A Joe Town plateau at dusk, warm windows glowing across layered stone

The Light Update · Native Mac · Ten ages

A town that
keeps an hour.

Build a chicken civilization from campfire to starlight. They handle the pecking. You handle the plan.

$9.99 once · No ads · No in-app purchases · Plays offline

01 Same town · five hours

Watch the cavern keep time.

Light moves across the plateau on the town’s own clock. Dawn cools the stone, dusk warms the windows — and a saved town reloads at exactly the hour you left it.

The Joe Town plateau at dawn, cool directional light The same plateau in morning light The same plateau at midday The same plateau at dusk, windows warming The same plateau at night, windows glowing

Dawn · Cool light reaches the plateau.

02 Inside the latest build

The whole game, on the board.

The current town, its petitions, ventures, neighbors, diplomacy, and named Joes. Every image comes from the current Mac build, with staged sample data where needed.

A living Joe Town board with buildings, roads, and working production
The town, aliveBuild, route, and keep the lights on
The petitions panel, where the flock puts requests in writing
Petitions with consequencesThe flock puts it in writing
The ventures screen showing the coopconomy
The coopconomyTwelve ventures, one proud egg
The world map beyond the cavern
Beyond the cavernScout what waits past the fog
Diplomacy with another animal civilization
Talk before the honking startsTrade, charm, or make demands
The Joe roster, where every Joe has a history
Every Joe has a historyPerks are chosen; traits are earned

Select any frame to inspect it full size.

03 Ten ages · one cavern

Campfire to starport, in ten
entirely reasonable steps.

An early settlement with a founding hall, farm, and short road

Camp

Twelve founders, one campfire, and a suggestion box that is technically a hole. Corn first. Civilization shortly after.

A Kingdom-age town linked by glowing roads

Kingdom

Roads hum and granaries fill — a banquet here is snacks with witnesses. The cavern starts looking like a capital.

A Space Age town with a starport and luminous towers

Space

Sixteen sunrises a day; the rooster quit. The first cavern stays home — the stars are just the commute.

Every age, captured in-game

  • 01A Camp Age settlement around its first buildings

    Camp

    Twelve chickens and a plan.

  • 02A Town Age settlement with early roads and workshops

    Town

    The pothole has tenure and a name.

  • 03A fortified Citadel Age town with walls and watchtowers

    Citadel

    The moat remains conceptually damp.

  • 04A Crown Age town with banners and richer rooftops

    Crown

    Nobility is poultry with accessories.

  • 05A Kingdom Age capital with arches and granaries

    Kingdom

    Granaries fit for royalty.

  • 06An Empire Age town of steel, rivets, and clockwork

    Empire

    Goggles optional. Ambition mandatory.

  • 07An Ascendant Age town of obsidian and radiant crystal

    Ascendant

    Worms reached enlightenment first. Typical.

  • 08A Fusion Age town glowing around its reactor

    Fusion

    The corn near the core popped itself.

  • 09An Orbital Age town building the infrastructure to reach orbit

    Orbital

    Zero-g roosting is technically hovering.

  • 10A Space Age town of luminous towers

    Space

    Lore drop: the universe hatched from an egg.

04 Five flocks, five paths

Pick an origin. Own its consequences.

Five chickens standing beneath five faction banners
Editorial key art · not gameplay

Talon Banner

“Peace through pecking order.”

Cheaper soldiers, richer raids, and diplomats famous for carrying banners into other towns and leaving with the grain.

Moonmolt Covenant

“Read the omens in every molted feather.”

Consults the moon before breakfast. The moon has surprisingly firm opinions about zoning.

Cogwing Guild

“Measure twice, cluck once.”

Machines that run beautifully, provided nobody asks which gear is load-bearing.

Golden Peck Consortium

“Every sunrise is a market opening.”

Discovered that grain left alone becomes more grain. Naps professionally — the ledger keeps counting either way.

Featherlight Communion

“A calm roost weathers every storm.”

Holds that most wars end the moment somebody finally shares the snacks. Their enemies leave confused and faintly blessed.

Each origin owns one core system and one unique building, and you choose once per town. The town spends the rest of history being that town.

05 The flock has names

The town grows. So do its Joes.

John, Alex, Dawson, and Matt are four of the twelve founders. They pick up skills, ranks, friendships, and earned traits as the town grows — no two saves agree on who’s in charge.

  • Four ranks, honestly earned. Worker to Foreman to Steward to Elder — promotions are paid for in corn and stone, and an Elder lifts the whole town.
  • Perks are chosen. Traits are earned. You can respec what you picked for a Joe. You can never respec what they did.
  • Moods with consequences. An Inspired Joe outworks a Weary one, and the ledger shows it.

