Our goal is to make Hardland one of the great open world action adventure RPGs. We would be thrilled to have you join us on this journey to find out what the land ruled by the dying Elder King is truly like.
User reviews:
Very Positive (10 reviews) - 90% of the 10 user reviews in the last 30 days are positive.
Very Positive (250 reviews) - 84% of the 250 user reviews for this game are positive.
Release Date: Oct 23, 2014

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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?

“We simply want to make sure players like where the game is heading. We have developed projects both behind closed doors and opened up development to players before, and in open development we can make an update, publish it, and see what people enjoy about it and what they don't. We can take that knowledge and use it in the next update.

A large part of game development is solving a series of smaller problems under the hood. Early Access is our way of making sure we don't lose sight of the big picture in the middle of it all.”

Approximately how long will this game be in Early Access?

“We plan to move out of Early Access and release the full version in 2016.”

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

“The full version will have more quests and locations. While the gameplay systems will be expanded and polished.”

What is the current state of the Early Access version?

“The main adventure is 80% complete and features lots of characters and creatures, quests, melee & ranged combat, mask & faction system, items, inventory system and 4 procedurally generated continents.

We also have full modding capabilities built right into the game. We expose the same tools for modding that we use for development.”

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

“Yes. What we ask in Early Access is considerably less than what you would expect to pay for a full game. We want the price to reflect the completeness of the game, and this means you should get the game for less if you get on board early on. We feel this is also fair to the early adopters should the game, for some reason, not receive the support needed to be completed. As we update the game with more features and polish things more, we will gradually increase the price to reflect its state.”

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

“We go through all feedback that we can find, be it on forums, YouTube, or email, and look for what people like or don't like about each update. We then use what we find to help direct the development of the next update and repeat until the we have a game that both we and the players are more or less unanimous about.”
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Recent updates View all (29)

October 25

RELEASE 21 info!

It's been awhile since the last update, here's information of what's coming next:

  • New ranged weapon aiming mechanics. Holding the left trigger (right-click on a mouse) moves the camera to the over the shoulder aiming view.

  • Blunderbusses, Pistols and Crossbows have their own unique carrying and aiming animations. Even though the ranged weapons are powerful they're balanced by limited ammo.

  • AI villagers and guards behave in a more fun way to surrounding player inflicted mayhem. The first strike won't make them attack you, though they will warn you to not do it again. Then if you strike them again they'll attack you or flee and call for help.

  • Road generation has received much more attention.
  • NPC's have an easier time walking on the roads as they're not too steep anymore - which makes a few important quests possible to complete. Here's some making of shots from along the road:

  • Support for Minigore 2 (our dual-stick shooter game) style enemy spawners. The system checks with bounding boxes if there's enough room to spawn characters in a specific spot, surprisingly hard problem to solve with a good performance in a procedurally generated 3d game.

  • Falling from heights can damage or kill the player or NPC's. Though it is rumored that a soft landing with a chicken is possible... Though I wouldn't try it, NOPE, never!

  • Day and night cycle improved further. [check the GIF at top]

  • Long distance terrain shadows. In practise that means the terrain shadows will be visible at 2000 meters compared to the earlier 120 meters with Ultra Settings.
    Maybe it's better to show this one with an image comparison as well:

  • Temporal Anti-Aliasing, Godrays and Bloom have been largely redone.
  • Also plenty of location and gameplay polish.

It shouldn't take too many days until the update is ready to roll!

28 comments Read more

June 20

Hardland Release 20 is available now!


  • Up to 40% faster generation time thanks to multi-threading via OpenMP.

    Everything looks nicer and actually uses less memory. The effect is most apparent on normal maps. Especially on metal surfaces as demonstrated here:

    Smooth surfaces like skin also look better:

    That would be 2148 textures in total which have received an upgrade.
    We're using an awesome lib called Crunch to do the texture compression.

  • More robust animation blending system.
  • First strike on an unexpecting character will stagger them giving the player an advantage in combat.

  • Unique staggering animations for:
    - Ghouls
    - Merchants
    - Elder Guardians

  • Unique walking and shooting animations for Rotten Merchant.
  • Reliable water traversal effects for player and NPC's.
  • Slower heavy weapon strike for player.
  • Added spears to the random generator.
  • Ice sliding gameplay:

  • Moon in the sky during night. (it would be nice if it followed a circular trajectory)

  • Low and medium settings performance should be much better.
  • Fixed a bug where seeing a large number particles at once
    would always crash the game.
  • Fixed a bug where large chunks of terrain were
    sometimes missing.
  • Fixed some sound bugs.
  • Secret landmark...

Even though Hardland model normals are quite precise there's other kinds of visual artifacts which can and will happen. One of them is this precision issue with shadow maps:

It happens because the shadows start casting too near to the surface.
The opposite of shadow acne is peter panning where shadows start casting too far away from the surface.

Here's a demonstration:

Just remember that good depth bias settings are between Peter and Acne :)

Best Regards,

30 comments Read more
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About This Game

We want to make Hardland one of the great open world action adventure RPGs. We would be thrilled to have you join us on this journey to find out what the land ruled by the dying Elder King is truly like. We estimate to be able to release the finished game in 2016.

Hardland is a world full of interesting characters, creatures, quests, and mysterious places. We will not dictate how you should play this game. We merely set the stage and let you make your own decisions.

Current Features

  • Large sandbox: 4 random generated continents with hand crafted landmarks
  • Fight enemies, loot treasure, talk to characters and complete quests
  • Distinctive visual style inspired by animated films
  • 12 masks you can use to disguise yourself
  • Random generated dungeons
  • Extensive modding support
  • Temporary sound effects and music
  • Physics powered by NVIDIA PhysX

The Community

The community has already shaped the direction of the game and will continue to do so.
To this day the Early Access version has received 18 major updates which have added more features and content.

About Us

Mountain Sheep is best known for the iOS games Minigore, Bike Baron, and Death Rally. Hardland is the game we have been wanting to make for a long time and we are now focusing all of our resources, and our loving care, to making this game a reality.

System Requirements

    • OS: Windows 7 (32-bit)
    • Processor: Intel i3 @ 2.2 GHz or better
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 650 2GB or AMD HD 7770 2GB
    • DirectX: Version 11
    • Storage: 10 GB available space
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