A village of working heroes

Heroes Have Jobs

The guild went broke. The dragon has the gold. The heroes need jobs, and you need a village. Put them to work, arm them well, and send them across the sea.

Lore

Once, heroes were paid in gold and glory.

Heroes share a toast in the hall as a dragon flies toward a distant peak

I

Once, heroes were paid in gold and glory. Then the dragon came.

Hearthvale at golden hour: shops, mill, mine, castle on the hill

The village

Hearthvale

You are the mayor. The heroes are your people. Shops glow when someone is working, the Castle keeps the roster, the gate opens onto the map, and the Town Hall taxes everyone, as is tradition.

Town first

A working village, not a waiting room.

Power comes from the weapon, speed from the tool. The Town Hall decides how good the gear can be; the dungeons decide whether you deserve it.

Town Hall study with maps, candles, and banners
Town Hall · paperwork, taxes, a very important chair
Forge with a lit hearth, anvil, and hanging swords
Forge · hot metal, loud opinions
Warm inn with a fire, long tables, and barrels
Inn · you all meet here
Alchemy lab with a green cauldron and potion shelves
Alchemy Lab · perfectly safe, mostly
Jeweler shop with rings under glass and gem jars
Jeweler's · small stones, big prices
Mine interior
Mine · dig, haul, repeat, mind your head
Carpenter workshop
Carpenter · measure twice, cut once, blame the wood
Lumber mill with a water wheel and stacked timber
Lumber Mill · trees go in, logs come out

How to play

Plan the village. Time does the rest.

Play in short visits or leave it running in a corner of the screen. The clock keeps moving after you close the game, which is more than the heroes can say.

  1. 01

    Hire the travelers

    They wander into the Inn on their own clock, each with a class, a profession and one to four traits. Legendary ones are rare, and they know it.

  2. 02

    Put them to work

    Miners feed the Forge, farmers feed everyone, the carpenter makes every tool. Nobody asked the knight whether he wanted to mine.

  3. 03

    Gear them up

    A weapon for the road, a tool for the bench. Bind up to three rings (more power) or amulets (faster work) for good. There is no XP. There is shopping.

  4. 04

    Send a party of four

    Four idle heroes, rations, gold and one potion. Every dungeon rolls its own conditions: some classes are welcome, some are a liability.

  5. 05

    Read the report

    You don't play the fight. Power meets power, luck leans a little, and the story comes home: triumph, hard win, pyrrhic scrape, a brisk retreat, or a wipe. The wounded go to the Infirmary.

  6. 06

    Raise the town, then cross the sea

    Reputation and gold raise the Town Hall, and with it the gear the shops can make. Then the sea: Stormwatch Lighthouse, the Isle of Bones, and the Obsidian Citadel, where the dragon sits on the guild's money.

Nine classes

A knight may be your best miner.

Class picks the weapon, and which dungeon conditions love or hate them. Profession picks the shop. A knight who mines is not a mistake. It's staffing.

  • Knight

    Knight

    Sword

    Polishes the armor, then the floor. Solves most problems with a sword.

  • Paladin

    Paladin

    Mace

    Righteous, punctual, and very persuasive with a mace.

  • Warrior

    Warrior

    Spear

    Believes every problem has a spear-shaped answer.

  • Archer

    Archer

    Bow

    Prefers enemies at a polite distance. A very polite distance.

  • Ranger

    Ranger

    Axe

    Lives in the woods by choice. Brings an axe to discussions.

  • Rogue

    Rogue

    Dagger

    Quick, quiet, and somehow your purse feels lighter.

  • Mage

    Mage

    Staff

    Reads books about fire. Occasionally the books catch it.

  • Cleric

    Cleric

    Tome

    Mends your wounds and judges your choices, in that order.

  • Druid

    Druid

    Totem

    Talks to trees. The trees are on her side.

Traits

Nobody is perfect. Some are lazy.

Every traveler arrives with one to four traits, about forty in all. Some change how a hero fares on the road, some how fast they work, and none of them can be trained away. Rarity is separate: a legendary hero hits harder, not faster.

  • On the road

    Brave

    Never runs from death's door.

  • On the road

    Coward

    Runs from it first. Usually with your loot.

  • At the bench

    Talented

    +15% at the bench. Annoyingly modest about it.

  • At the bench

    Lazy

    −8% at the bench, +100% at lunch.

  • At the bench

    Thief

    −15% at the bench. Count the spoons.

  • On the road

    Lucky

    Gear turns up a little more often.

  • On the road

    Greedy

    More loot, more risk, no regrets.

  • On the road

    Slippery

    When the party runs, keeps a share of the loot.

  • On the road

    Hotheaded

    Too proud to run. Pays for it.

  • On the road

    Survivor

    Wounds don't become graves as often.

  • At the bench

    Hardworking

    +8% at the bench. Shows up early, leaves late.

  • On the road

    Unlucky

    Loot slips away; bad breaks stack.

Nine professions

The other life of a hero.

Gather

  • Miner Pickaxe · Mine · ore
  • Lumberjack Hatchet · Lumber Mill · wood
  • Farmer Scythe · Farmstead · rations
  • Herbalist Sickle · Herb Garden · herbs
  • Prospector Pan · Gem Quarry · gems

Craft

  • Blacksmith Hammer · Forge · every weapon
  • Carpenter Saw · Workshop · every tool
  • Jeweler Needle · rings and amulets
  • Alchemist Alembic · five brews
  • Healing · out of bed at once
  • Strength · +10% party power
  • Warding · ignore the dungeon's penalties
  • Fortune · rarer loot
  • Swiftness · home 40% sooner

The map

Fog does not hide the island. Distance does.

Valley, forest, hills, marsh, coast, snow, volcano and a dark sea. Parties walk the painted roads while you watch a timer, not the blades. Harder runs pay in rarer gear; the dragon pays in bragging rights.

Painted island map with Hearthvale at the center, a volcano, snow peaks, and a purple sea isle
  • Stormwatch
  • Isle of Bones
  • Obsidian Citadel

What sets it apart

Town before the fight. Work before glory.

  • Heroes have jobs

    Class is the weapon. Profession is the shop. A mage who farms and a knight who smiths are both correct, and both a little embarrassed.

  • The clock is real

    Shops, travelers, the Infirmary and expeditions run on wall time. Close the game; the village does not wait, and neither does the tax collector.

  • You plan. They fight.

    No dungeon crawl, no battle screen. Outfit the four, pick the dungeon, and read what happened when they come home.

  • No levels. No XP.

    Power is weapon, bound rings, traits and rarity. Work speed is tool, amulets and traits. Nobody grinds.

  • Death is permanent

    The graveyard remembers them. Their weapons come home; their bound jewels do not. Send them when they're ready, not when you're bored.

  • AFK or at the desk

    Leave a party on the road and the shops humming, or stay and craft, sell, bind and plan. Both ways feed the same town.

The Ashen Dragon lies still on the peak. Nine heroes stand below in the dawn.

The aim

The long night ends

The Ashen Dragon took the Obsidian Citadel, the sea lanes, and every coin the Adventurers’ Guild ever had. Take it all back. Dawn returns to Hearthvale, and so, eventually, does the guild’s money.

Desktop

Take the village home.

A single-player Unity game.
Start a new Hearthvale, or name the town yourself.

Free. Unzip and play, no installer. Not signed yet: on a Mac, right-click and choose Open the first time; on Windows, More info > Run anyway.

Platforms

Where the village lives.

More stores once the heroes can afford the fees.