We've been developing, and here's what's new.
New Implementations
-----------------------
- Added Rat Dungeons. Occasionally a hole in the wall may spawn inside houses, to which is affixed a myserious nail. Incanting the strange words upon the nail, by right-clicking, will allow you to enter the Kingdom-under-the-Floorboards of Ratdom. "Plaguemaw's Chittering Labyrinth of Cheddar", "Gorgobrie's Deathless Nook of Villainy", and "Rennettigan's Rancid Basement of Brie", all await the intrepid adventurer!
- Added "Yule Cracker". A new strange growth has sprouted on trees everywhere in the Hearth, in festive celebration of the season!
- "Candy Cane", "Mulch", "Cucumber", and "Pipeweed Leaf" are now stackable
- Baby Reindeers now give "Suckling's Maw"s when butchered.
- Removed armor from "Hussar Wings". Made them gildable. "Hussar Wings" can no longer be equipped in the backpack slot.
As always, if you liked what we did here: Support the patch. Today's Patch Items, for the fair price of $5, $7, $9 is the "Giftwrap Cap", "Rudolph Cap", and "Christmas Wizard's Hat". [quote="Store Description"]
$5 A wonderfully boyish gift, wrapped with gold and ribbon, to put a ribbon on any occasion.[/quote] [quote="Store Description"]
$7 Santa's most trusty steed need not dread the cold this season, decked out in the warmth of a knitted cap![/quote] [quote="Store Description"]
$9 A well kept secret at the Invisible College is that the vast majority of the season's magic is produced by this hat alone.[/quote] All Bronze subscribers have been awarded the "Giftwrap Cap", free of charge, all Silver subscribers have also been awarded the "Rudolph Cap" free of charge, and all Gold subscribers have also been awarded the "Christmas Wizard's Hat", free of charge. In the Pipe -----------------------
- With this patch we will be heading out for some R'n'R over the holidays. Thank you to all who made 2024 the fantastic H&H year that it was! Best wishes to you and yours for wonderful holidays, and see you again in the new year. Merry Christmas!
- Again urging any custom client maker who wishes to stay relevant to get with the new rendering times. Support for the old resources will be dropped at some point.
- Our primary development direction is toward object-controlled-objects.
- Time to... like us on Facebook?
- Time to... follow us on Twitter?
[ 2024-12-22 22:34:29 CET ] [ Original post ]
We've been developing, and here's what's new.
New Implementations
-----------------------
- Added "Leg of Boar", food, something to unlock when learning of Boar Meat.
- Added variable materials to "Herbalist Table".
- Added a print out of FEP-score-to-hunger ratio to food items, to give some idea of which food items are better/worse.
- Again adjusted the ingame season timer to ensure a white Christmas. Will try to avoid doing this manually again!
- Domesticated horses can now be guided or led on a leash through thickets.
As always, if you liked what we did here: Support the patch. Today's Patch Items, for the fair price of $7, is the "White Duck Cap". [quote="Store Description"]
$7 If it walks like a duck, and it quacks like a duck, then logically it has to be this sweet cap in the image and likeness of a white duck![/quote] All Gold & Silver subscribers have been awarded the "White Duck Cap", free of charge. In the Pipe -----------------------
- Minor patch today. Working on a bigger one! Will also, TBA, do a Christmas livestream.
- Again urging any custom client maker who wishes to stay relevant to get with the new rendering times. Support for the old resources will be dropped at some point.
- Our primary development direction is toward object-controlled-objects.
- Time to... like us on Facebook?
- Time to... follow us on Twitter?
[ 2024-12-17 20:29:02 CET ] [ Original post ]
We've been developing, and here's what's new.
Key Fixes
-----------------------
- Added variable materials to "Stone Casket".
- Information gleaned when using the "Inspect" action now remains stored for the duration of the game client's knowledge of the object inspected, remaining available in the Inspect-cursor tooltip on the object. So basically, info you have gotten by "Inspect":ing will linger until you lose sight of the object by e.g. moving away from it or into a house, or the like. NOTE: This may cause unupdated custom clients to crash. The client codes were pushed earlier in the week, and most appear to have merged it.
