01
Plan on stepped ground
Survey a fixed grant on 1 m terraces. Housing districts, roads, quarries, and workshops snap to the same grid the simulation reads — so placement is planning, not painting.


Rome gave you the outline. The terraces don't care.
Terrace planning, living water, stone aqueducts, colonist logistics, and battles on the grant. Pre-alpha — follow the build on DevTalk.
Free pre-alpha · Steam — soon
Provincia is a Roman colony builder on a fixed terrace grid. You are the curator of a small colonia at the edge of the province — survey the land, route water, house families, and keep the haul board moving as refugees arrive from the road.
01
Survey a fixed grant on 1 m terraces. Housing districts, roads, quarries, and workshops snap to the same grid the simulation reads — so placement is planning, not painting.

02
Ponds, wells, and stone runs use a real flow model. Cut a channel through a terrace and it drains somewhere. Route water before your colonists run dry.

03
Timber, stone, and food move by haul jobs — not magic. Workshops stall when stockpiles run empty. Growth is logistics, not just placing buildings.

04
When word of your grant spreads, so does trouble. Form lines on the terrace, hold the aqueduct wall, and keep the settlement standing.


DevTalk posts cover real rewrites — water sims, housing solvers, aqueduct placement — with screenshots from the game. No fake roadmap.
Provincia is in active pre-alpha. Core placement, water, housing layout, colonist logistics, and battles are playable in the Godot build. Download a build below — expect bugs. No Steam page yet.
Read DevTalkSep 14, 2026
Cutting Colonist Lag
Idle settlers stop burning unused animation clips, haul picks skip beaten depots, and the tutorial reads less like a chatbot.
Sep 14, 2026
Water That Sees Dirt Edits
Native sparse CA keeps ponds cheap, digs and raises rejoin the flow map, and turning a well on no longer freezes the frame.