A narrative game about an old mountain farm in Upper Carinthia, with a real farm calculation underneath: real weather, hay, cellar and a village full of people. You come from the city and learn from the neighbors how to live off it. For now, the Lagerhaus co-op store in the valley is still open.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“The first five years are finished and stand on their own. Before the hard years come, when the market closes and only what the farm produces itself counts, I want to know how players experience years 1 to 5: where it's too easy, where too hard, where you don't know what to do.”

Approximately how long will this game be in Early Access?

“About a year. Years 6 to 25 are built and are being tested thoroughly right now. They will come as one big update.”

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

“The full version tells twenty-five years. Ten of them you play week by week yourself, as now. In between are jump years that pass as a chronicle and ask for one or two decisions, and from the sixteenth year on story years, where the story moves on in bigger steps. From year 6 on, what you could buy so far starts to disappear: electricity, seed, spare parts, and at some point the Lagerhaus closes. What you learned, built and put by then decides whether the farm can carry you. At the end there is a handover.”

What is the current state of the Early Access version?

“Years 1 to 5 are fully playable, every week planned by you, with four crossroads, more than twenty building projects, the village year with its festivals and an ending of its own after year 5.”

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

“Yes. The price will go up for the full version. Everyone who buys in Early Access gets all updates at no extra cost.”

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

“Through the Steam discussion forum and the optional survey in the game (Esc → Give feedback). I read the feedback myself, and it goes into every update.”
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About This Game

A farm nobody wanted anymore

Two, three or four of you come from the city and buy an old farm in Upper Carinthia, in the Austrian Alps. The roof holds, the barn stands, the soil is good. What's missing is everything people used to know. Down the road lives Hias. He's old, he has time, and he finds you funny.

What kind of game this is

Homestead – Old Ways is a narrative game. You read a lot: scenes, conversations, the diary, the chronicle. Underneath, the farm keeps count day by day of what you plant, harvest, store and eat, and what of it spoils. You don't walk around the farm and you don't build anything brick by brick. You plan the week, make decisions and see what comes of them.

Learning before it counts

For now the Lagerhaus co-op store is full and the bank account is fine. If you like, you can buy the hay you didn't make. But every month there's a new notice on the board at the Lagerhaus, and in the village people talk more quietly than they used to. What you learn, what you build and who you get on with will count later.

The year on the farm

  • Plan the week — who goes to the fields, who to the forest, who to the animals. Or "How Hias would do it", and only step in when something happens. His plan will do, but it isn't the best one.
  • Read the weather — real daily weather data from the Klagenfurt weather station. On haymaking days you decide by the signs in the sky whether to mow. If it rains on the cut grass, part of the hay is ruined.
  • Build what lasts — henhouse, bee house, earth cellar, bread oven, smokehouse: more than twenty projects you can see on the farm once they're finished.
  • Cellar and winter — preserve, dry, pickle or sell. In the fall you work out whether the hay will last until Candlemas. What stays in the cellar too long spoils.

A village with a life of its own

Mass on Sunday and then a beer at the inn, where the regulars' table settles who helps whom with the mowing. Raising the maypole, the church fair, the singers' masked ball, the drive down from the alp. The neighbors grow older, marry, have children and die. Whoever belongs gets help. Whoever only buys stays "the ones from up the hill".

One path closes

From the second year on, every year has a crossroads: the neighborhood or the farmers' market, bees or cheese, the stranger at the Graben or the wall with the old farmer, the orchard or the timber. There's time for one path, and the other is closed for good. You don't decide with a button but with the hours you put in.

Why did that happen?

Every loss tells you its cause: how many wet days, how many frosty nights, how much hay was missing. There is chance, as on any farm: weather, illness, a fox. But nothing happens without a reason you can look up. What the neighbors teach you ends up in your notebook and opens up a better choice later.

Early Access: the first five years

Years 1 to 5 are finished, every week planned by you, with an ending of their own. The full version spans twenty-five years. Ten of them you play week by week yourself. The others pass as jump years, month by month in a chronicle, with one or two decisions, and from the sixteenth year on as story years, where the story moves on in bigger steps.

Good to know

  • Lots of text, little rush. You plan the work on a week sheet, a table of people and tasks. There's no walking around, no building with the mouse and no quick reactions.
  • English and German. Names, places and festivals stay Carinthian and are explained when they first appear.
  • Three difficulty levels. On "Easy" there's time for the village and the story. From "Realistic" on you can starve, most easily with two of you.
  • A calm path for anyone who finds the calendar too much: Hias plans the weeks until something happens.
  • Watercolor-style pictures for every season, old Ländler recordings from 1908 to 1917 and the sounds of the farm.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

The images (places, characters, objects) were created with the image model FLUX.1 Krea and the short transition films with Wan 2.2, then selected, edited and integrated by hand. The texts, dialogue, rules and the English translation were written with the help of AI language models and specified, checked and revised by the developer; the village, characters and names come from the developer. Nothing is generated by AI while the game is running.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10, 64-bit
    • Processor: Dual core, 2 GHz
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3 or DirectX 11, 1 GB
    • DirectX: Version 11
    • Storage: 1 GB available space
    • Additional Notes: Screen 1280 x 720 or larger.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11, 64-bit
    • Processor: Quad core
    • Memory: 8 GB RAM
    • Graphics: Dedicated graphics card
    • DirectX: Version 11
    • Storage: 1 GB available space
    • Additional Notes: 1920 x 1080