A settlement at dusk, its hearth-fire glowing
Hearthline
Hearthline · Open beta

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?
Family›Camp›Village›Town›City›Nation›World
The hearth

One fire, lit on the first night, has never gone out. It does not care for conquest — it remembers your people. Every scale you cross grows around it.

Family
Playable now

Family

Arrival

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

You gathered wood in the dark. Sparks took. I have not gone out since.— the hearth
You learn to
Gather woodLight the hearthCook the first meal
Hearth
Hearth
New this chapter
  • The hearth — your first structure, lit in an instant
  • Two needs to tend: warmth & hunger
New mechanic+ warmth & hunger
6capabilities
1structure
2needs
NextBuild the hearth and cook a first meal to settle the camp.
Camp
Playable now

Camp

Staying

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

He came alone, with nothing, and asked to sit by me. You made room. That is how a camp begins.— the hearth · Bram, the first stranger
You learn to
Knap stone toolsFish the weir & trap gameHunt with a spearWeave baskets · twist cordagePreserve & smoke foodRaise permanent shelterTrain gatherers & cooks
Workshop
Workshop
Fishing weir
Fishing weir
Smokehouse
Smokehouse
Storage pit
Storage pit
Shelter
Shelter
New this chapter
  • Tool-making gates the deeper crafts
  • Protein arrives: fishing, hunting, trapping
  • Preservation turns surplus into a lasting store
  • Storage caps & spoilage come online — mind the larder
  • Specialists arrive: gatherers and cooks
New mechanic+ storage & spoilage
29capabilities
8structures
2needs
NextTwo shelters, a stocked larder, and a second household to found the village.
Village
Playable now

Village

Home, not shelter

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

Born here. She has never walked the cold road you walked. She thinks the fire was always burning.— the hearth · the child, by the fire
You learn to
Organise work crewsTrain artisans, carpenters & tannersSaw planks · weave cloth · fire potteryTan hides into garmentsRaise the longhouse & granary
Commons
Commons
Sawpit
Sawpit
Loom
Loom
Kiln
Kiln
Longhouse
Longhouse
Granary
Granary
New this chapter
  • Organised work crews share the load
  • Value-added goods: planks, cloth, pottery, household goods
  • A third need awakens: belonging
  • Shared stores hold the whole settlement
New mechanic+ belonging
13deeper capabilities
9structures
3needs
Beta beatThe village is where the beta’s road ends — for now.
Town

Town

The shared fire

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

Being built now: new specialists, civic buildings, and a hearth that turns from cook-fire to gathering-place.

On the horizon the long arc
City

City

Forgetting

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

Nation

Nation

Carrying the warmth

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

World

World

For better or worse

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

Live now
A living world

Every season. Every hour.

Four seasons and passing weather change what you gather and how fast needs drain, while day turns to night overhead. Winter asks the most, but the world is gentle, never punishing.

Spring
Springdawn
Summer
Summernoon
Autumn
Autumndusk
Winter
Winternight
New & on the way

Landing in the beta.

Live now
Many worldsKeep several worlds going at once — start a new one whenever, and return to any of them right where you left off.
Larders & spoilageCap your stores and keep perishables fresh. Size your storage against the hours you are away.
Legacy & scoreboardOne score for everything your settlement has built, and a public scoreboard to see where it stands.
Coming soon
Building upgradesInvest in a structure to raise what it can do — deeper output as the settlement matures, not just more of it.
ExpeditionsSend crews on bounded, high-stakes ventures — real risk and real reward, with the odds shown before you commit.
MaintenanceBuildings need ongoing upkeep; neglect wears output down gradually — never a hard stop — so sprawl carries a cost.
Sound effectsHandmade, acoustic sounds for the everyday work of the settlement.
SoundtrackA warm, acoustic score that grows as the settlement does.

Needs, not numbers. Value comes from what your people need, what your stores can hold, and who’s free to work — a settlement that grows while you’re away.