How Brushland works: tiles that decide what to become
In Brushland you paint tiles, and every tile looks at its neighbors to decide what it becomes. Rock rises into snowy mountains, rivers route themselves over cliffs as waterfalls, and buildings change based on what surrounds them. The developer gives three examples: road around a house makes a church, fields around a house make a windmill, and a growing village builds a castle.
Published neighbor rules
| You paint | Result described by the developer |
|---|---|
| Rock | Mountains that catch snow |
| Water on high ground | Rivers that find their way down, waterfalls over cliffs |
| A lone house ringed with road | A church with a belfry and spire |
| A house surrounded by fields | A windmill with turning sails |
| Keep painting the village | A castle with round towers and pointed roofs |
| A dock by open sea | Boats arrive with villagers |
The Steam text notes that even the painter can be surprised, so these are examples rather than a complete rulebook. The full list has not been published.
Bridges and mines
Villagers ask for a bridge here or a mine there, which suggests both are placeable features. Details of how to build them are not yet public.