Bellows & BarleyA medieval production simulation DE EN Play now

A look inside

Five screens, and what you actually do on them.

Bellows & Barley is a city building game without a map. You do not place houses on tiles; you decide where your people work, what gets made from what, and when to buy rather than wait. The screens below are the ones you will spend your time on – shown as your own screen would show them, narrow on a phone, side by side on a desktop.

Where do you begin?

Production does not open with a list of 105 workshops but with the question of what you are working on. Every tile is a good, and under it stands how long the road to it is – “Stone · 8 workshops”. If anything in that chain is stuck, the tile says so before you go in.

On a desktop the overview sits beside it: how many jobs are filled, what is short, where hands are missing.

The goods grid on the production screen: tiles for timber, charcoal, ore, stone, clay, salt and more, each with the number of workshops in its chain.
The goods grid on the production screen: tiles for timber, charcoal, ore, stone, clay, salt and more, each with the number of workshops in its chain.

Building bigger, when it pays

Every workshop can be upgraded: more jobs, more output, higher cost. A building site gathers its materials from the store bit by bit, so you need not wait until everything is in. Whatever is missing is written on the card.

On a desktop the chosen upgrade stands right beside it – “Woodcutter · level 7 → 8”, with what it adds, what it costs in people and time, and what it takes from the store.

The upgrade screen with the tabs workshops, storage and community: below them the goods to pick from, each with the number of workshops that can be upgraded.
The upgrade screen with the tabs workshops, storage and community: below them the goods to pick from, each with the number of workshops that can be upgraded.

What it really hangs on

Statistics put numbers to what the colours on the cards hint at: how much of a good is needed, how much of that is covered, and how long the store will last.

On a desktop you also get what will not fit side by side on a phone: the surplus over the last twelve hours, production by kind, the treasury as a curve – and, to the right, a reading of which of it should worry you.

The statistics screen on the consumption tab: demand per hour, coverage in percent, reach, and stock for each good.
The statistics screen on the consumption tab: demand per hour, coverage in percent, reach, and stock for each good.

Try it

The game is free, needs no account and starts in your browser – on a desktop or on your phone. Start playing, or read the questions and answers first.

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