Game

Hearthbound

Your world remembers.

In development

79%

40 complete, 63 in progress, 0 planned, across 103 tracked features.

Hearthbound key art

About Hearthbound

What if an RPG didn't give you a story, but gave you a world?

Hearthbound is a real simulated game world presented through text. The game engine owns every fact: who is alive, who owes whom, what the weather is, what is in your bag and what the kingdom thinks of you. A locally running AI storyteller is the renderer. You type what you do in your own words, and the world answers.

The people in it have histories, relationships, grudges and beliefs. Companions can be hurt, and they can die. So can you. Build friendships, form a party, fall in love, start a family and grow old; your children inherit the world and begin their own story. Command armies, influence politics, rule a kingdom, or open a shop and sell vegetables. Watch years pass, borders move and people remember what you did.

Everything runs on your own machine: the storyteller, the memory, the maps and the portraits. No monthly subscription, no recurring fee, no account needed to play. Hearthbound is yours.

Where it stands: In active development at the studio. Playable builds are tested daily; no public release yet. The percentages below are the studio's own progress figures and move as work lands.

Progress

Features

Every feature carries the studio's own progress figure. Red is barely started, amber is under way, green is done and proven in the real game. Click a feature to read what it means.

Playing

92%
An AI storyteller that runs on your own computer
100%

The narrator is a language model fine-tuned by the studio and run locally through Ollama. Nothing you type leaves your machine.

Available now

Type anything
100%

There are no option lists. You write what you do in your own words, casual typing and typos included, and the world responds.

Available now

Second-person narration that never acts for you
95%

The storyteller describes the world and the people in it. It does not move, speak or decide for your character; a reply that tries is caught and rewritten.

In development

Narration length and detail you choose
100%

Five detail levels per story, from brisk to novelistic, enforced on every reply.

Available now

Several actions in one line, told as one scene
70%

Say three things at once and they are narrated as one flowing scene; the sequence pauses when the world needs an answer from you (a fight, a price, a real conversation).

In development

A reaction window before danger lands
60%

When something hostile is about to happen you get the cue and the chance to act before the blow falls.

In development

Contested actions rolled by the engine
100%

A real d20 against your six stats decides whether a risky action succeeds; the storyteller narrates the result, never invents it.

Available now

Your declared power is canon
90%

If your character can do something, the world does not quietly nerf it or add hidden costs. Being stronger is supported; being smarter still works too.

In development

Out-of-character questions answered in one line
95%

Ask the narrator something as yourself and you get a short OOC answer, then the story carries on.

In development

Every reply checked before you see it
100%

A chain of twelve checks runs on each reply: point of view, length, prose quality, ignored actions, invented party members, broken quotes, repeated sentences and more. A failing reply is regenerated.

Available now

Play offline, no account required
100%

Once installed, Hearthbound needs no internet connection and no login to play.

Available now

Your character

96%
Character sheet
100%

Hit points, six stats, level and experience, armour, initiative, speed, status effects, income and currency, all shown as the numbers the world actually uses.

Available now

Setup interview
100%

A short conversation builds your world, your character, class, family and starting place, with a live checklist. Skip it any time.

Available now

Portraits: upload or generate
95%

Crop a photo or generate a portrait locally. Your appearance is locked once chosen so a new portrait is still you.

In development

You grow older
95%

Birthdays pass as story days pass. Age is tracked once per birthday, never twice and never backwards.

In development

Conditions that expire on the clock
95%

Jailed, sick, cursed, blessed: status effects carry a duration and fall away as world time advances.

In development

Languages and fluency
90%

Each tongue has a fluency. Lines you cannot understand stay foreign on the page; study hours add up and never go backwards.

In development

Renown
95%

A fame ladder from nobody to legend. Recognition is earned, shown in proportion, and fades when you stop being seen.

In development

Achievements remembered
95%

Notable feats travel with you as story context, so the world can bring them back at the right moment.

In development

Inventory and gear

93%
Inventory tracked from the story
100%

What you pick up, drop, buy, give away or break is read out of the narration every turn and kept in sync with your bag.

Available now

Stacks, quantities and refusals
100%

Give five of twenty, hand something over, have it refused, have it stolen: the counts stay right.

Available now

Equipment slots and a paper doll
100%

Head, body, hands, belt and more, editable per story, with a gear window to see it all at once.

Available now

Containers
100%

Bags, chests and purses with real capacity. Put things in, take them out, equip straight from a chest.

Available now

Four thousand item icons matched automatically
100%

Every item gets an icon chosen by keyword and genre; override any of them yourself.

Available now

Property and vehicles
95%

A house or a ship is owned, not carried. Selling it transfers it cleanly.

In development

Travel by road, river and sea
55%

Vehicles and journeys along the real map, with distance measured along the roads it draws.

In development

Money and work

74%
A currency invented for each world
100%

Denominations, a primary coin and a wealth scale are built from the setting; your totals convert correctly.

