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Devlog #2· Built 27 Oct· 12 changes

It got a painted look and its own sound

Hello again! Devlog #2 is 27 October, the day Hearthroad stopped looking like a prototype. It got a painted front door, a score of its own, a sound for every trade, and the first systems a kingdom stands on: research, taxes and one shared stock. Everything below was filmed in the game as it was that night.

A front door

The game now opens on a painted valley. New realm asks for your realm's name and the colours of its banner, then sets out the charter you start with: six souls, 150 bronze and five plots of land. Press Light the first hearth, and a loading curtain with a porter walking across it takes you to your hamlet. A pause menu and the settings came the same day.

New realm: the banner tried in Russet, then in Woad, and the first hearth lit.
The title screen's painted valley behind the New realm dialog: a blue Woad banner, the realm's name, the charter of 6 souls, 150 bronze and 5 plots, and Light the first hearth.
Every empire starts somewhere: the realm's name, its banner, and the charter it starts with.

Every trade sounds like its work

Turn the sound on for this one. Under the countryside plays a score of our own. Each building is heard at its work when you choose it: the mill, the saw, the farm, the clink of coin as homes pay their taxes. Even building has its small story, the click on the card, the coin paid, the knock of wood and the hammers while it goes up, and a chime when it stands. Every loop is seamless, so a long session never hears a seam.

Sound on. A Woodcutter's Hut chosen from the build bar and set on a forest, then the Windmill, the Sawmill and the Farm, each with its own sound.

A build bar by trade

Buildings now come from a build bar sorted by trade: Extraction, Food, Processing, Housing, Commerce, Civic and Logistics, with a card for every building and its price. Buildings also got classes, and each class waits for a level of the Hall before it can rise.

Ashford in painted cards at 4× speed, carts on the roads between the farm, windmill, bakery, warehouse and Village Hall, the build bar's seven categories along the bottom.
Ashford that night, with the seven trades of the build bar along the bottom.

A research tree

Knowledge now has a book of its own. The research tree runs from the Old Stone Age to the Late Middle Ages, and it is studied at the University, which you build like any other building.

The Book of Knowledge open on the Village Era: rows of techs from Milling to Writing, Roads being researched, and a side panel offering to build a University.
The Book of Knowledge on the Village Era, from Milling to Writing, with Roads under way.

Taxes from fed homes

Homes pay their taxes when they are fed, and a Market Place feeds the homes within its reach. A home out of reach says so plainly: No market in reach. Where you put a market now decides who pays. The same day, the realm's goods went into one stock that the whole realm shares.

Close up on Ashford's centre: Huts marked Fed by the Market Place pay coin each minute, while a Hut out of reach reads No market in reach.
Huts fed by the Market Place pay coin each minute; the one out of reach reads No market in reach.

And the rest of the day

The land became seamless, with no lines between plots. Roads run both ways and find their way around buildings, and the Hall can lay road works. Problems now say what they are, roads give tips, WASD pans and Q and E zoom, and zooming is smoother. Every change is in the patch notes below.

Ashford at the end of the day, carts on its roads.

What's next

Devlog #3 is 28 October: rivers and lakes come to the map, and the Hearth becomes a small market. It's out tomorrow. The game isn't open to play yet: leave your email on the home page and we'll write when it is.

Patch notes · 27 October 2026

12 changes
  • The painted look and the music: a title backdrop, the great works, category icons, recorded and composed sound with seamless loops.
  • A front door: the title screen, a loading curtain, a pause menu and settings.
  • A research tree from the Old Stone Age to the Late Middle Ages, and the University.
  • Taxes come from fed homes, market places serve the homes in reach, and the realm shares one stock.
  • Buildings have classes and need a level of the Hall to rise.
  • A build bar by category, with build cards.
  • The land is seamless, with no lines between plots.
  • Land resets for each tier, and great works for the late game.
  • Two-way roads, the Hall's road works, and roads that route around buildings.
  • Problems you can read, road tips, sound and effects; WASD pans and Q/E zoom.
  • Raids and the Barracks wait for later.
  • Zooming in and out is smoother.

Behind the scenes: The documents follow the work.