- Can "Inspect" setting buildings to find out how much of their damage soak they have built up.
- Holding Shift-Ctrl when right-clicking to transfer into stockpiles will now transfer only items of the particular type you are currently holding. Useful, for example, to draw all stones of a particular type, but not all stones in general, into a stockpile you want to place.
- Fixed a client bug where "deattaching" from an object (like a cauldron, quern, mount, &c) could/would cause a following movement to jerk for a while.
- Fixed a client bug where network retransmission could cause overlay animations (like combat animations) or other effects of a transient nature to play multiple times.
- Made slight astronomical adjustments to ensure that ingame winter falls on RL Christmas. The ingame calendar may shift around a bit.
- Added an error msg when trying to pickup small animools w/o hunting suggested here
- Fixed an issue with the shovel sometimes visibly disappearing after walking during survey work.
- Added some almost visible graphical fur to "Cave Rat".
- Natural "Wellspring"s can now be destroyed using Siege Engines, e.g. Wrecking Balls.
As always, if you liked what we did here: Support the patch. Today's Patch Items, for the fair price of $7, is the "HBI Cap". [quote="Store Description"]
$7 Emergency lights shredding through the morning fog announces a dawn raid by the Haven Bureau of Investigation![/quote] All Gold subscribers have been awarded the "HBI Cap", free of charge. In the Pipe -----------------------
- Minor patch today. Working on a bigger one!
- Again urging any custom client maker who wishes to stay relevant to get with the new rendering times. Support for the old resources will be dropped at some point.
- Our primary development direction is toward object-controlled-objects.
- Time to... like us on Facebook?
- Time to... follow us on Twitter?
[ 2024-12-08 22:53:16 CET ] [ Original post ]
We've been developing, and here's what's new.
New Implementations
-----------------------
- Added "Tansy", flower, herb, curio, spice. Picking "Tansy" will grant you some amount of buff "Scent of Tansy", acting as a midge shield. "Tansy" can also be rubbed on oneself for an increase dose of "Scent of Tansy".
- Added A Cool New Wound(tm). Let us know if you find it.
- Added "Tansy Extract", medicine. Can be applied externally or internally. Applied externally adds a significant amount of "Perfume of Tansy", which is a variation on "Scent of Tansy", causing midges to lose all interest in you. Applied internally "Tansy Extract" cures A Cool New Wound(tm).
- Added "Fruit Jelly", food.
- Added "Stuffed Puff", food.
- Added a stockpile for "Cork", infinite capacity.
- Added a visual lining to the top of ridges to make them apparent when approached from the "behind" side. May need some more art:ing, but on the whole I didn't hate the new look, and it serves a practical purpose.
- Wounds are now achievements. Unfortunately, Steam will not (at least not yet) permit us more than 100 achievements, but we track them as such on our end and will upd00t if Steam ever decides to consider us a real game(tm). (Steam is still "learning about the game" per their parlance.)
- Wound info pages now dynamically and programatically list their debuffs, such that we don't have to manually update them and reflect the code in their descriptions, and such. Wounds with more complex effects, e.g. "Concussion" can now properly present their current debuff.
- Copied keys should now inherit the name of the "Master Key" from which they were made. (Key fix... get it?)
- Added variable materials to "Chest". This may be performance controversial, but I felt compelled for the mad STETHICS.
- Can now hold "Snuff Box"es in belts.
- "Crab Cakes" cost 1, rather than 3, "Salad Greens".
- Added some visual light and smoke on the "Miniature Volcano" curiosity.
- Added some visual light and sound on the "Smelter", building. The fire sound only plays if the hatch is open. Cute, huh?
- The following items now stack in inventories: "Bee Chitin", "Bee Wings", "Cruel Bee Stinger", "Bear Tooth", "Wolf's Claw"
- Added a sound when retrieving carryable pottery from "Kiln"s.
- "Wild Onion"s are now considered fodder.
- "Stone Kist"s and "Jotun Clam"s can now be extended with sketches.
