JOE TOWN

A PREMIUM CIVILIZATION EPIC FOR MAC

Build a chicken civilization.

From the Stone Age to the stars, guide a living flock through ten ages of roads, production, diplomacy, memories, and legends.

$9.99 ONCE · NO ADS · NO TRACKING · PLAYS OFFLINE · MACOS 14+

Joe Town in the Kingdom age — an isometric pixel-art underground city glowing gold and teal in a dark cavern
KINGDOM AGE — TURN 55 — THE FLOCK ADOPTS ROYAL GRANARIES

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AGES

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BUILDINGS

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JOE SKILLS

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TECHNOLOGIES

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CIVILIZATIONS

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ADS

01 THE LONG CLIMB

Ten ages of civilization.

Every age is earned — complete the charter, gather the relics, and watch your capital redraw itself. New materials, new wardrobe, new machines. Same chickens.

AGE 5 OF 10 · SWIPE THROUGH THE JOURNEY →

Joe Town capital in the Kingdom age — brick arches and glass on the isometric board

Kingdom

Brick arches and glass. Officers drill, granaries rise, and the chronicle thickens.

KINGDOM CHARTER · ROYAL GRANARIES

02 THE FLOCK, INDIVIDUALLY

Every Joe is somebody.

No anonymous worker dots. Each chicken has a name, personality, work guidance, growing skills, friendships, memories — and an opinion about your management.

A DIFFERENT CAST EVERY SEED

Twelve named founders.

Your first flock arrives with stable identities and a seeded seat order. New Joes join as housing grows, giving every town a roster with its own history.

PERSONALITY YOU CAN WATCH

Personality you can watch.

Earnest, Crafty, Bold, Dreamy, and Grumpy Joes react differently in the town. Long careers can also leave earned traits such as Calloused, Path-Worn, or Old-Timer.

GROWTH THAT STICKS

Five skills, four ranks.

Assignments grow Farming, Craftsmanship, Logistics, Exploration, or Guardianship experience. Workers can become Foremen, Stewards, and Elders without turning Joes into disposable stat blocks.

A TOWN THAT REMEMBERS

Memories, and a chronicle.

The Flock Chronicle gathers campaign milestones, town events, civic projects, Joe memories, and notable lives from each realm's saved history.

EARNEST CRAFTY BOLD DREAMY GRUMPY CALLOUSED PATH-WORN OLD-TIMER

03 EVERY AGE IS EARNED

Progress is a promise you keep.

No idle timers, no energy meters. Advancement means completing charters — civic goals that make your town measurably, visibly better.

TEN CHARTERS

Civic goals, not grind.

One charter per age: connect your producers, serve them from storehouses, raise skilled Joes, protect your people. Complete one and the next age unlocks — with a town-wide celebration every Joe remembers.

SIX MILESTONES

A guided first hour.

Gather the Basics. Establish Storage. Found a Community. Start Industry. Era milestones walk your flock from Primitive survival — a suspicious amount of improvisation — to Early Industrial noise.

THE ASCENDANT LEGACY

The campaign's final seal.

Build the Starport, adopt nine technologies, explore most of the world, and secure two alliances. Complete the Space Legacy and the flock's full journey is stamped into the chronicle.

EIGHTEEN TECHNOLOGIES, TWO PER AGE FROM TOWN TO SPACE — FERTILE COMMONS OR MASTER MASONS? STELLAR SYNTHESIS OR GUARDIAN CONSTELLATION?

04 ECONOMY IS STRATEGY

A town that runs like clockwork.

Every military decision starts with a road, a cart, and a chicken with a job.

LOGISTICS

Every road matters.

Paint roads and watch carts haul real cargo along them. Connected producers earn full output; storehouse routes and workshop adjacency push it to 150%. Exposed roads, meanwhile, are an invitation.

DOCTRINES

Choose your civilization.

Eighteen permanent technologies, two per age from Town to Space. Granaries or garrisons, autonomous logistics or orbital defense — each choice shapes the civilization your flock becomes.

TACTICS

Scout. Plan. Raid.

Read the rival's terrain, pick an entry, set your commitment — probe, standard, or all-in. The scouted weak point is worth +14 attack. The guarded gate will cost you dearly.

DEFENSE

Walls are a puzzle.

Counter-raids arrive announced, three turns out. Walls, watchtowers, guarded roads, and where you put the storehouse decide what survives the night.

REPLAYABILITY

Same seed, same town.

Worlds, events, and founding Joes are deterministic — every campaign replays command-for-command. Master one seed, then roll another. No two play alike.

PERSISTENCE

It lives while you're away.

The simulation continues offline, capped at 24 hours. Come back to a While You Were Away report — Joe stories first, then problems. No streaks, no guilt.

05 COMMAND

Captains with names. And track records.

Reach the Crown Age, train your first Captain, and fate deals you one of four legends of the coop. They earn Renown on every deployment — and historians exaggerate everything.

Cluck Aurelius

“Meditations, but for sieges.”

Henrietta Boldwing

“First through the Main Gate.”

Roost Marshal Pip

“Small. Loud. Undefeated at dawn.”