“Our spreadsheet has feathers.”

A Joe builder looking out over the cavern
Editorial key art · not gameplay
John, a bold pixel-art chicken

John

Bold · Farming today, audibly

Alex, a dreamy pixel-art chicken

Alex

Dreamy · Out scouting a promising rock

Dawson, a crafty pixel-art chicken

Dawson

Crafty · Studying; the footnotes have footnotes

Matt, an earnest pixel-art chicken

Matt

Earnest · Newly promoted; everyone has heard

06 The suggestion box got an upgrade

The flock files petitions.

Named Joes bring the town’s business to your desk — specific, sincere, and slightly absurd. Approve one and the town builds the spa, funds the dig, or settles the feud over a shared meal.

Declining costs nothing. Nothing in Joe Town punishes you for saying “not yet.”

A chicken presenting a glowing petition scroll from a stone podium
Editorial key art · not gameplay

“Six worms run the entire under-soil trade. We buy in now, or we buy in later at their price.”

— the Worm Cartel

“There’s a hole behind the quarry. It was not there yesterday. I want it on the record.”

— the Suspicious Hole

“The wind is right there, doing nothing at all. Let’s put it on the payroll.”

— the Windmill Proposal

“Small wooden chickens, enormous wooden feelings. The roost is ready for a theatre.”

— the Puppet Theatre

26 petition archetypes. Statues, spas, bell towers, libraries — and one Monument raised in four phases across the ages.

07 The city is the hero

See the whole town at work.

A physical production chain. Roads are supply lines, not decoration. Named Joes carry each resource tile by tile, and the Logistics view shows exactly where a stalled route needs your attention.

01CornFarm
02FlourMill
03BreadBakery
04FoodMarket
The Logistics view tracing corn through a mill and bakery to the food market
Current build · staged sample town · live logistics model
The logistics overlay tracing supplied roads between working buildings
Watch real cargo roll.

Build 24 buildings, wire them together with visible supply lines, and commit to permanent choices across 18 technologies. Step away and the flock keeps working; come back and the town files a full report. A recent one: “Everything grew; nothing exploded. Probably.”

08 Choices that reshape the town

Your decisions stay on the board.

Lift a lasting restriction through the guild, shape a Joe with chosen perks and earned traits, then raise one Monument across four age-gated phases. These are not menu flourishes. They change how this town grows.

The guild tree showing Commerce, Labor, and Frontier branches
Choose a guild branchEvery node lifts a real restriction. Each realm commits to one capstone for life.
A named Joe’s detail card showing perks and earned traits
Shape the flockChoose perks you can retrain. Live with the traits each Joe earns through experience.
The plaza showing the Monument progressing toward its Crown phase
Raise one MonumentBuild it through Foundation, Frame, Facade, and Crown, one lasting phase at a time.

09 Joe Town Foundry · Watchtower study

One building. Every useful angle.

The Foundry turns an approved design into a consistent eight-view production master. These square studies help the art team lock silhouette, materials, light, and attachment points before the final pixel sprites are baked.

Production art · not gameplayWork-in-progress art pipeline renders. Final in-game assets remain pixel art.

Swipe through all eight views
1 / 8

Select a view to inspect the square production render. The final SpriteKit game uses separately approved pixel-art bakes.

Production art · not gameplay

10 Beyond the cavern

The neighbors have institutions.

Send named scouts into the dark and chart a world that grows with every age. Out there: landmarks that pay rent forever, monsters with territorial opinions, and thirteen animal civilizations that would like to discuss terms.

The Puddle Parliament

Ducks

“Cheerful navigators with suspiciously strong opinions.”

The Honking Directorate

Geese

“Fearless diplomats who consider volume a negotiating skill.”

The Truffle Republic

Pigs

“Inventive traders who prize clever bargains.”

The Warren Synod

Rabbits

“Fast-growing scholars with an excellent tunnel network.”

The Grand Gobble

Turkeys

“Ceremonial strategists who never enter a room quietly.”

The Starweave Compact

Llamas

“Starward weavers with calm manners and improbable engines.”

Send envoys, sign trade pacts, host festivals, or demand tribute — each civilization has a temperament, and a Proud one goes to war over an insult a Gentle one shrugs off. Seven more nations wait past the fog, each with a capital, a favored resource, and a price.

