Living Citizens
Every villager has needs — food, warmth, shelter, sleep, health, happiness, safety — that drive their decisions hour by hour.
Every villager has needs — food, warmth, shelter, sleep, health, happiness, safety — that drive their decisions hour by hour.
Traits, passions, favorite foods, inherited skills, and lasting memories shape who your townsfolk become over a lifetime.
Build a Great Hearth, paint Quiet Zones, and craft a settlement that feels warm, lived-in, and yours.
Wool to cloth to clothing. Barley to ale. Manure to compost. Fuel that actually heats houses through the winter.
The Town Chronicle records founding moments, first deaths, milestones — your settlement's history, written as it happens.
Every resource, building, need, and map type lives in plain JSON. Drop a folder into mods/ and you're modding.
Small, sturdy, garden-loving villagers with names like Wilgo Barleyvale and Nimela Riverthwaite. They marry, raise children who inherit their parents' skills (mostly), make friends and rivals, eat their favorite meals, drink ale at the tavern, and remember the people they've lost.
Small, Medium, or Large — how size affects resources, logistics, and how far your villagers have to walk.
Default, Valley, Riverlands, or Highlands — each with distinct terrain, resources, and challenge.
Mild, Fair, or Harsh — how temperature shapes your crops, your warmth needs, and your winters.
Easy, Medium, or Hard — four multipliers governing how fast needs drain, how fast skills grow, and how hard winters bite.
The nine needs every villager carries — which are lethal, which are gated, and how to keep them satisfied.
Birth, childhood, marriage, ageing, grief — the full arc of a Hearthfolk life.
Experience tiers, skill-priority job assignment, inherited skills, and the value of a good education.
Traits, passions, favorite foods, values, and the relationships that develop between citizens over years.
Named masterworks, specialist roles, and earned nicknames — what makes a citizen worth remembering.
Crops, orchards, vineyards, seasons, and the food variety bonus. Includes the Farming Calendar.
Per-cell fertility, crop rotation, blight risk, the manure-to-compost chain, and cover crops.
Sheep, cattle, pigs, and chickens — pastures, breeding, fodder, and what each animal produces.
Wild deer, boar, and rabbits — how to hunt without depleting the forest.
Berries, herbs, and mushrooms in the forest — the forager building, wild plant seasons, and the Mark tool.
How to place buildings, the land-clearing and materials flow, roads, and tips for layout.
House types, room quality, furniture and decor, and the happiness bonuses that come from a well-furnished home.
Your settlement's anchor monument — four tiers, warmth aura, and why it matters to keep the fire lit.
Painted-area tools: Reforestation, Priority Haul, and the Quiet Zone.
How new Hearthfolk arrive, the role of the Inn, group sizes, and when to accept or decline.
Unlock buildings through the knowledge system — schools accelerate everything.
Permanent settlement-wide policies from the Town Hall's Book of Laws.
Your settlement's auto-written history — births, deaths, fires, milestones, and first buildings.
The at-a-glance 0–100 score that tells you how your town is doing across seven measures.
Hearthfolk is in active development. Follow along for screenshots, devlogs, and release news.