Hearthline
Hearthline · Open beta · Progression

Keep the fire lit.

Grow something that lasts — from a single hearth to a whole world, one warm night at a time.
Carry the warmth,
or just the reach?
Playable now Coming next On the horizon
Family
Playable now

Family

Arrival

A single household around one fire — the seed of everything that follows.

“Sparks took. I have not gone out since.”— the hearth
You learn to
  • Gather wood
  • Light the hearth
  • Cook the first meal
+ warmth & hunger
5 capabilities·1 structure·2 needs
Camp
Playable now

Camp

Staying

A handful of households that have chosen to stay — the first settlement to outlast a season.

“He asked to sit by me. You made room.”— the hearth
You learn to
  • Knap stone tools
  • Fish the weir & trap game
  • Hunt with a spear
  • Weave baskets
  • Twist cordage
  • Preserve & smoke food
  • Raise permanent shelter
+ storage & spoilage
22 capabilities·8 structures·2 needs
Village
Playable now

Village

Home, not shelter

Lasting homes, shared stores, and crews that work as one — a camp grown into a community.

“She thinks the fire was always burning.”— the hearth
You learn to
  • Organise work crews
  • Train specialists — cook, tanner, artisan, carpenter
  • Saw planks · weave cloth · fire pottery
  • Tan hides into garments
  • Raise the longhouse & granary
+ workforce & specialists
12 deeper capabilities·9 structures·5 specialist roles·3 needs
Town

Town

The shared fire

Specialised quarters and a market that draws in the surrounding country.

New specialists staff new civic buildings — a town hall, watch post and well house — with public works and settlement upkeep to keep the town running. A need for safety arrives, and the hearth turns from cook-fire to gathering-place.

+ maintenance & safety
City
Horizon

City

Forgetting

Walls, wards, and trades enough that few who live here have ever worked the land.

Nation
Horizon

Nation

Carrying the warmth

Many settlements bound under one rule, reach extending past any single horizon.

World
Horizon

World

For better or worse

The whole of the known world, answering — for better or worse — to one people.

A living world · live now
Spring
Spring
Summer
Summer
Autumn
Autumn
Winter
Winter
Four seasons, passing weather, and the turn from day to night change what you gather and how fast needs drain. Winter asks the most, but the world is gentle, never punishing.
New & on the way
Live now Many worlds. Keep several worlds going at once — start a new one whenever, and return to any of them right where you left off.
Soft-launch Larders & spoilage. Cap your stores and keep perishables fresh. Size your storage against the hours you are away.
Coming soon Building upgrades · Expeditions · Maintenance · Economic legibility · Sound effects · Soundtrack
Needs, not numbers. Value comes from what your people need, what your stores can hold, and who’s free to work.
Hearthline · by Raging Bucket
app.hearthline.dev