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.
Recent Reviews:
Very Positive (81) - 88% of the 81 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (3,659) - 85% of the 3,659 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?

“We commit to finishing this game--making a deep, satisfying, end-to-end townbuilding experience. However, we're much more interested in making this game well, than making it by a given deadline. Instead of estimating a final release date for this game, we instead commit to regular, working Alpha releases and news updates, so you can measure our progress for yourself.”

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. We release new builds of the game approximately every 4 to 6 weeks.”

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 (172)

September 19

Stonhearth Desktop Tuesday: Exploration Prototype 1

As you may remember from previous weeks, I’ve mentioned that Designer Richard is on a long quest to address high-level game design questions that are so fundamental to gameplay that their solutions that they have the power to dramatically change Stonehearth’s core interaction model. Since it would be irresponsible to radically alter Stonehearth without first checking if the alteration is any good, Richard is working through these questions via fast, developer prototypes. The first of these prototypes, which I’m super excited to share with you today, is about exploration:

Special shout out to Bruno Supremo, Froggy, Repeatpan, and Vargbane for the biome mods used in the prototype shown above!
6 comments Read more

September 14

A22.5 Hits Steam Stable!

Important Note: Stonehearth can trigger a false positive with Symantec and Avast antivirus programs, especially early in a release cycle when it has not been widely circulated to many players yet. Stonehearth does NOT contain any malware, and you may have to create an exception for stonehearth.exe in order to run the game.

Alpha 22 & 22.5: Conversation Piece++
You talking to me?

Welcome to Stonehearth Alpha 22 and Alpha 22.5! These releases focused on the full introduction of Conversations, a feature which builds on the Happiness and Trait systems launched in previous Alphas, the combination of which deepens the impact of hearthlings' interaction with their world and each other (and with you!).

A bit of background: As we’ve been emphasizing for a while now, we believe that Stonehearth is, at its core, a game about people -- that is to say, your intrepid band of hearthlings and their struggles and triumphs as they seek to survive and thrive in an unfamiliar environment. So we want to bring features to the game that further engages you in their lives, bringing them to life as individuals and as a community, and that reflects their development as your settlement grows.

Out of the mouths of hearthlings
While Stonehearth has had hearthling conversations for a couple of alphas already, they have until now been idles that contribute only slightly to your sense of the hearthlings as people (while also serving as a tech demo showing two entities with AI interacting outside the combat system). We knew, though, that we had to go deeper. In Alpha 22, our first step was to define the goals of conversations: how will they make the game better? We decided that conversations should further accomplish our gameplay mission of inviting you to engage with hearthlings as individuals. This means we want the conversation system to perform the following three functions:
  • Commemorate things that have happened in the game. If your hearthlings have recently encountered goblins, the game should change to reflect this, for example, by having your hearthlings talk about it.
  • Highlight hearthlings as individuals. for example, by giving them opinions about stuff that has happened to them; liking the cornbread they’ve just eaten, or not liking the goblins they just encountered. Over time, hearthling experiences would cause them to accrue different likes and dislikes from each other.
  • Establish conversations to create new systems that can be tied to the larger game: for example, by integrating conversations into the traits and thoughts systems.
You can read more about the process of developing the Conversation feature in these Desktop Tuesdays:
Part One:
Part Two:
Part Three:
Part Four:
Part Five:

Show and tell
So how do these conversations appear? You’ll see now that one hearthling may approach another to initiate a discussion. The topic of that discussion will appear as an icon above the hearthling’s head. The possible subjects for a chat are many and varied:
  • Concepts such as darkness, death, town status, and even those mysterious cultists (what are they up to, anyway?)
  • Actions such as mining, building, etc
  • Items such as food and crops
  • Animals -- free-range critters, but also the domesticated ones
  • Monsters because who wouldn’t talk about monsters?
Once a conversation is begun, you’ll see a back-and-forth between participants, reflected in the changing icons. Ultimately, hearthlings will have emotional responses and reactions to the discussion, which can range from positive (agreement! happy!) to neutral (whatever.) to negative (sadness or anger).

Your hearthlings’ awareness of topics grows as they do more things, and their opinions on those topics grow and change as events occur to them and as others talk to them. Their opinions on topics do not yet affect gameplay (for example, does not currently change their stats) -- but that certainly is a possible future development path.

What do you think? Talk to us! (We go meta: conversation about conversation.) This initial release of the Conversation feature is by no means complete (in subjects, responses, and ultimate impact on the hearthling and the settlement) -- we’d like to hear your thoughts about the feature and how you see it affecting how you play the game.

