Every choice has a face.
Take the oath of office in Lindenau, a small fictional village, and work your way up: mayor of a small town, lord mayor of a city, minister-president of a state and, at last, chancellor of a republic in crisis. Townsworn is a political decision game about the common good, told in cinematic scenes and played with one thumb.
DECIDE WITH ONE THUMB
Every card is a scene: a person, a place, a request. Choose one of two to four options, see the expected effect on your core values, play an instrument from your hand if you like, then press and hold your seal to sign. Heavy decisions take longer to sign.
A TOWN THAT REMEMBERS
Your town's values are people, like Mira the nurse or Kemal the bus driver, and they react to every decision. Consequences arrive weeks or years later, at the same place, with the same faces. Between sessions, letters arrive from people who remember what you did. Disappoint the wrong person early and they may become your rival, quote your own decisions back at you and face you in the TV duel on election night.
REAL POLITICS, FICTIONAL WORLD
Budgets, mandatory spending, taxes, loans, interest and credit ratings, funding applications, council votes, negotiations, promises and projects that run late or over budget. Every option has believable advocates and every option has a cost. All towns, parties and people are invented, and the currency is the thal (Ŧ).
FIVE CAREER TIERS
Village, small town, city, state, republic. Each tier opens new systems: credit and projects, voter groups and media, coalitions and the economy, inflation and national crises. After each term, stand for re-election or move up. One keepsake and one companion come along in the moving box, and your old town keeps writing to you.
YOUR DESK
Keepsakes are earned only through your decisions, never by chance and never for money. Each one bends a rule and has a downside. You sign with your own signature, and its stroke changes with the way you govern.
DAILY CRISIS AND MORNING NEWSPAPER
Every day everyone gets the same daily crisis: ten cards, one ranked attempt with the same loaner desk for all players, then free practice. There is a weekly scenario too. The morning newspaper brings your delayed consequences, the challenges and letters from your town. No energy, no timers, nothing expires.
ENDLESS, AND EVERY TERM IS COMPLETE
A term takes about 20 to 35 minutes and ends with a page in your chronicle. Keep governing the same town through new eras or rise further. Achievements, leaderboards and cloud save via Google Play Games.
FAIR BY DESIGN
No pay-to-win: nothing you can buy changes the rules or the rankings. Ads are rewarded only and always optional, for example "the other future", a short look at where the option you did not choose would have led. No interstitials, no loot boxes, never an ad in the ranked daily crisis. A one-time ad-free purchase gives you every reward without a video. A supporter edition with cosmetics and a scenario pack are also available.
SERIOUS WHERE IT MATTERS
Rare heavy events, accidents and disasters, show only the aftermath and never violence. You can show them, soften them or switch them off in the settings.
More than 600 cards in English and German. Portrait mode, text size up to 200 %, reduced motion and colour-vision modes.
Rise from village mayor to chancellor. Every choice has a face.