Hearthfall
In development

Hearthfall

A god game on a planet the size of a tabletop. Lead a tribe from its Hearth, turn their prayers into power, and reshape the land under your rivals' feet. Mind the water.

Free, runs in a desktop browser with WebGL2. Mouse and keyboard.

45campaign levels in four chapters
18spells, some taught only at Reliquaries
3rival personalities, four difficulties
2players on a LAN, versus or co-op
8days from empty folder to chapter 4

Your people are your power

A Hearth, a Shaper, a tribe

Your Shaper is mortal: a single caster who walks the world with her followers. Settlers chop wood and raise huts, and every follower who prays at the Hearth or a shrine feeds the mana you spend on spells. More people means more power, so a growing village is your whole strategy.

The world is a small curved planet that wraps at every edge, lit like a tabletop miniature: golden afternoons, evening firelight, rain and night.

The land is a weapon

Spells that move the ground

Raise a land bridge across a strait, crack a village with a quake, call a volcano out of a meadow or a rain of fire down on an army. The terrain is fully deformable, and water kills: sink the ground under your enemies and the sea does the rest.

Eighteen spells in all, from a simple bolt to wraiths, wards, whirlwinds and floods.

They will come for your Hearth

Rivals with a plan

Train Wardens, Firecallers, Chanters and Shades in a counter triangle, build towers and boats and balloons, and hold the hill shrines. The opponent tribes play aggressive, sneaky or turtle, worship across the water and raid your prayers. This clip is an unscripted AI match: nobody is steering.

Four chapters

A campaign of 45 levels

The First Fires teach the basics. The Wide Waters take you across the sea. The Far Shores bring tides and causeways. The Wild Heart turns the land itself against you: wolf dens, storms, quakes and eruptions that warn you first, and a finale around a live volcano.

Every level is checked by a bot that wins it and an idle player who loses it, so none of them is impossible or free.

And the rest

Skirmish, Forge, editor, replays

Skirmish with victory variants, a Forge phase that lets every tribe shape the map before the match, a map editor, watchable replays, photo mode, records and achievements, LAN versus and co-op (the campaign too), a painted stone interface that scales from 720p to 1440p, and a colorblind palette.

The tour

78 seconds of the current build, captured by script on a virtual clock. Pick a chapter.

    How it was made

    Built by an AI, directed by a person

    Hearthfall was written by Claude Code working on its own for days at a time. Stewart Gregerson wrote a kickoff package (design intent, a roadmap of twelve milestones, testing rules, asset budgets) and then mostly stayed out of the way: he chose between art directions, played builds and sent notes, and the agent decided everything else and logged its reasons.

    The first run went from an empty folder to all twelve milestones in about 26 hours. The game kept growing for a week after that: look passes, the campaign, LAN play, a painted interface.

    Deterministic to the bone

    The simulation uses fixed ticks, seeded randomness and an allowlist of math, enforced by a guard on every check. That makes replays exact, lets a bot prove every level winnable, and keeps two computers in lockstep over a LAN.

    Tested like a product

    668 unit tests, scenario tests, 91 level scenarios, golden replays checked in Node and in Chromium, render benches and 13 sets of screenshot baselines. An AI vision check reads the screenshots for layout problems humans would notice.

    Generated, then curated

    Gemini painted concepts, icons, interface pieces and the key art. Meshy turned the concepts into low-poly 3D models. ElevenLabs made the sound effects, voices and music. Every model is normalized in Blender and snapped to one palette.

    Data first

    Units, buildings, spells, AI personalities and all 45 levels live in validated JSON, so new content is data and mods can change the game without code.

    From first pixels to the Wild Heart

    1. The first rendered scene: a banded island with four tribe totems

      First pixels: proving the GPU renders headless, so every later change can be checked by screenshot.

    2. Six candidate art directions

      Six candidate art directions from Gemini. Crisp flat-shaded polygons won; the tilt-shift miniature came back on day two.

    3. The flat map bent into a small round planet

      A world on a torus: a wrapping map bent by a shader into a small round planet.

    4. The Shaper and five settlers at the Hearth

      People appear: the Shaper and her first settlers pathing over ridges.

    5. The first retro pixel render pass

      The first retro render pass: chunky pixels, a dithered palette and a firelit Hearth.

    6. An AI raid reaching the player's Hearth

      First raid: the aggressive AI's Wardens reach an idle player's Hearth at minute nine.

    7. Before and after the miniature look

      Look v3, the miniature: tilt-shift focus, painted water, thatched huts and lighting presets.

    8. Painted HUD concept art

      Stewart rejected a plain interface and picked this painted Gemini concept instead.

    9. The finished painted HUD at 1440p

      The same night: the Ember Grove HUD built from those painted pieces, fitted to any screen size.

    10. A night valley around a live volcano

      Chapter 4, The Wild Heart: the finale around a live volcano.

    Hearthfall key art: a village on a small round planet with a smoking volcano

    Light the Hearth

    Hearthfall is playable now and still growing. Play it in your browser, or read the code, the design docs and the full development log on GitHub.