The game

Hearthlands is a real-time strategy game in which you take a role of a king in your own medieval/fantasy realm. You can not control your subjects directly. Instead you focus on city-building, resource management, diplomacy, heroes, magic and other things a typical king deals with on a daily basis. The world of the game, maps, characters and opponents are procedurally generated.

The game is very flexible: you can create a powerful empire and rule your vassals with an iron grip, or establish a humble fishermen's village. Or build an impressive temple complex. Or found a small, bur well-defended outpost. Or be a host of a wizard's manor.

All characters, from a hauler to a hero have their own minds and behavior patterns. If you like games like The Settlers of Pharaoh you know how pleasant and interesting it is to watch people scurry about.

Implemented features

- Build a medieval city
- Keep your people happy by providing them with necessary resources
- Gather resources and build industries
- See reports and tune up your economy

Planned features

- Maintain relationships with AI rulers
- Trade with your allies
- Build an army and conquer your opponents
- Expand your kingdom by establishing colonies
- Explore the map, fight monsters, find artifacts and complete quest
- Hire powerful heroes and level them up
- Worship gods and get their blessings (or feel their wrath)
- Build mega-constructions
- Magic!

World Map

There are going to be two types of maps in the game: world map and local map. World map shows the locations of your cities in relation to your opponents. Each tile of the world map represents a separate local map which you can actually build your city on. Both types of maps are procedurally generated.

You will be able to move to a different tile and found your colony there.

The game will have a diplomacy system. Diplomacy allows you to trade with your buddies, form alliances, conquer your rivals, protect your cities from invasions etc. AI opponents are not scripted and act much like everyone else — based on their own understanding of the situation.

Local Map

Local map will not just be a place where you build your city and gather resources. There can be randomly generated encounters, such as: a goblin camp, which you need to clear out to get access to a gold deposit nearby or trade with the goblins for some unique resources, or even pay them to join your army in case of an enemy attack; a hut of a hermit, who wants you to get rid of a wolf pack; a monster lair or a graveyard, which occasionally spawns skeletons. Those are just a few examples of how local maps can be enhanced.

You may not have all of the resources needed on your local map, which encourages you to find another way of getting them by trading with other cities, demanding tribute from your rivals, asking your allies for help, or setting up a colony on a tile which has this resource in abundance.

City Building and Population

One of the important parts of the game is building a prosperous medieval city.

Houses you build attract migrants and provide your citizens with a place to live. Almost every building needs a certain amount of workers, so you need to make sure you have enough houses and population to keep up with your growing economy.

You need to supply your people with food and luxuries. If all the needs of a house are satisfied it evolves to a more advanced house, which has higher capacity, pays higher taxes, but needs even more resources to evolve further.

There are 7 types of food (apples, turnips, fish, eggs, cheese, wurst and bread) each having its own nutrition value and 3 types of luxury resources (cider, furniture and pillows). Yes, pillow is a luxury resource.

Most advanced houses may also require certain appeal value for the area they are built in. While parks, statues and fountains increase the appeal, production buildings decrease it greatly. No one wants to live near sawmill or pigstry.


The game has a lot of resource types and this number will only increase.

Most of the resources can be spent on different needs. For example, grain can be turned into flour, and then into bread (food), or you can feed it to chickens to get eggs (also food) and feathers. Feathers can then be turned into pillows (luxury) or arrows (military).

Other Things

The game will have several types of units which you can build your army of. Military part of the game is strongly dependant on the economy: you will need a supply of iron, wood, leather, and other resources to equip your soldiers with weapons and armor.

You will be able to attract heroes, powerful individuals, at your service by complying with their demands. This may include building a special house (for example, Wizard's Tower for a wizard type hero), achieving certain condition with your city, maintain a certain amount of resources, complete a quest etc. Heroes gain XP, level up and have their own inventory. Heroes can be used not only as warriors: for example, dwarven hero can also work in the mine.

Magic and religion is something we're definitely going to add to the game, though we aren't sure how exactly and if those two are going to combine.