Sir Peckard

“Chivalry isn't dead. It's armed.”

RENOWN — +3 RAID VICTORY · +2 SUCCESSFUL DEFENSE · +1 EVEN IN DEFEAT · FIVE RANKS, EACH SHARPENING RAIDS AND HARDENING YOUR WALLS

06 SUPPLY LINES

Every loaf has a logistics chain.

Commodities physically travel the roads you paint — as carts, on schedules. Break the road, break the bread.

CORN FIELD

Corn

MILL

Flour

BAKERY

Bread

FOOD MARKET

Meals

ROAD-CONNECTED 100% OUTPUT · STOREHOUSE-SERVED 125% · WORKSHOP-BOOSTED 150%

07 BEYOND YOUR WALLS

Thirteen civilizations share the world.

Scout a growing frontier and meet animal societies with their own favored resources and temperaments. Send envoys, trade, celebrate, ally—or make a very loud diplomatic mistake.

The Pigs

Mercantile neighbors who value food and a profitable road.

ATK
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The Horses

Proud builders with a particular interest in wood.

ATK
DEF

The Goats

Proud stone-lovers who respect a careful approach.

ATK
DEF
MEADOW FOREST HILLS MARSH RIVER BADLANDS

GIFTS · ENVOYS · TRADE PACTS · FESTIVALS · JOINT EXPEDITIONS · ALLIANCES · WAR AND PEACE

ANCIENT CACHE

“Workers uncover a single relic in a sealed alcove.”

STRANGE OBJECT

“Something metallic lands near the northern road. Farmer Joe calls it bad sky corn.”

FIRE DISCOVERY

“A curious Joe discovers fire, then insists the smoke was planned.”

THE WORLD EXPANDS WITH EVERY AGE · LANDMARKS, CREATURES, RESOURCE CACHES, AND NEW CONTACTS WAIT BEYOND THE FOG

08 THE JOURNEY AHEAD — DEVELOPMENT DIRECTION

Space is here. The world keeps growing.

Joe Town already reaches the Space Age. Future updates will deepen the living civilization without discarding the town—and history—you built.

1.1 NOW

Living Joes

Joe continuity, visible corn logistics, bottleneck guidance, and the realm-specific Flock Chronicle.

NEXT

Living Economy

More physical production chains, buildings with real roles, and stronger casual automation.

LATER

Desktop Companion

Compact diorama, quiet background presence, and respectful at-a-glance town status.

VISION

Interstellar Legacy

Culture, government, deeper planets, and eventually the question of whether every world needs corn.

09 AFFECTIONATE SARCASM

The flock talks back.

The first Joes gathered beneath the mountain. Generations later, they still have notes.

“The worms seem unionized.”

— FARMER JOE

“I'm emotionally load-bearing.”

— THE MASONRY

“Sunlight sounds fictional.”

— THE MINES

“Precision through loud banging.”

— THE SMITHY

“My footnotes have footnotes.”

— THE ARCHIVES

“Nothing happened. Excellent shift.”

— THE WATCH

“Leadership is mostly sitting.”

— THE THRONE

“Every crate contains regret.”

— LOGISTICS

“We looked expensive to invade.”

— THE GARRISON

10 BUILT FOR YOUR ATTENTION

A deep game that respects your time.

OBSERVE

Watch named Joes work, carry cargo, socialize, and react. The town remains readable before you open a single report.

SHAPE

Place roads and buildings, choose permanent technologies, guide Joes, resolve petitions, and decide who your civilization becomes.

OPTIMIZE

Inspect production, storage, routes, realm bonuses, ventures, guild choices, and a frontier that grows through ten ages.

Joe Town in the Ascendant age — a glowing pixel-art capital with a civilization choice between Harmonic Industry and Eternal Vigil
CIVILIZATION CHOICE — TWO DOCTRINES, ONE FLOCK

11 QUESTIONS FROM THE COOP

Asked beneath the mountain.

How much does Joe Town cost?

Joe Town is $9.99 USD as a one-time purchase. No ads, no in-app purchases, no tracking — a premium game with premium manners.

Can I boss the Joes around?

Not directly — you shape the town, and the flock staffs it. Build a watchtower and a Scout moves in; raise a workshop and a Scholar arrives. Your job is to know them: inspect any Joe for their traits, skills, friendships, and memories, and Command-click to favorite the ones carrying your economy.

Does the campaign have an ending?

Yes — the Space Legacy is the full campaign-completion milestone, stamped into your chronicle after ten ages. A living town rarely feels finished, though, and future updates will deepen the civilization around it.

Does it play offline?

Entirely. Your town saves locally and the simulation even advances while you're away — capped at 24 hours, then reported back to you, Joe stories first.

What Macs are supported?

macOS 14 or later, on Apple silicon and Intel. One universal download, 60 frames per second, from a 980×640 window up to full screen.

Do I have to raid?

Some early charters ask the flock to prove itself in raids, but the wider world also supports gifts, envoys, trade pacts, festivals, alliances, and negotiated peace.

A living flock is waiting beneath the mountain.

All that's missing is the civilization you build with them.

Buy Joe Town — $9.99