Stonehearth is a game of exploration and survival in an epic fantasy setting. Build your town, care for your hearthlings, and defend against marauding invaders.
User reviews:
Very Positive (240 reviews) - 87% of the 240 user reviews in the last 30 days are positive.
Very Positive (3,477 reviews) - 87% of the 3,477 user reviews for this game are positive.
Release Date: Jun 3, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“A core part of our game philosophy is making you, our community, part of the development process. We believe that games are at their best when they're shared with friends. This approach began with our Kickstarter and continued throughout the early Alpha development of Stonehearth. Stonehearth has a passionate and engaged community dedicated to helping us create the best game possible. Moving to Early Access and growing our player community is the next step in our development.

Stonehearth is a sandbox/simulation game, games that typically have very open-ended gameplay. There are many directions we can take the game, and we believe that your opinions are important when fine tuning our gameplay mechanics and ultimately deciding where the game should go next. What do you think?”

Approximately how long will this game be in Early Access?

“8 to 12 months”

How is the full version planned to differ from the Early Access version?

“The full version of the game will differ in two big ways: features and content.


The full version will have the following features that are not in the Early Access version.
  • Multiplayer
  • Seasons
  • Additional Biomes
  • Mac and Linux versions


While there is a good amount of content in the game now, the full version will feature even more!
  • New monster types
  • More settler classes: The Archer, the Geomancer, the Engineer, etc.
  • New playable race: Dwarves
  • Special events like festivals
  • Epic boss battles

For more on upcoming features, visit our Development Roadmap at

What is the current state of the Early Access version?

“Today the game is playable and has many of the core features like building, farming, mining, and some initial combat scenarios.

IMPORTANT! We release new builds of the game approximately every 4 to 6 weeks. The game currently does not provide backwards save compatibility -- so saved games from one version may not work in subsequent versions.

However, if you create and save custom building templates, those should be available to use in future game versions.”

Will the game be priced differently during and after Early Access?

“No. The game price will remain the same during and after Early Access.”

How are you planning on involving the Community in your development process?

“Community involvement is at the heart of what we do! We firmly believe that we get the best results when we openly tell you guys what we are doing and give you a chance to provide your input.

Here are the community activities that we already do regularly.

  • Weekly video development updates
  • Feature polls and feedback requests posted to the development forum
  • Bi-weekly development streams. Watch us work and provide your feedback in real time. Participate and follow us at

Please let us know what you'd like to see added to Stonehearth!”
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Recent updates View all (106)

January 12

Steam Latest Updated to release 693

Hey Everyone, we've just updated Alpha 20 on our Steam latest branch.

This new update gets you:

  • Combat units express emotion while patrolling
  • Fixed UI flickering issues
  • Added interactions b/w farm animals and hearthlings
  • UI updates to character sheet
  • Fix a bug regarding adding roofs to buildings with interior walls
  • Combat safety thoughts now work properly
  • Add a better happy-patrol-walk
  • Fixed a bug w/ the logger
  • Tweak hearthling happiness to be more responsive to new thoughts

Thanks to Chris, Malley and Linda for the improvements! :D

52 comments Read more

January 10

Stonehearth Alpha 20 Arrives on Steam Latest Branch

Alpha 20: In Which We Put the Heart in Hearthlings
”Happiness is a Warm Poyo”

Welcome to the debut of Stonehearth Alpha 20 on our Steam unstable (latest) branch! This release brings a new Happiness system to Stonehearth and takes a first step into deepening the impact of hearthlings' interaction with their world and each other. It also introduces a couple of new combat mechanisms--a rising morale buff to help noncombatants oppressed by the enemy and a new option to rescue hearthlings defeated in combat, assuming you have the resources available to devote to this.