The Developers

Sergey "Sergio" Pershakov (29) and Alexey "Simon" Lyukshin (36) are co-founders of Artefact Games, a small indie mobile games developer company. We started working together in 2010 and created several Java/iOS/Android/Bada/Blackberry games including Disney's Duck Tales (was only available in Russia) and Pocket Martians. Making games for PC always was our ultimate goal, though.

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High-tier houses (0.0.1) Tax and Employment (0.0.1) Husbandry (0.0.1)
Blog RSS Feed Report abuse Latest News: Status update September 12, 2014

1 comment by Hearthlands on Sep 12th, 2014

This week we continued work on squads, did more improvements (some of which were suggested by the community) and started to work on combat system. Here's what we've done in detail:

- Bridges!

Wooden bridge

- Roadblocks have returned and still prevent peddlers and tax collectors from passing through. Unlike Zeus, roadblocks are useful only if you need to separate one housing area from another (if peddlers in those areas have different settings), otherwise you don't need to micromanage them.


- Abandoned hosing plots now wait three months before new migrants arrive.

- Pathfinding has been optimized a little bit more.

- Building radius is now a circle (expect scarecrows); and you can see the radius while building window is opened. Also, they have been tuned up a bit (for example, woodcutter's radius has been increased, while grower's radius has been decreased).

Building radius
Click to enlarge

- You can now see how much stone you have while building something that needs stone.


- You can now take screenshots by pressing F2. Screenshots are being saved to screenshots folder in game directory.

- Squads panel has been added. Much like the stocks panel you can leave it opened all the time, and in case of emergency select all your squads with a couple of clicks.

Squads panel
Click to enlarge

- "Send home" button added, which sends all selected squads home.

Send home

- Units now require coins. Certain amount is paid when you train a unit, and 10% of that is paid every month as upkeep.

Training cost

- You can now click units to see their stats.

Unit stats

- Graveyards! Not quite finished yet, but it is the last big task before the next update.


As always we would like to get as much feedback as possible, so please comment and send your thoughts to If you become our watcher on Indie DB, that also helps a lot! Don't forget to subscribe to one of our social network pages or YouTube channel. If you want to support the development — you can just purchase the game.

And, please, do vote for us on Steam Greenlight!

Thank you,
Sergio and Simon

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Post comment Comments  (0 - 10 of 13)
Strand Sep 12 2014, 2:14pm says:

How is it that a game this early in development is already more enjoyable than Towns, Gnomoria and virtually every other medieval/fantasy city-builder I've bought in the last several years?

Looking forward to future improvements!

+2 votes     reply to comment
Hearthlands Sep 12 2014, 2:25pm replied:

Thank you, Strand! You've just made my day. We'll try not to disappoint!

+1 vote     reply to comment
jordydragon Sep 12 2014, 3:39pm replied:

strand is right, this game is cheaper then most games with this genre out there and it's just better then those expensive games! 15 dollar or euro is nothing for a game like this! i hope that you guys will never abandon this project!

P.S. where can i update the game?

+1 vote     reply to comment
Hearthlands Sep 14 2014, 12:19pm replied:

Thanks, jordydragon! It's actually 10 bucks, so it's even cheaper:)

We plan to release the update in the next couple of weeks.

+1 vote     reply to comment
jordydragon Sep 14 2014, 12:46pm replied:

Alright, thanks for the response!

+1 vote     reply to comment
ivanhl Aug 23 2014, 7:45am says:

Aqui subo gameplay, para quien le pueda interesar:

+1 vote     reply to comment
XenonFORT Aug 22 2014, 5:01pm says:

Just found it thanks to groupees and got it :P.

Anyway, I would humbly ask the devs what are the main differences from this game and banished, apart for the obvious graphic design.

Thanks in advance and good luck, it's always nice to see a constantly updated game :).

+1 vote     reply to comment
Hearthlands Aug 26 2014, 5:18am replied:

I don't follow Banished development, but when I saw it last time it had no military/heroes/magic/monsters/diplomacy and stuff.

To be fair, we don't have that too (yet), but the world map, trade and basics of combat will be introduced in the next update.

+1 vote     reply to comment
Christonian Aug 9 2014, 3:50pm says:

come see my indie showcase of a great game

+1 vote     reply to comment
SniperCharlie Jul 19 2014, 8:26am says:

Just found this one^^

+1 vote     reply to comment
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