Alpha 20 Arrives on Steam Latest!

Alpha 20: In Which We Put the Heart in Hearthlings

”Happiness is a Warm Poyo”

Welcome to Stonehearth Alpha 20! This release brings a new Happiness system to Stonehearth and takes a first step into deepening the impact of hearthlings’ interaction with their world and each other. It also introduces a couple of new combat mechanisms–a rising morale buff to help noncombatants oppressed by the enemy and a new option to rescue hearthlings defeated in combat, assuming you have the resources available to devote to this.

Remember, you need to opt in to the Steam unstable (latest) branch to experience this preview release. As with all unstable releases, you’re likely to encounter bugs and glitches… but please let us know what you find!

Happiness and Morale: Don’t Worry, Be Happy

With this Alpha we are laying the groundwork for a replacement to the Morale system. Morale for awhile has been a fairly simple system whose responsibility was to track three different things for the “morale” section of the daily update – hearthlings’ feelings about the food they’ve eaten, about their safety, and about their sense of shelter.

While serviceable, we wanted to start building a richer system for tracking hearthling happiness, one that more concretely reflects hearthlings’ feelings about the details of the world around them. The goal is to provide a framework for greater interdependence of all the varied systems in Stonehearth, so that players can have many more pathways of optimizing their town.

Some features you’ll find in this initial release:

  • Hearthlings can now experience five different moods – Forlorn, Glum, Content, Merry, and Jubilant. The mood of a hearthling will affect their ability to work in small ways, with sadder hearthlings being slower to complete tasks and happier hearthlings being faster and more focused. A hearthling’s mood is visible both from their animations, the unit frame, their character sheet, and the town citizen pane. The town’s aggregate happiness can be found in the town overview and in the daily update.
  • The mood of a hearthling is a product of their “thoughts.” Thoughts are a new gameplay system, visible on the character inspection window, that allows hearthlings to have and hold opinions of the world around them and what is going on with the town. Thoughts will come and go as the game progresses, with some thoughts being fleeting while others are more long lasting. A hearthling’s current happiness reflects the positive and negative thoughts they have at the moment, so check the character sheet regularly for suggestions as to how to improve the functioning of your village. Right now we’ve implemented a limited number of thoughts concerning things like settling, tiers, food, safety, beds, and spaciousness. We plan to add many more thoughts in the alphas to come as we tie each system into happiness, so expect the impact of this system to grow with time.
  • Awareness of narrow spaces! Hearthlings now maintain a constant awareness of the space around them. Being in cramped spaces for long periods of time will make them unhappy; spacious interiors make them happy, and everyone enjoys having a window beside their bed.
  • More meals! Hearthling will now eat twice a day instead of only once.

    As we said, this is only the very first step in a long path towards a more harmonious interaction of hearthlings and their world; stay tuned for updates to this feature as we revisit the other systems in the game. And tell us how you’d like to see this develop over time on our forum

    Hearthlings to the rescue!

    Don’t you hate it when a valiant hearthling encounters a wave a enemies, and despite being overmatched, battles valiantly only to fall upon the field of battle? Yeah, we don’t like it either. This is a game about a small group of people struggling to survive–with the emphasis on survive. We want you to feel attachment to your hearthlings. That’s why we’re introducing a sparkly new rescue feature, which allows you to choose whether you’d like to assume the responsibility of rescuing that hearthling and nursing them back to health!

    • If a hearthling falls in combat, you now may click on their prone form and choose to rescue them. This causes another hearthling to go out and carry them back to camp, ideally to a bed (you’ll want to do this, if for nothing else than to see the awesome rescue animation)
    • They will slowly recover in the bed, and can recover faster with help from an herbalist

    Rising Courage! WE. ARE. HEARTHLINGS.

    Those goblins can be a real pain… and don’t even get us started on The Mountain, right? As you may know by now, in this game it is possible for a large group of hearthlings to be defeated by a single enemy, if that enemy is sufficiently threatening and powerful, and your non-combat hearthlings are cowering before their might. This makes for nasty, long, hopeless fights with ugly conclusions.

    Wouldn’t it be better if a hearthling, seeing his friends attacked, could gain the courage to run in and strike a blow for their town?

    With Alpha 20, hearthlings in town defense mode now gain a buff called Rising Courage, which builds their courage slowly, until they are next attacked. This should give them a chance to attack back even when they’re otherwise frightened. You are welcome to scream your own battle cry as your newly-buffed hearthlings stand up for themselves.

    Other stuff of interest

    • Lots of improved and new animations
    • Performance updates to cubemitter


    As always, please give us any and all feedback you may have on our forums at Since this patch in particular has the start of some major system changes in it, we’d especially benefit from feedback on:

    • With the changes we’ve done, we’re hoping that the increased number of meals shouldn’t severely strain your food economy. That said, it is likely the food consumption of your town will be higher than it was before. We think the current tuning should be alright, but we’d really gain a lot of value from knowing how it feels across all different town sizes.
    • Thoughts will be an ever expanding system as we move forward. If any of the current thoughts are unclear, or there’s something you’d really like to see, let us know! This build only represents a small slice of what we’re hoping the system will represent over time.
    • Does it feel like about the right amount of time for a hearthling to recover after being rescued, both with and without an herbalist treating them?

    Thank you once again to all of you that help us test and improve our game!