Gather and build
Chop trees, mine iron, bank what you earn and spend it before it burns a hole. Ring the castle with towers, choose what each one becomes, and push them up through five levels. The clock does not stop while you decide.
Wood or Die
Chop wood by day. Hold the castle at night.
A round of Wood or Die is a race against the dark. Gather everything the forest will give you while the sun is up, spend it on towers and upgrades, and find out whether it was enough when the monsters arrive.
Chop trees, mine iron, bank what you earn and spend it before it burns a hole. Ring the castle with towers, choose what each one becomes, and push them up through five levels. The clock does not stop while you decide.
Monsters come for the castle. Step outside its walls and they break off to hunt you instead — you have health out there, and going down costs you the rest of the night. Survive to dawn and it all starts again, harder.
Wood or Die is built by Sverkerman, working alone out of Stockholm in the evenings around a day job in IT.
The habit started in 2010 with the Warcraft III World Editor and did not let go for twelve years — somewhere past ten thousand hours, and four published maps that were downloaded more than a hundred thousand times between them. That is where the taste for large systems that have to keep running came from.
In 2022 he was taken into NetEase's CliCli incubation programme, one of twenty picked from over a hundred applicants, and one of the games he built there, Hook Arena, was shown at GDC in San Francisco.
Roblox came next. Jetpackers Obby reached around twenty thousand players across 1,600 hours of development, with more than twenty contributors — artists, animators, composers, testers — to coordinate as project lead, and a custom item and inventory system he wrote front to back.
Wood or Die is the first one he is building on his own.
109 days from the first branch to release. Every one of the 326 changes is written up in the patch notes.