When all is said and done
It is worth noting that Alpha 22 is an even purer version of a pattern we’ve introduced over the last few releases, in which the whole team -- artists, animators, engineers, designers -- worked collaboratively on a single primary feature. This is a departure from our past approach, where individuals would work separately on different features and then we’d throw them all together for the release. While this did result in more individual features appearing in a given release, we have come to realize that it’s not the best long-term approach for us to take in planning and developing the game.

The isolated, siloed approach meant that we did not always take into account how a given feature might impact future development on related features (perhaps forcing us to redesign or rewrite things). Working collaboratively now on more complex, deeper foundational features gives us deeper individual features and is something of a “go slower now to go faster later” approach… something that will create a strong infrastructure for the game we want to bring you.

That does not mean, however, that this Alpha is limited only to Conversations!

Dramatic improvements to water’s infrastructure
Digging moats? Making ornamental ponds in your town? Plotting to flood out the goblins? Sick of all the CPU-intensive errors that appear whenever you mess with water in Stonehearth? Albert has your back! For the last few months, he’s been reworking water’s basic infrastructure, dramatically improving correctness and performance. He’s also added evaporation of water puddles, so that an excavation error won’t make your town soggy forever. Waterfall rendering has also been improved and appears more integrated with the water source. Please help us test this out by getting very creative with water in your settlements. (Note: Old save games will load, but any previous water flows will be frozen in time.)

Pets die less
Are you tired of having your pets run into the middle of combat and die, leaving their owners bereft? Pets now automatically return to town if they find themselves too far away. During town alert mode, they run to the banner, like your hearthlings, or to the foot of their owner’s bed, if they have an owner who has been assigned a bed. As a happy extension of these behaviors, they will also sleep at the foot of their owner’s beds, chase their owners around, and seek out their owners when they’re feeling lonely.

A few new traits
We’ve added a few new traits: Stoic (takes more to make this hearthling sad or happy), Gourmand (happy with fancy food, unhappy with awful food), and Goat (happy with any kind of food, grosses out friends)

Hotkey goodness
You can now bind hotkeys from an in-game UI accessible through settings. We also added a bunch of new hotkeys: like Move/Place item as "Y", Undeploy Item as "U". The 4 Combat buttons, all Build Menu keys, and the button to open the notification popup are now offered as shortcut keys, but are unbound by default. If you’ve been wanting these, check out settings to bind them to something that works for you and your keyboard. Finally we added the ability to right click on most selection menus to instantly do the desired activity - e.g. you can now instantly buy/sell from crafter menus by right mouse button clicking; you can instantly queue a single object to be crafted, or maintain a single item by holding Ctrl and right clicking; and you can cancel an order by right clicking

Engine improvements
As part of developing this feature, we actually spent a great deal of time with Stonehearth’s engine.
  • Tony (yes, he’s still working on the game!), Angelo, and Max (our newest engineering heavyweight) isolated the renderer into its own abstraction layer, dramatically simplifying its impact on the codebase and making it easier to understand and use from an engineering standpoint. The game should run as it did before, so it's relevant primarily because it might cause bugs. let us know if you see visual glitches that didn't used to be there… But overall, this is a significant leap forward in how the engine functions in the game.
  • Justin created a new interaction service that allows you to get data out of the AI system without having to touch AI files. This is not only useful for getting subjects out of AI actions for conversations, it will be useful in Future Stonehearth for any system, internal or modded, that needs to know what hearthlings have been doing and build on that knowledge.
  • Max wrote a basic animation blending system that begins to clear up the "popping" that can happen as we switch from one animation to another.

And a few more things:
  • Added "Saved from Mortal Wounds" thought that is added when a hearthling wakes up after being rescued, to better celebrate this huge event
  • Added callous trait interactions with town pets (there is no honey badger in Stonehearth -- but if there were, he’d be callous)
  • Added a Reload UI button to UI error dialogs
  • Added small camera adjustments on zoom distance and angle that somewhat reduce, but don't eliminate, occasions of ground/camera crashing.
  • Updated the character sheet morale page to show the numerical values of thoughts, mood thresholds, and current happiness of a Hearthling.

As always, please give us any and all feedback you may have on our forums at or on Steam. Let’s have a conversation about Conversations.Thank you once again to all of you that help us test and improve our game! We appreciate it more than you can imagine.
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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 7/8/8.1/10 (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
    • OS: Windows 7/8/8.1/10 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
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