How to play Fellwood
A first-hour script for Allerton Apps' lumber empire — HQ, axes, collectors, and the target shot.
Fellwood looks like a toy until the pile starts moving by itself. You are not walking a lumberjack. You are running a camp that throws weapons at trees, then paying collectors to drag the wreckage into a Sawmill. Gold buys more throwers, more trees, and more weird upgrades. Prestige deletes the camp and keeps the shop. That is the whole game. This page is the on-ramp: what to click in the first hour, what to ignore, and which wiki pages to open when you get stuck.
The two plateaus
The tutorial line is blunt: build on the left, plant trees on the right, turn logs into gold. HQ is the building that lets you plant. Trees cost acorns. You start with one acorn and a pocket of gold. Plant on a slot that your projectiles can actually reach — back-row slots are miserable for manual shots, which several demo players learned the hard way. Trees do nothing until they are hit. Empty dirt is not an idle generator.
On the left, place an axe building first. Hire an axe thrower. Workers fire automatically once they have population assigned. You can also fire manually: click and drag from the building, aim at the tree, release. There is a cooldown. Hitting the glowing target on the tree deals bonus damage. That bonus is not flavor text. It is the same skill you will need when Events spawn four-leaf clovers that only count if you shoot them. Worker projectiles do not credit clover luck. Read Active Abilities once aiming feels less clumsy.
Sawmill before greed
Open the Sawmill and hire a collector. Collectors walk to the pile, grab logs, and cash them. If you staff throwers and skip collectors, you will own a beautiful physics toy and no income. Clicking the pile pushes logs toward the mill. The push has a cooldown; clicking the wrong height of the stack can do almost nothing. Later prestige upgrades increase push radius, push force, and the mill’s pull range, which is the lazy version of clicking. Until you have those, you are the third collector.
Population is a shared pool. Assigning six throwers and one collector is a classic first-run mistake. Watch the pile, not the DPS meter. If timber is climbing faster than workers can walk, buy carry capacity, movement speed, or another collector before another axe. The Collectors and Sawmill page is the long version of that sentence.
Cards, rarity, and the first prestige
Damage grants XP. Level-ups offer a handful of cards: extra damage, axe-only damage, luck, log value, carry capacity, auto-collect chance, prestige points, rerolls, banishes, and rarity bumps. Luck improves log rarity and the chance of rolling higher rarity on the next pack. Legendary is the top of that ladder in current builds. Commons that only buff a building you have not built yet are reroll bait.
Prestige points show up as rare cards and as a drip while you level. Spending them in the shop is the point of the run. Resetting too early wastes a shop you have not seen. Resetting too late wastes an hour on a camp whose next hire costs more than it returns. The How to Prestige guide and the Prestige Planner exist because the in-game shop does not explain its five tiers until you have already spent a pile of points.
Acorns drop from trees and from some cards. Extra trees sound free. They are not. Every new tree is another body you must hit, another set of per-tree upgrades, and another way for ricochets to waste themselves. Plant a second tree when your current one is evolved or when pierce and ricochet actually chain. Logs and Acorns covers the 64 log variations, golden logs, and the 800 active log cap that recycles the oldest timber.
What the first hour should look like
- HQ → plant.
- Axe building → hire at least a couple of throwers.
- Sawmill → hire collectors immediately.
- Land a few target shots so you know the drag-aim works.
- Take a global damage or luck card. Skip building-specific traps if you only own axes.
- When gold stalls, prestige. Buy starting gold, starting acorns, or pull range — not a cosmetic damage node you will rebuild anyway.
The demo locked later portraits. The full Steam release still gates Mages, Engineers, and several HQ toys. If a portrait is grey, you are not missing a secret click in the tutorial. You are missing a prestige gate. How to Unlock Buildings is the page for that panic.
How this page sits next to the others
This is the onboarding guide. Controls is the input and Deck page. Events is the clover and lightning page. The Buildings Hub is where we stop being polite about Electro Wizard. Patch Notes records the additive-damage change that made “only upgrade one building” a bad habit. Review is for the “is this just Dwarves Eat Mountain?” tab you opened in another window. Play Fellwood on Steam, then come back here when the pile is taller than the mill.
The embedded video is a real demo playthrough, not a trailer. It mispronounces the title, plants too many back-row buildings, and still shows the loop more honestly than a store GIF: acorns, stacked buildings on one slot, DPS meter, prestige shop, and the moment someone finds tier two and cannot buy it yet. Watch the middle, then copy the checklist, not the back-row placement.
Frequently Asked Questions
Quick answers to the questions Fellwood players ask after their first prestige.
What should I build first in Fellwood?
Plant a tree from HQ, place an axe building, then staff the Sawmill. Damage without collectors is a pile you cannot cash.
How do manual shots work?
Click and drag from a building, aim at the tree target, and release. The shot has a cooldown and deals bonus damage on a target hit.
When should I prestige for the first time?
Reset when the next hire or card pack stops moving gold. Keep points for start gold, acorns, and Sawmill pull rather than vanity damage.