.