- Logs will now present information about how much has been cut from them when "Inspect":ed. "Inspect" is a bit cancerous in how it presents information RN in that you kind of need to have the log open to see the full info, or else you'll only get the randomly last bit as the immediate sys message. Will hopefully fix that at some point, but wanted to make this change now while I could still remember to make it.
As always, if you liked what we did here: Support the patch. Today's Patch Items, for the fair price of $7, is the "H&H Bobble Hat". [quote="Store Description"]
$7 Knitted merch from some old online game, still cozy after all these years. You wonder if anyone still plays that?[/quote] All Gold & Silver subscribers have been awarded the "H&H Bobble Hat", free of charge. In the Pipe -----------------------
- Again urging any custom client maker who wishes to stay relevant to get with the new rendering times. Support for the old resources will be dropped at some point.
- Our primary development direction is toward object-controlled-objects.
- Time to... like us on Facebook?
- Time to... follow us on Twitter?
[ 2024-11-30 23:58:32 CET ] [ Original post ]
We've been developing, and here's what's new.
New Implementations
-----------------------
- (Re-)Added "Boar Tusk Snuff" from Legacy! Yoohoo!
- "Boar Tusk Snuff" is a craftable substance.
- When sniffed, player recieves a wound, corresponding in size to the snuff's quality, called "Tuskalooza!". "Tuskalooza!" buffs your Strength attribute by its wound size, but diminishes rather quickly.
- If sniffing more while already "Tuskalooza!"'d, you will, additionally, recieve a wound "Nose Bleed", which heals relatively quickly.
- When "Tuskalooza!" disappears entirely, you will recieve a "Sore Snout" wound, lasting for some time. The size of the "Sore Snout" is a function of the maximum size the expiring "Tuskalooza!"-wound ever had.
- You are mechanically prevented from committing the most obvious "Boar Tusk Snuff"-suicides, but do tread with caution.
- The intent has been to make the snuff somewhat useless in combat, but useful when e.g. mining.
- Added "Snuff Box", a container for substances which can be used to carry a nice amount of snuff/pipestuff around. You can hotkey them for that instant sniff-snuff glory.
- Added "Elegant Table", a nice, new table.
- Added "Salt Roulade", food.
- Implemented Alchemy Discoveries
- Whenever you craft an elixir with a benign effect, the ingredients which carried those effects will thereafter always display them in their tooltip. You will be awarded a normal discovery LP amount for the discovery.
- Elixirs and alchemical process-materials (E.g. "Lye Ablution"s) will now always present, in their tooltips, the recipe which made them. The recipe is only visible to the creator of the material/elixir.
- Tables now come with increasing inventory sizes, with the "Rustic Table" remaining at present 6x6, the "Stone Table" granting 8x8, the "Cottage Table" 10x10, and the new "Elegant Table" clocking in at a whooping 12x12.
- Added light sources and/or polished up Casting Molds, Stack Furnace, Alchemy Table/Tripod Burner, Crucible and Firebrands. Also added some fire/pumping bellows sound.
- Casting Molds should no longer decay while still cooling.
- Mine Hole Ladders should now properly indicate the mine support radius they extend around them.
- Added proper error message when attempting to plant above/below ground plants in the wrong place.
- You can now switch out fishing rod pieces without interrupting the fishing action. E.g. change line/lure/bait/hook without having to re-initiate the fishing action.
- Foodbuffs now say "Made with", rather than "Made from", as we felt it made more sense.
- "Cold Cut" may now be applied to "Black Eye" wound.
- Buffed the baseline effect added from eating "Liberty Caps". The amount of effect added now increases with quality on the mushroom.
- "Tick"s are now only bait while bloated, much like Leeches.
- Character uses the "blow-start-fire"-animation when lighting "Bough Pyre"s.
- Snakes now lean visually with the ground they are on, which should make them look slightly better when crawling up a hillside.
- Added proper "You find nothing" error message when "Raid!":ing empty Wild Beehives.