Happiness and Morale: Don’t Worry, Be Happy
With this Alpha we are laying the groundwork for a replacement to the Morale system. Morale for awhile has been a fairly simple system whose responsibility was to track three different things for the “morale” section of the daily update - hearthlings' feelings about the food they’ve eaten, about their safety, and about their sense of shelter. While serviceable, we wanted to start building a richer system for tracking hearthling happiness, one that more concretely reflects hearthlings’ feelings about the details of the world around them. The goal is to provide a framework for greater interdependence of all the varied systems in Stonehearth, so that players can have many more pathways of optimizing their town.

Some features you’ll find in this initial release:
  • Hearthlings can now experience five different moods - Forlorn, Glum, Content, Merry, and Jubilant. The mood of a hearthling will affect their ability to work in small ways, with sadder hearthlings being slower to complete tasks and happier hearthlings being faster and more focused. A hearthling's mood is visible both from their animations, the unit frame, their character sheet, and the town citizen pane. The town’s aggregate happiness can be found in the town overview and in the daily update.
  • The mood of a hearthling is a product of their "thoughts." Thoughts are a new gameplay system, visible on the character inspection window, that allows hearthlings to have and hold opinions of the world around them and what is going on with the town. Thoughts will come and go as the game progresses, with some thoughts being fleeting while others are more long lasting. A hearthling’s current happiness reflects the positive and negative thoughts they have at the moment, so check the character sheet regularly for suggestions as to how to improve the functioning of your village. Right now we’ve implemented a limited number of thoughts concerning things like settling, tiers, food, safety, beds, and spaciousness. We plan to add many more thoughts in the alphas to come as we tie each system into happiness, so expect the impact of this system to grow with time.
  • Awareness of narrow spaces! Hearthlings now maintain a constant awareness of the space around them. Being in cramped spaces for long periods of time will make them unhappy; spacious interiors make them happy, and everyone enjoys having a window beside their bed.
  • More meals! Hearthling will now eat twice a day instead of only once.As we said, this is only the very first step in a long path towards a more harmonious interaction of hearthlings and their world; stay tuned for updates to this feature as we revisit the other systems in the game. And tell us how you’d like to see this develop over time on our forum or here on the Steam message boards.

    Hearthlings to the rescue!
    Don’t you hate it when a valiant hearthling encounters a wave a enemies, and despite being overmatched, battles valiantly only to fall upon the field of battle? Yeah, we don’t like it either. This is a game about a small group of people struggling to survive--with the emphasis on survive. We want you to feel attachment to your hearthlings. That’s why we’re introducing a sparkly new rescue feature, which allows you to choose whether you'd like to assume the responsibility of rescuing that hearthling and nursing them back to health!

    • If a hearthling falls in combat, you now may click on their prone form and choose to rescue them. This causes another hearthling to go out and carry them back to camp, ideally to a bed (you’ll want to do this, if for nothing else than to see the awesome rescue animation)
    • They will slowly recover in the bed, and can recover faster with help from an herbalist

    Rising Courage! WE. ARE. HEARTHLINGS.
    Those goblins can be a real pain… and don’t even get us started on The Mountain, right? As you may know by now, in this game it is possible for a large group of hearthlings to be defeated by a single enemy, if that enemy is sufficiently threatening and powerful, and your non-combat hearthlings are cowering before their might. This makes for nasty, long, hopeless fights with ugly conclusions.

    Wouldn’t it be better if a hearthling, seeing his friends attacked, could gain the courage to run in and strike a blow for their town? With Alpha 20, hearthlings in town defense mode now gain a buff called Rising Courage, which builds their courage slowly, until they are next attacked. This should give them a chance to attack back even when they’re otherwise frightened. You are welcome to scream your own battle cry as your newly-buffed hearthlings stand up for themselves.

    Other stuff of interest
    • Lots of improved and new animations
    • Performance updates to cubemitter

    As always, please give us any and all feedback you may have on our forums at or in the forums here on Steam. Since this patch in particular has the start of some major system changes in it, we’d especially benefit from feedback on:
    • With the changes we’ve done, we’re hoping that the increased number of meals shouldn’t severely strain your food economy. That said, it is likely the food consumption of your town will be higher than it was before. We think the current tuning should be alright, but we’d really gain a lot of value from knowing how it feels across all different town sizes.
    • Thoughts will be an ever expanding system as we move forward. If any of the current thoughts are unclear, or there’s something you’d really like to see, let us know! This build only represents a small slice of what we’re hoping the system will represent over time.
    • Does it feel like about the right amount of time for a hearthling to recover after being rescued, both with and without an herbalist treating them?

