
Hearth and Hamlet Guide
Campfire to capital — ratios, unlock chains and trade margins, all in tables.
⏱ How long to beat
🏆 Main story ~20h·💯 100% Endless
~20h of active play to city-tier milestones; by design it never ends - offline gains cap at 8h.
⭐ Steam reviews
Mostly Positive ·1,761 reviews · 79% positive
“Not chill the moment the game forces a militia on you — but nice music, good progression and cute. The rest of the game is kinda lovely.” — Steam review, 43 👍
Steam →Mayor's Notice Board
- 2026-08-20HOTFIXv1.0.1: offline gains were double-counting the Pantry policy. Fixed. If your 8-hour sleeps printed money, enjoy the memory.
- 2026-08-20DATATrade multipliers verified in-game on the live build. Greyharbor furniture margin is as absurd as it looks — see Trade page.
- 2026-08-19LAUNCHDay one: server queue at 21:00, everyone named their first worker "Bob", and the global gold counter hit 1 billion before midnight.
game v1.0.1site v1.0 · 2026-08-20
🏆 Fastest 1,000 gold (no trade): 41 min · camp start, all-in timber → planks
🏆 Fastest Town tier: 3h 12m · full trade route, ignored food margin entirely
🏆 First reported Wonder: day 4 · a guild of min-maxers who shall remain unnamed
Tent → Farm → Sawmill. Wood gates everything; food keeps the woodcutters alive.
— pinned by editors
Guide Sections
Workers & Jobs
12 jobs, one obsessive question: how many farmers per woodcutter? Tables inside.
openBuilding Chains
What unlocks what, what it costs, and what to NOT build before day 3.
openProduction Chains
Log → plank → furniture. Wheat → flour → bread. Ratios that actually balance.
openTrade Routes
Five city-states, buy-low sell-high tables, and the Greyharbor furniture meme.
openTech & Policies
Tech order for your first week, and which policies quietly pay for themselves.
openMagic (Late Game)
Golem workers, auto-trade caravans, and the time-compression ritual everyone argues about.
open