Source of truth
Vision
Source of truth for product direction. Read before planning any new feature. Authored 2026-06-02. Living document — amend as direction sharpens.
1. Vision
HearthHold is a calm, indirect-control medieval city builder for solo desktop players who want the satisfaction of watching a town grow without the stress of micromanagement. The game has no end and no failure state — instead, players advance through an endless ladder of milestones that unlock new visuals, new mechanics, and deeper building progression.
2. Player fantasy
You're a displaced settler who arrives at a quiet clearing with nothing but the clothes on your back. You drop a House. People come. You drop a Farm. People work. The town grows. As your settlement matures, your buildings gain experience, your world transforms with each milestone, and what started as a single house becomes a thriving place that mostly runs itself — while you make the few decisions that shape its character.
3. Target player
- Platform: solo desktop (single-player only, no multiplayer ever)
- Session length: 30 minutes to multiple hours, drop-in friendly
- Genre fluency: familiar with Banished / Manor Lords / Frostpunk but burnt out on punishment
- Mood: wants relaxed pacing, no time pressure, no losing, satisfying numerical progression
4. Pillars
These are the values every feature must uphold. If a feature violates a pillar, redesign or cut it.
| Pillar | What it means |
|---|---|
| Legibility | The player always understands what's happening and why. Numbers tick visibly. Causes name themselves. |
| Calm | No time pressure. No game-over. No losing. |
| Tactility | Every action lands with immediate, clear feedback (popups, sounds, visual deltas). |
| Indirect control | Players assign roles; the city executes. No individual citizen orders, no micromanagement. |
| Soft-fail | Failures slow you down, never end you. Starvation = slower production, not death. |
5. The "aha" moment
The first time a new player assigns a worker to a Farm, sees the +1 Food popup rise above the building, and notices the Food counter tick up — that's the moment "this is a town." Every system in HearthHold reinforces this 30-second feedback cycle.
6. Differentiators
What makes HearthHold not "another indie city builder":
- Roguelite meta-progression on top of city building — buildings gain XP, earn skill points, upgrade, and eventually "Prestige" to a V2 form. Most city builders have no per-building progression.
- Endless milestone ladder — no scenarios, no campaign chapters, no fail-states. One world, milestones forever.
- Calm by design — no starvation deaths, no enemies, no time-limited objectives. Soft-fail throughout.
- Indirect-control purity — citizens are passive walkers, buildings hold all state and interaction. You design the city's logic; the city runs itself.
7. Anti-pillars
What HearthHold intentionally is not:
- ✗ Not a war/conquest game — no combat, no military, no conquest mechanics.
- ✗ Not a multiplayer game — single-player only, forever.
- ✗ Not a hard-fail survival game — soft consequences only (slow production, idle buildings), no citizen death.
- ✗ Not interactive-citizen — citizens are decoration; buildings carry all state.
Distant goals (intentionally deferred, not rejected):
- ~ Giant cities — v1 caps perf at small-to-medium settlements. 5000-building scale is a long-horizon question, not a v1 goal.
8. Building progression system (v2.0 headline)
The signature feature differentiating HearthHold from peer city builders. Briefly:
- Each placed building accumulates XP as it produces resources.
- XP converts to skill points the player spends on upgrades (faster production, more capacity, lower input cost, etc.).
- All upgrades for a building are eventually unlockable — no forced meta. Early decisions shape pacing, not endgame.
- When a building's tree is fully unlocked, it Prestiges to a V2 form — new mesh, new mechanics, fresh upgrade tree.
- V2's progression carries the building toward later milestone unlocks.
Detailed system design lives in a separate doc when v2.0 enters planning (see ROADMAP-V2.md milestone notes).
9. Modding & theming (v4.0 long-horizon)
Long-term enabler — design every system not to block it, but don't build infrastructure until v4.
- All gameplay data lives in
.tresResource files (BuildingDef,GameConfig) — mod-loadable in principle. - Themes = same buildings, swapped meshes/materials. A "winter theme" or "tropical theme" should be a data-only mod, not a code change.
- Workshop integration is post-v4 and only if the project has traction. The data architecture should permit it; the runtime can ship later.
10. Lock-in risks to watch
These design decisions can quietly box us out of future features. Review at every milestone close:
| Risk | Why it matters | Mitigation now |
|---|---|---|
| Save/load format | v2.0 building progression adds per-building state — save format must accommodate | Use Resource-based snapshots from v1.5 onward |
| Building data hardcoded | Modding requires runtime-loadable defs | Already .tres-based; keep loaders unaware of file location |
| Citizen architecture | If we ever want interactive citizens, abstract counters block that | Keep deferred; reserve scenes/citizens/ folder structurally |
| Map fixed-size | Procedural needs flexible map sizing | Avoid hardcoding 40×40 outside GameConfig |
| Game-speed coupling | Engine.time_scale affects everything; can't run UI faster than sim |
Document; revisit if multiplayer ever (won't) happens |
See ROADMAP-V2.md for the milestone-by-milestone slice plan.