$19.99Stonehearth Grow a town from a few tents
Assign jobs to your settlers, keep them fed and watch your voxel village take shape at your own pace.
Is Stonehearth worth it?
Stonehearth is worth it if…
- you like colony sims where every settler is a person with a job and a mood
- you want a town builder you can shape freely, from monastery to trade city
- you enjoy crafting chains where one job's tools come from another job's work
- you don't mind a game that stopped receiving updates, with a mod community carrying it forward
- you play in slow sessions and would rather build than rush
Screenshots
A settlement that is yours to shape
You start with a handful of hearthlings on procedurally generated terrain and not much else. Set up a food supply, put roofs over heads, and keep watch for raiders while the camp grows into a town. From there the direction is yours: a conquering empire, a busy trade city, a quiet monastery, anything the tools allow. There is no single winning shape, so the fun is in deciding what your people become and then arranging the town until it looks and runs the way you want.
Jobs, levels and a crafting chain
Every settler has a job, like a class in an RPG: hauling, building, crafting or fighting. Working earns experience and levels, and some jobs upgrade into new ones once they meet the prerequisites. Jobs also lean on each other. The Mason can carve blocks, statues and tools from stone, but only once the Carpenter has crafted his mallet and chisel. The job tree is meant to be wide and deep, so you can let a town dabble in everything or push one line, like smithing or farming, as far as it goes.
Building block by block
The voxel style makes the town itself a toy. Walls, roofs, furniture and decorations all come from blocks you place, and building templates let you save a design and stamp it down again in the next town. It is a cute, colourful look that suits unhurried sessions: you sketch out a hall, watch your hearthlings argue it into existence, and tweak the plan while they work. Multiplayer lets you build together, and the sandbox setup means a finished town is less an endpoint than a reason to start the next one.
People with moods, not just units
This is a colony sim about individuals. Each hearthling has a job, needs and a mood you monitor, and the story of a town comes from them: the farmer who levels into a better cook, the fighter who carries a raid, the settler who wanders off at the wrong moment. It hits a middle ground where you give detailed orders without hand-assigning every task, so the colony feels alive rather than like a spreadsheet.
Growing a town from a camp
As a city builder, Stonehearth starts you smaller than most. A few tents and a campfire come before districts and walls, and early on you juggle food, shelter and defence all at once. Once the settlement has a foothold, the layout opens up: roads and buildings, workshops placed where the crafters need them, room set aside for whatever the town grows into. Because the terrain is generated fresh each run, every town starts from a different patch of land and grows differently.
Survival without the panic
The survival side is gentle by colony sim standards. Hunger, shelter and raids are real concerns, especially in the early days when one bad harvest stings, but there are no timers breathing down your neck and failure is not punishing. You gather wood and stone, craft the tools that unlock better jobs, cook what your farms produce and reinforce your defences before the next raid. It suits unwinding: set a task list, watch the town tick along, step in when something needs a decision.
Building a world with friends
Multiplayer turns a town into a shared project. You and a friend join the same settlement, split the jobs between you, and argue about where the farms should go while one of you quietly builds a tower. Sessions are casual and open-ended rather than round-based: there is no lobby rush, just a colony that keeps growing while you play. It works in singleplayer too, and the same sandbox tools apply either way. One warning from long saves: performance slows as a town grows, and that effect is stronger in co-op.



