- The following now stack: "Silkmoth Egg", "Cloth", "Disgusting Tapeworm", "Forest Lizard", "Adder Fang".
- "Rough Polish" now uses the Masonry attribute for its quality, rather than Carpentry, and is discovered by the "Stoneworking" skill, rather than the "Carpentry" skill.
- Added a "Rough Polish" to the "Stone Table" and "Stone Throne" recipes.
The mad hatter in me is taking a well deserved break after all the world reset hattery! As always, if you liked what we did here: Support the patch. Today's Patch Items, for the fair price of $7, is the "Alchemist's Hat". [quote="Store Description"]
$7 This hat gets mixed up in all sorts of shenanigans, and is never not cooking up a brew.[/quote] All Gold subscribers have been awarded the "Alchemist's Hat", free of charge. In the Pipe -----------------------
- Again urging any custom client maker who wishes to stay relevant to get with the new rendering times. Support for the old resources will be dropped at some point.
- Our primary development direction is toward object-controlled-objects.
- Time to... like us on Facebook?
- Time to... follow us on Twitter?
[ 2024-11-24 21:39:37 CET ] [ Original post ]
We've been developing, and here's what's new.
New Implementations
-----------------------
- Added proper attribute/ability modifier tooltips! Hovering over a modified attribute/ability will now present the source(s) for any bonii/malii applied to them. About time!
- Added "Ship-in-a-Bottle", curiosity.
- Added "Rat Hat", a hat with a nice long tail crafted using "Caverat" stuff. (Not to be confused with the by now ancient storehat "Rat Hat", btw).
- Added "Lean Against", emote, unlocked by "Yeomanry". Character appears to lean against an object with relaxed indifference. Slaem & Hearth confirmed!
- Added a new experience.
- Significantly reworked an old piece of graphics to introduce a bit of an easter egg/fun mechanic. Find it if you can!
- Added/extended support for allowing items held on the cursor to affect the character model, thus, when holding "Branding Irons" or "Firebrands" on the cursor, the character will now visually appear to hold those. Likewise, holding a "Torch" or "Lantern" on your cursor will make those visually appear, or remain, equipped on the player model.
- Characters should now respond properly to right-click/interact type actions when standing ready near a ridge/cliff, hopefully making them feel somewhat less magnetic.
- Lanterns, Ropes, Waterskin, Waterflask, Glass Jug and Keyring are all now equippable in the pouch slots added last patch.
- Action Menu Cleanup. I have significantly reworked, moved, and subdivided menus, primarily under the "Craft" and "Build" submenus, with one of the primary objectives being to abolish the "Odds & Ends" category. Some notable changes.
- Removed "Odds & Ends" submenu.
- "Waterflask", "Water Skin" and "Glass Jug" moved to new category "Vessels & Liquids" under "Clothes & Equipment".
- "Cheese Tray", "Frying Pan", "Grid Iron", Cookie Cutters, "Pickling Jar", "Roasting Spit" and "Sap tap" all moved to new category "Craft"->"Clothes & Equipment"->"Tools"->"Cooking Utensils".
- "Pack Rack" & "Saddlebags" moved to "Packs & Sacks" crafting submenu.
- Made "Kuksa" and "Leaf Cup" weak symbel items and moved them to the "Cups, Mugs, Glasses & Goblets" crafting submenu.
- Made "Snowball" a weak curiosity and moved it to the "Toys" crafting submenu.
- Renamed "Furniture" to "Furniture & Decorations".
- Renamed "Signs & Display" to "Signs & Flags".
- Added new category "Decor & Display" under "Furniture & Decorations" and moved to it: The "Signs & Flags" submenu, along with "Bell Fountain", "Carpet", "Glass Display Case", "Hatrack", "Mannequin", "Skullpole" and "Snowman".
- Moved "Postbox" to "Furniture & Decorations".
- Moved "Grave Cairn" and "Runed Dolmen" to "Buildings & Constructions".
- Moved "Brazier", "Candelabrum", "Hookah", "Lantern Hanger", "Lantern Post", "Lantern Stand", "Pumpkin Lantern", "Snow Lantern" & "Torchpost" to new category "Build"->"Furniture & Decorations"->"Light & Fire".