Available now

A purse that always matches
100%

Money is never an inventory item. Spending is checked against what you actually have.

Available now

Standing income paid on schedule
100%

Rents, stipends and wages with a stated amount and interval are paid by the engine as time passes, with missed intervals caught up.

Available now

Jobs and wages through real employers
75%

Take work from a guild, a shop or a lord; pay comes from their treasury on their payday, and a joining fee is never mistaken for pay.

In development

Guild job boards
70%

Post a job or take one. Dangerous jobs warn you; they never bar you.

In development

Guild halls open all night
80%

There is a real night clerk at the desk, with a schedule, not an always-awake convenience.

In development

Debts and loans
70%

Borrow, lend, forgive. One ledger decides who owes what.

In development

Markets with finite stock
60%

Merchants hold what they hold. Shelves refill only when something caused it.

In development

Shops you own and run
45%

Open a shop, stock it, hire help, and sell vegetables if that is the life you want.

In development

Treasuries and taxes
35%

Guilds, towns and realms keep their own books; your taxes and their custody are real money moving.

In development

Companions and people

75%
Companions join only on your word
100%

Invite, hire, tame or create. Narration alone can never recruit someone into your party.

Available now

Companion sheets mirror yours
100%

Gear, stats and containers work the same for the people who travel with you.

Available now

Companion cards
75%

A full-body generated portrait with level and role on one card.

In development

Those who leave are remembered
100%

A companion who departs or dies is archived with their gear intact and lives on in the world's memory.

Available now

The party is the party
100%

The storyteller cannot add or drop members your sheet does not have.

Available now

Commanders and followers
80%

A companion can lead a company of their own; you deal with the commander, the commander deals with the ranks.

In development

People with goals, beliefs and memories
60%

Townsfolk and rivals are simulated people with lives of their own, not scenery that waits for you.

In development

Being recognised
65%

People know you by role, by reputation or by face, depending on what they could actually have learned.

In development

Relationships, romance and family
55%

Friendship, courtship, marriage and children, as relationships the world tracks.

In development

Loyalty, friction and betrayal
10%

Companions with tolerances of their own who can fall out with each other, and with you.

In development

Memory

97%
Persistent memory of everything that matters
100%

People, places, things, events, facts and factions are stored as entities with aliases, links and importance.

Available now

Facts written once never decay
100%

What was established stays established. Current state changes cleanly; the past does not drift.

Available now

Recall before every reply
100%

Names, aliases, typos, distinctive words and one-hop links are looked up before the storyteller writes a word.

Available now

Semantic recall
100%

When keywords fall short, meaning-based search finds the right memory.

Available now

The core cast is pinned every turn
100%

The dozen most important people and things, with their voices, are in front of the narrator at all times, so nobody is renamed or forgotten.

Available now

Agreements are enforced
100%

A reply that silently breaks an established deal or rule is thrown out and regenerated.

Available now

Story health scrub
100%

A periodic check of recent turns against memory catches contradictions and offers a fix.

Available now

Read and correct what the world knows
100%

A Memory tab where you can read every entity, edit it, or tell the world it was wrong.

Available now

Buildings with rooms
95%

Houses, inns and ships have layouts the narrator respects.

In development

Five thousand turns without losing the thread
70%

The studio's north star: a story that holds together the longer you play. Measured in long campaigns, not promised.

In development

The living world

60%
World clock on every reply
100%

Location, day, time and weather open every turn, rebuilt from tracked state rather than trusted from prose.

Available now

Time passes the way you say
90%

Wait until dawn, sleep till morning, spend two weeks at a craft: the clock moves as you ask and no further.

In development

Weather and seasons
70%

Weather that changes with the days and holds from one turn to the next.

In development

Guilds, armies, courts and hidden orders
60%

Classic fantasy institutions as real organisations with members, treasuries, ranks and rules; thieves and assassins stay hidden.

In development

Ranks defined by each organisation
60%

Who issues a rank, who records it, who pays for it and who sends you on missions are separate seats, as in a real institution.

In development

Kingdoms that expect something of you
50%

Realms notice a useful person and react; enemies learn about you through the channels that actually reach them.

In development

Wars that emerge from diplomacy
55%

No war timer. Relations shift, a cause appears, then willingness and capability decide. You can turn wars off per world.

In development

Events travel as information
50%

What happens becomes news, news becomes belief, belief becomes pressure, and pressure becomes decisions, with no hidden director.

In development

Wild animals that behave like animals
70%

Shy of people and fights unless hungry or cornered; hostile groups act on their own, not as one blob.

In development

Daily routines
55%

Shops that open and close, clerks on shifts, people who sleep at night.

In development

Calendars and eras
5%

Named years, seasons and ages for very long campaigns.

In development

Combat and danger

73%
Wounds decide what you can do
75%

Hit points are how much trauma you can survive; wounds are what actually happened and what they stop you doing. No bullet sponges.

