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.

Brushland screenshot of a small island kingdom with a castle, houses and cliffs above blue water.
Official screenshot: a painted island grown into a castle town.

Published neighbor rules

You paintResult described by the developer
RockMountains that catch snow
Water on high groundRivers that find their way down, waterfalls over cliffs
A lone house ringed with roadA church with a belfry and spire
A house surrounded by fieldsA windmill with turning sails
Keep painting the villageA castle with round towers and pointed roofs
A dock by open seaBoats 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.

Brushland screenshot of a dense town with towers and pink blossom trees.
Official screenshot: a large town with towers.

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.