- Added new category "Build"->"Farming & Animals", and moved to it: "Food Trough", "Hitching Post", "Mound Bed" and "Trellis".
- Subdivided the "Containers" menu with subcategories for liquid containers/boxes/baskets/chests
- Moved "Parchment" from "Odds & Ends" to "Processing & Materials".
- Moved "Mask of the Green Man" and "Goat Mask" to "Hats & Headwear".
- Added proper light sources and vfx to "Village Idol" and "Ancestral Shrine". Prty c00l. Further, characters should now use the "Casting Hearth Magic"-animation when founding villages.
- The following items now stack: "Sand", "Jellyfish", "Odd Tubers", "Bee Larvae", "Lake Snail", "Forest Snail", "Odd Honeycomb", "Toad", "Frog", "Bark Cordage" (additionally made "Bark Cordage" count as "Wicker") and all types of Hair (Aurochs, Badger, Squirrel).
- Fixed a bug by which one could not pave the tiles immediately in front of the Stonehut door, reported here.
- Can put "Sly Ear of the Fox" in "Hide" stockpiles.
- "Fishwrap" only requires 1 "Fruit".
- One must now have seen "Bar of Bronze, Iron, or Steel" in order to learn the "Cellar Recipe". This was a bit of a trap before, as the cellar could be built, but not excavated, by someone with only soft metal.
- Made the "Fireplace" inventory 3x3, rather than 2x2.
- Redrew "Wall Shelf", "Frying Pan", "Retort", "Mortar & Pestle", "Alchemy" and "Clothes & Equipment" icons in 4x resolution.
- Casting molds now present their cooling time in their recipe tooltip, and you can also inspect molds to find out how much time there is left until they cool.
- Mannequins can now, when empty, be removed from their stands and carried away separate from them.
The mad hatter in me has gone fishing for a spell, after all the world reset hattery, but I'm sure you can think of ways to support the game even so, if you liked what we did here. Thank you to all those of you who already have! In the Pipe -----------------------
- Again urging any custom client maker who wishes to stay relevant to get with the new rendering times. Support for the old resources will be dropped at some point.
- Our primary development direction is toward object-controlled-objects.
- Time to... like us on Facebook?
- Time to... follow us on Twitter?
[ 2024-11-16 21:21:48 CET ] [ Original post ]
We've been developing, and here's what's new.
New Implementations
-----------------------
- Added Left & Right Hand Pouch Equipment Slots. Characters now have two additional "Pouch" slots representing pouches carried on the left and right hand hip respectively. The slots can currently hold: Creels, Quivers, Keyrings, and Purses. This solves the horrendous absurdity that one could not wear a Creel with a Cape. One can now, should one so desire, wear e.g. two Creels, a Creel and a Purse, a keyring and a quiver, &c. Quite STHETE. Note that the character's hands currently bleed into whatever you carry on your hips, but that we aim to adress that.
- NOTE: Custom clients may/will have problems with e.g. not showing the new equipment slots until the new hot codes are merged. Do note that equipment previously equipped in the "wrong" slot (e.g. a Creel in the Cape slot) will automatically jump to one of the new slots, appearing to hide it. Until custom clients are updated, this can be fixed by logging into the default client, and e.g. hotkeying Creels and such to be able to open them. Apologies, there was no elegant way to merge this without hurting customs a li'l. Transient pain for a good cause. Thank you for your service.
- Added "Stonehut", small house built primarily with stone.
- Added "Music", skill required for playing and crafting instruments, and the "Whistle" emote. (Primary aim with this is to reduce the unlock load on certain skills/seen items, e.g. carpentry, boards, &c.)
- Added "Poplar Bough" and "Beech Bough", additional variable materials and boughs.
- Added "Weavable Grass" as an input type, currently represented by "Standing Grass", "Reeds", and "Straw".
- Added "Corndolly Lantern", curiosity, hangable as a lantern for no terribly great reason other than fun.