    Remember, you need to opt in to the Steam unstable (latest) branch to experience this preview release. For more on how to opt in, read this:

    Thank you once again to all of you that help us test and improve our game!

59 comments Read more
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About This Game

Stonehearth is a game about exploration and survival in an epic fantasy setting. Your job is to help a small group of settlers survive and carve out a place for themselves in a hostile land. You’ll need to establish a food supply, build shelter, defend your people, and find a way to grow and expand, facing challenges at every step.

Starting from procedurally generated terrain with dynamic AI encounters, Stonehearth combines city sim and good old combat with infinite building possibilities. It’s designed to be moddable at every level, from your city to the people and creatures inhabiting the world, and will ship with the tools and documentation for you to add your own customizations to the game, and share them with friends.

Build and Grow Your City

The heart of the game is city building and management. When you're just starting out, you'll need to juggle tasks like obtaining a sustainable food supply, building shelter, and defending your fledgling settlement from raiders and other threats.

Once you've achieved a foothold in the world, it's up to you to write the destiny for your people. You have the flexibility to choose your own path in this game. Do you want to build a great conquering empire? A vibrant trade city? A spiritual monastery? We really want you to feel like this is your settlement, and give you the tools that make it look and operate exactly as you wish.

Level Up Your Settlers

All the settlers in your towns have jobs. A job is like a class in a role playing game. Each job has a specific role like hauling materials, building, crafting, and fighting. As your hearthlings work at a job they will gain experience and levels. Some jobs, when they meet certain prerequisites, can upgrade to entirely new jobs with new capabilities.

Usually, to assign someone a new job you'll also need to craft a tool for them. The Mason can craft blocks, statues, and tools from stone, but to do it he'll need a mallet and chisel crafted by the carpenter. Our goal is to have a job tree that's both very wide and very deep, so there will be plenty of different kinds of things to do in the game, but also a lot of depth to explore if you want to concentrate on any one area.

Epic Boss Fights!

As your town becomes more wealthy and prosperous, you risk attracting the attention of one of the world's Titans, epic boss monsters looking to protect their turf, or just to plunder your riches. Each boss will have a unique lore and set of abilities used to lay waste to your city. (The Titans are hanging back during Early Access... but they're coming.)

Player Driven Legacy Through Modding

We LOVE mods and want to make it as easy as possible to author and share mods.

Want to see a new kind of sword in the game? You can model it, define its stats, and then craft it in game. You can also share the design with other players so they can enjoy it too, or bring their authored content into your game.

As a modder you’ll be able to do basically anything that we as developers can do: introduce new items and monsters, write new scripted adventures, influence the AI, you name it. It goes back to that original pen and paper RPG experience, where “the game” is a collaboration between the core ruleset and the stories crafted by the gamemaster.

System Requirements

    • OS: Windows Vista/7/8/8.1 (32-bit or 64-bit)
    • Processor: Intel or AMD Dual-Core, 2.0 GHz+
    • Memory: 4 GB RAM
    • Graphics: nVidia GeForce 200 512MB, Radeon HD 3450 512MB, Intel HD 3000
    • Storage: 500 MB available space
    • Additional Notes: OS Updates: Windows 7 SP1; Windows Vista SP2
    • OS: Windows Vista/7/8/8.1 64-bit
    • Processor: Intel or AMD Quad-Core, 2.6 GHz+
    • Memory: 8 GB RAM
    • Graphics: nVidia GeForce 560 1024MB or better, AMD Radeon HD 7790 1024MB or better
    • Storage: 500 MB available space
    • Additional Notes: OS Updates: Windows 7 SP1; Windows Vista SP2
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