In development

One authority on dying
80%

Who falls unconscious and who dies is decided by the engine with a real roll, and narrated afterwards.

In development

Catastrophic magic
70%

A spell that hits full on incapacitates; the only defence is to avoid it before contact.

In development

Independent hostile groups
65%

Bandits, beasts and soldiers each decide for themselves; a third party can turn on both sides.

In development

Death is permanent
90%

When your character dies, the story goes on through an heir in the same world. The body and the purse stay where they fell.

In development

Combat feel
60%

Targeting, cues and pacing tuned from real play so fights read clearly and end decisively.

In development

Director and legacy

65%
Story Director
75%

Threads, offers and stage direction decided in code, which the storyteller follows without quoting.

In development

Heirs
100%

After a death, begin a new campaign as your heir: the world, its clock, its rules and your wealth carry over.

Available now

Fame carried to descendants
95%

Your renown passes down one level lower each generation; ancestors are still spoken of.

In development

Legacy campaigns
100%

Start a new story on a frozen snapshot of an old one, with its reputation intact.

Available now

Hand over to an heir mid-campaign
10%

Swap to your child without ending the story.

In development

Generations and moving borders
10%

Succession, faction maps that change and wars that reshape them over decades.

In development

Maps and images

89%
Real geography
100%

Worlds are generated with the Azgaar fantasy map generator: coasts, rivers, realms, roads and towns that exist before you walk them.

Available now

Painted maps
95%

The same geography rendered as a painted map by a local image model, so the art matches the land.

In development

Fog of war
100%

Places you have not seen stay dark and blurred; your position is marked.

Available now

You stand on the road
90%

The map pins your town and fills its window; distance is measured along the road you travel.

In development

Portraits, scenes and companions generated locally
90%

FLUX Klein running in ComfyUI on your own card. Cloud image services are an option, never a requirement.

In development

Scene viewer
75%

Illustratable sentences are highlighted in the narration; click one to paint it.

In development

Journal
75%

Scene images with your own notes, or a first-person entry written for you.

In development

World Editor

54%
Create worlds by typing to the World Builder
65%

Describe a world and the builder makes it with the loaded models; drafts live in a list until you keep one.

In development

Nine-tile dashboard
60%

People, families, organisations, places, money, beliefs and more, each on its own tile.

In development

Family trees
60%

Drawn from the world's real genealogy, not typed in by hand.

In development

Personalities shaped by life events
55%

Shift a trait with a caused event (capped, fading) and undo it.

In development

Organisations
55%

Found one, end one, give to one, hold or release a place, post and take jobs on its board.

In development

Change report
60%

Every edit shows what else it touches before you commit it.

In development

Reuse a finished world
100%

Any world you have played can host a new story.

Available now

Worlds with their own rules
20%

A setting where the card you play summons a living creature, or where magic costs years.

In development

The Arcanum
15%

An original collectible-card subsystem designed for the worlds that want one.

In development

Rules and settings

81%
Your own rules
100%

Write "never do this" rules in six categories and the storyteller obeys them.

Available now

Mature content: off by default
100%

An adult player can switch it on per story or app-wide; it applies only to clearly adult characters.

Available now

Age confirmation before mature mode
10%

A deliberate 18+ confirmation step before the switch can be turned on.

In development

Wars on or off
100%

Allow or forbid wars between realms for a given world.

Available now

Model and context choice
100%

Pick the storyteller and context size; the game suggests what fits your card.

Available now

Comfort settings
100%

Hearth ambience, text size, bubble colours and the detail slider.

Available now

One purchase
100%

No monthly subscription and no recurring fee. The game is yours.

Available now

Windows installer
40%

A packaged build that installs the game, Ollama and the models without a setup script.

In development

See it

Screenshots

System requirements

Hearthbound runs its language models and image models locally, so the graphics card matters more than anything else. These figures are what the studio measures on its own development machine; final minimums will be published before release, and lower-VRAM model tiers are planned.

ComponentMinimumRecommended
Operating systemWindows 10 or 11 (64-bit)-
Graphics cardNVIDIA GPU with enough VRAM for the story models: about 18 GB together for the storyteller and planner, as measured todayNVIDIA RTX 3090 or better with 24 GB VRAM: the machine Hearthbound is built and tested on
Image generationOptional. Local portraits, scenes and painted maps use ComfyUI and peak near 16.6 GB of VRAM; the game swaps models in and out automatically-
SoftwareOllama (installed with the game). No internet connection is needed to play-
Storage-An SSD. Model swapping is far slower on a hard disk

Content and age notice

Hearthbound is not an adult game. It has an optional mature-content mode that is off by default and must be deliberately turned on by an adult player. It applies only to clearly adult fictional characters, and any story can override it in its own Rules tab. An age confirmation step before that mode can be enabled is planned.

Read the content policy

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News and updates

Full Hearthbound news archive

Hearthbound is not for sale yet. The store opens when there is something to buy; people on the list hear first.