- Added "Willow Bark", specific bark from willow trees.
- Added "Willow Weep", extract made from "Willow Bark", medicine.
- Crafting recipe tooltips in the action menu now present the skills by which they were unlocked.
- Crafting recipe tooltips for equippable items now present the equipment slot (combinations) they can be equipped in.
- Learning a new recipe or action is now logged in the "System" log.
- Player bodies have historically been marked with a skeleton map icon, but player skeletons, absurdly, were not. Player skeletons are now marked with the same map icon as dead bodies, quite simply.
- Significantly relaxed the ground flatness requirements for placing stockpiles, and instead allowed stockpiles to lean with the ground.
- Fixed buggy hitbox for cave entrances, reported here.
- Added "Carpentry" and "Stoneworking" as additional prerequisite skills to buildings unlocked by "Animal Husbandry": "Bird House", "Dovecote", "Rabbit Hutch", "Chicken Coop".
- One must now have seen "Snow" in order to be able to build "Wilderness Skis", "Sleigh" and "Kicksled".
- "Hide Strap", "Straw Twine", "Grass Twine", "Reed Twine", "Batwings", "Tough Root" now all stack.
- "Stone Table" and "Stone Throne" both now cost 15, rather than 25 "Stone" to build.
- "Study Desk" now costs 2, rather than 4, "Boneglue" to build.
- Paintings can now be crafted with any vegetable oil, rather than "Linseed Oil" specifically.
- "Wellspring" can now be properly marked on the map like the old gods intended.
- Fixed "Thatch Basket" display inconsistency, reported here.
- "Green Apple"s can now be pressed for "Apple Juice", reported here.
- Redrew "Straw" icon in new, hot, 4x resolution.
As always, if you liked what we did here: Support the patch. Today's Patch Items, for the fair price of $7, is the "Dark 'Make Haven Great Again'-Cap". [quote="Store Description"]
$7 Having taken a darker turn, this cap again promises, emphasis added, to Make Haven Great Again![/quote] All Gold & Silver subscribers have been awarded the "Dark 'Make Haven Great Again'-Cap", free of charge. In the Pipe -----------------------
- What a fantastic release weekend we had for W16, and Steam! Records everywhere, and the server has held up remarkably well through it all. We've had a great deal of fun reading feedback and watching the happenings, and hope you have been having as much fun as we have. Big thank yous for all your support, and for making the game what it is, and continues to be. Thank you for all the kind Steam reviews! Humbled! Pras!
- The long arc of history bends toward a Havenopedia. We have discussed gradually gathering and hot-interlinking all recipes/actions/icon settings, and tooltip presented game concepts otherwise, to an interlinked ingame Havenopedia. Will happen one thing at a time, and gradually, but that is a direction.
- Again urging any custom client maker who wishes to stay relevant to get with the new rendering times. Support for the old resources will be dropped at some point.
- Our primary development direction is toward object-controlled-objects.
- Time to... like us on Facebook?
- Time to... follow us on Twitter?
[ 2024-11-07 23:11:05 CET ] [ Original post ]
Hetzner, the server hosting provider, has informed me that they plan to do maintenance on the router that the Haven server sits behind. Not sure what level of redundancy they have around it, but I would assume the reason they're informing me of it is that the server will be inaccessible during that time. For this reason, I'm going to bring the game server down during the maintenance window, so that the game doesn't become inaccessible while it's running. The announced maintenance window is 03:30-05:30 UTC on 2024-11-06. Hetzner has a tracking page for the issue available here. Presumably, they will update it with the progress of the operation.
[ 2024-11-05 13:55:19 CET ] [ Original post ]
World 16
Tonight, at approximately 20:00 UTC, we launch the new world 16, and with that the Steam version of the game. We're ready. Are you? The server will be down until 20:00 UTC, but we have preemptively released the game on Steam now to allow for some time to download clients, link accounts, and such.
[ 2024-11-01 17:28:48 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
- [0 B]
Skills & Attributes
- Develop your character to unlock new Skills, Abilities, and Credos.