A chicken envoy negotiating with a honking goose diplomat across a stone table
Editorial key art · not gameplay
An armored chicken captain holding a tattered banner on a rampart
Editorial key art · not gameplay

11 Defense is a puzzle

Battles are won in the planning.

Scout a rival and the report writes your battle plan: which gate is weak, which is guarded, what’s worth carrying home. Pick an entry, an objective, and how much of the army to commit — then watch it play out on seeded dice.

  • Named captains earn renown. Captains like Sir Peckard or Henrietta Boldwing get better with every campaign, and it shows on the field.
  • Three gates, three objectives. Rams love the Main Gate. Archers prefer the Cliff Path. Choose accordingly.
  • Defeat is survivable. A failed raid comes home as “a tactical learning vacation.” The flock recovers. The story continues.
Two chickens admiring a plain egg displayed on a museum pedestal
Editorial key art · not gameplay

12 The coopconomy

Twelve businesses. One very proud egg.

Found ventures that run themselves and pay in full whether you visit or not — the Market Stall fills in about twenty minutes, the Starship Prospectors in two days. Everything banks at full value and stays yours. Forever.

  • Worm Farm — “Worms in, worms out. Mostly out.”
  • Market Stall — “Two crates and an opinion about prices.”
  • Quarry Consortium — “Several hens agree about a rock.”
  • Courier Run — “Nothing travels faster than a chicken with a parcel.”
  • Shipping Fleet — “Bulk. Simply bulk.”
  • Starship Prospectors — “Somewhere out there is a very rich rock.”

A traveling merchant rotates one-of-a-kind artifacts through town. Most do something remarkable. One is the Unremarkable Egg: “It is an egg. Nothing happens. The flock is very proud of it.” It still costs 120 food and 60 wood.

A chicken with a glowing ledger waiting at the town gate at evening
Editorial key art · not gameplay

13 Leave. It’s fine.

The town takes notes while you’re gone.

Close the lid mid-shift and the flock keeps working. Come back in an hour or a week and the town hands you a Welcome Back report — production, arrivals, and anything waiting at the gate. Raids never resolve without you: “the walls will hold until you’re ready to answer.”

All of it lands in the Flock Chronicle — major events, Notable Joes, and the running history of a town that remembers whose idea the hole was.

14 A campaign with a crown

Reach the stars. Then earn the Deep Throne.

Completing the Space Legacy seals the campaign, but it does not end the town. Five feat-gated Deep Throne levels turn the epilogue into a record of everything your empire mastered.

10ages · Camp Charter to Space Legacy
5throne levels, each tied to an empire-wide feat
21Game Center achievements across the campaign
your town, preserved — existing saves stay compatible
The in-game Deep Throne standing complete in a Space Age Joe Town
The Deep Throne · staged in-engine capture
All 21 pieces of Joe Town’s Game Center achievement art
21 Game Center achievements

Play completely offline. No ads. No in-app purchases. One town can become a very long story.

15 The practical matters

Buy it once. Keep the whole game.

What kind of strategy game is Joe Town?

A native Mac city builder and simulation. Paint roads, tune production, make permanent technology choices, and keep an eye on the neighbors — the ducks have a parliament, and the geese consider volume a negotiating skill.

Is $9.99 the full game?

Yes. One purchase includes all ten ages, 24 buildings, 18 technologies, the named Joes, and local saves. No ads, no in-app purchases, no gameplay tracking. As the flock puts it: “Hoarding, but civic-minded.”

Is Joe Town an idle game?

No. The town-defining choices wait for you. Offline progress is bounded and arrives as a tidy summary — no streaks, no energy meters, no login rewards, no guilt. The chickens simply kept busy.

Does it play offline?

Entirely. Joe Town saves locally and plays with the internet off. When you return, the town reports in — usually something like “Productivity occurred without supervision.”

Which Macs are supported?

macOS 14 or later, on Apple silicon or Intel — one native universal Mac app. The chickens cannot tell which chip you have and are at peace with that.

Is every town the same?

No two are. Worlds are seeded, the twelve founders take their seats in a different order every game, and towns diverge by what their Joes asked for. Two towns at the same age can disagree about nearly everything, including the theatre.

Does Joe Town collect data?

The Mac game does not collect gameplay or account data. This website uses Google Analytics to understand aggregate visits — see the privacy notice. The only census in Joe Town counts chickens, and it lists eggs as residents, pending.

An Archivist Joe reading the town chronicle
Editorial key art · not gameplay
A starfarer chicken gazing toward the stars

They have a campfire.
You have a plan.

Buy on the Mac App Store · $9.99

Play offline · No ads · No in-app purchases · No gameplay tracking