Build at your pace.
Place homes, fields and defences. Find a layout that works for you. Preparation has no countdown.

Anglo-Saxon village building / tower defence
A village worth defending.
Make a home. Rally its people.
Hold your ground when the raiders come.
Free browser prototype. No account. Still growing.
01 / The game
Thatched roofs. Working fields. A handful of households. Build something of your own, then decide how to protect it.
Place homes, fields and defences. Find a layout that works for you. Preparation has no countdown.
The people tending your village take up spears and shields. Rally the fyrd. Your neighbours are your defenders.
Meet the raids, protect the hall and bring your people home. Rebuild, rethink and prepare for what comes next.
02 / The world
Green shoots, golden harvests and quiet winter roofs. The seasons give the village its rhythm, and the next defence a different backdrop.
The longer-term ambition: grow from a small settlement into a fortified burh. The artwork explores that future; the playable prototype is the beginning.
Spring · seasonal concept study

03 / The concept collection
From river crossings to timber gates. Explore the places, buildings and everyday details shaping BURH.
Visual development, not game screenshots.
A spring village, open fields and room to grow.
Golden fields and the warmth of autumn.
Cold ground, bare branches and smoke from the hearths.
A raid reaches the village edge. A battle concept, not gameplay.
The raid has passed. Now there is work to do.
An exploration of fortified streets, a market and a shared defence.
A more established stronghold, looking out across the valley.
Four stages of the idea, side by side. Progression is still being explored.
River paths and a timber bridge shape a settlement concept.
An exposed coast and approaches from the water.
A hilltop stronghold with terraced approaches.
Woodland, winding paths and a sheltered village.
A wetland settlement connected by narrow crossings.
A church-centred community in the river valley.
An exploration of older masonry reused around timber buildings.
Planned streets and a gathering place within the defences.
A bridge, lookout and beacon in one landscape study.
A more fortified frontier settlement concept.
Cottage silhouettes, thatched roofs and small household plots.
Hall variations from modest gathering place to ambitious stronghold.
Barns, stores, hayracks and animal pens.
Workshop studies: timber, iron, pottery, cloth and leather.
Modular palisades, gates and fighting platforms.
Lookouts, watchtowers and warning-beacon studies.
Stalls, booths, carts and everyday market details.
Churches, gardens and community-building studies.
Exploring official buildings, meeting places and stores.
Mint and treasury ideas for a more established burh.
Wealth and muster specialisations, plus tower upgrades, explored visually.
Damage-state studies for cottages, defences and towers.
Field plots from spring planting to winter dormancy.
AI-assisted concept art, shared as part of BURH's development. Buildings, scenery, interface mock-ups and progression are exploratory, not promises of finished features. Full-size originals are available in the viewer.
04 / The first village
The early browser prototype is playable now: place buildings, watch residents gather at the horn, and defend the village through its first raids.
Build your first villageEarly prototype, not a finished demo. Desktop recommended.
Progress is saved in this browser on this site.
Press / creators
BURH is an Anglo-Saxon-inspired village-builder and tower-defence game by Matt Southers / Fieldcraft Games.
Release date, final platforms and pricing are not announced. Concept art should be labelled as concept art when shared.