- Devour sumptuous feasts of food and drink to increase your Strength, Intelligence, Agility and other base Attributes.
- Study sundry Curiosities of nature and artifice to gain Learning Points to increase your Farming, Masonry, Exploration and other Abilities.
- Experience oddities and obscure situations to gain experience points and cast or incant the spells and charms of Hearth Magic.
- Discover materials previously unknown to you to unlock new recipes for Crafting & Building.
Hunting & Gathering
- Slay vicious beasts of nature, flay their hides and tan for leather.
- Make sausages of Boar, and smoke Sea Gull Meat. Feasting and a varied diet is important to all Hearthlings.
- Forage rare flowers to Study, or bind them into bouquets for additional Learning Points.
- Traverse the vast- and wilderness of Haven & Hearth's procedurally generated world and gather rare Herbs, Mushrooms and Flowes.
- Pick wild seeds to grow into domestic crops for Farming, such as Grapes, Wheat, Carrots or Peas.
- Tame wild animals to raise Livestock like Cows, Pigs, Goats or Reindeer. Ride like the wind upon mighty Horses wild and tame, and breed your animals to ever rising qualities.
- Fish or cast nets in Rivers, Lakes, Oceans or Caves to catch a wide variety of aquatic life such as Cod, Perch, Bream, Halibut, Clams, Crabs, or Lobsters.
- Should true bravery inspire you; Venture into the depths of the cavernous underworlds of Dungeons such as Beaver Lodges, Bat Caves, or Ant Hills. Thraximundar's Vicious Hive of Tyranny awaits!
- Dig deep and greedily down multiple levels of caves, to extract minerals, ores, and precious gems from the inky fathoms below the plane of the Hearth. Mining and Forging are essential for progress, but rumors speak of Trolls in the deep!
Crafting & Building
- Terraform the Hearth by digging, paving, plowing or planting.
- Hearthlings are the wolves of Hearthlings: Stake a Claim to your corner of the Hearth to protect it from roving bands of others.
- Construct mighty walls and palisades to keep your homestead safe.
- Erect homes and Houses of log and stone, from humble cabins to mighty towers.
- Smelt ores for metal, and refine further metallurgical advances in Finery Forges and Steel Crucibles.
- Cook as varied a diet as you can by building Ovens for Bread, Cauldrons for Stews, Sheds for Smoking or Meat Grinders for Sausages.
- Decorate with a wide variety of wall mountings, lanterns, shelves, tables, cupboards, and many other pieces of furniture.
- Construct Boats & Ships to carry you across the oceans blue, from humble Coracles to mighty Knarrs.
- Upload Custom Graphics to give that extra flair to banners, shields, flags, capes, and sails!
- Cycle and recycle your production line, acquire better materials and refine your production chains to increase the Quality of all produce.
- Things are what you make them; Watch the color and tenor of the Variable Materials you use reflected in the things you build and make. Should the Rocking Chair be made from Cherry, Maple, or Oak?
Permanent Death & Open PvP
- Master the Dark Arts of Trespassing, Theft, Rage, Vandalism and Murder to impose upon others who roam the Hearth.
- Increase your Perception & Exploration to track down and bring to justice all breakers of peace and oaths, by tracking the vicious Stenches of Crime.
- Construct mighty Siege Machines and engines of war to bring the flames of war to foreign lands.
- Found Villages to claim large swathes of land and organize kith and kin into mighty bands.
- Found Realms and lay claim to entire Provinces by capturing the ancient Thingwalls dotting the Hearth.
- Bury the dead and fulfill the will of the ancestors to draw upon the strength of your previous lives.
- Experience the thrill of a world where all interactions with your fellow Hearthling carries the potentiality for grave consequence.
- OS: Linux 2.6
- Processor: x86-64 compatible CPUMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: OpenGL 3.2 capable GPU
- Storage: 150 MB available space
- OS: Linux 2.6
- Processor: 3 GHz Haswell/Zen or betterMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: GeForce GTX 1060/Radeon RX 580 or better
- Storage: 500 MB available space
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