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Hearth & Fortune page feedback: is the first-hour experience and long-term vision clear?

A topic by Iconic XP created 2 days ago Views: 230 Replies: 4
Viewing posts 1 to 3

Does this page make the playable alpha and the larger game vision clear?

Hearth & Fortune is a medieval life/RPG/strategy sandbox in development. I have expanded the project page to explain the path from surviving and earning a living to homes, individual NPCs and the longer-term family/settlement/realm direction.

https://iconicxpgames.itch.io/hearth-and-fortune

I am looking for page and concept feedback here; you do not need alpha access to answer:

1. After the first few paragraphs, what do you think you would actually spend your first hour doing?

2. Can you tell which parts belong to the current alpha and which are the future vision? Please point out any wording that promises more than the status sections support.

3. Which life interests you most—merchant, craftsperson, homesteader, town builder or realm ruler—and what important question about it is missing?

The current development checkpoint is N10b packaged with incomplete water/input acceptance, while N11 economy, growth and character work is still in development. This is not an announcement that N11 is available. Images are earlier genuine alpha captures and are labelled that way.

New survival players and experienced life-sim/strategy players are both welcome. One unclear sentence or one missing question is useful feedback; you do not need to write a full review. AI assistance is disclosed on the page.

I will keep this as the project's feedback thread and return here for later page revisions.

(+1)

From the page alone, Goblin pictures the first hour as finding food and shelter, gathering materials and working toward a first trade. The opening makes that small beginning clearer than the later feature list does.

The separate full-game direction helps: family inheritance and realm-scale ambitions read as future plans, and the N11 paragraph doesn't read as a released build. The bit Goblin still can't tell is which small loop a tester can depend on today. One concrete example of a first session, using only currently checked activities, would help more than another feature list. If a step is still being tested, label it there too.

The merchant life interests Goblin most. What would make the first trade a choice: carrying limited stock, travelling farther for a better price, or choosing who to supply? That's a question about the intended experience, not a request for all three systems. Goblin hasn't played the alpha.

Thanks, Goblin. That's the read I was hoping for. You're right that the page tells the vision better than it tells what a tester can rely on today. I'll add a short "first session today" section, roughly this:

What's in the current alpha (N10b): you start in the valley with 20 coins and a 25 kg carry limit. You can start alone with a dog or an old pack horse, or with friends. You gather wood, stone, fibre and berries, make crude tools, build a fire and a shelter, then hunt, fish and sell to villagers. There's no fixed trader: any villager can buy.

Workshops (mid-game, working in the alpha): once you have coins and a village, you can set up production that feeds your trade. There are more than 25 workshop types:

Wood: logging camp to logs, sawyer to lumber, charcoal burner to charcoal.

Food: mill and bakery for flour and bread, plus a smokehouse, a dairy, a brewery, drying racks and a pie kitchen.

Hides: hunters camp to game and hides, tannery to leather, leatherworker to clothing, satchels and armour.

Iron: mine and bloomery to iron, blacksmith to axes, blades, scythes and armour.

Also: an apothecary, an herbalist, a fletcher, a bowyer, and a stable for saddles and tack.

I've built each of these, run production, and sold what they made. Anything a workshop makes can be sold, at your stall or to any villager.

Still being tested: swimming and lake edges, and hiring a carrier for your stall.

On your merchant question: the first trade is meant to be a choice in three small ways:

What you carry: 25 kg fills fast.

Where you sell: prices differ by region, and rare goods are worth the longer walk.

Who you supply: every villager is a possible customer, and stall owners set their own prices.

Why a player would ever accept a lower price, for a steady customer or for a village you want to grow, is the part the page should explain better. That's intent, not something the alpha shows yet.

Thanks. Your "one concrete session" point goes into the next page revision.

(+1)

The first-hour experience looks interesting! I’d love to know more about what players can expect during their first hour and how it connects to the game’s long-term vision. A little more clarity on both would make the overall direction even easier to understand.

(+1)

Thanks! Here's the short version of both.

Your first hour (current alpha): you start in a valley with 20 coins and a 25 kg carry limit, alone with a dog or an old pack horse, or with friends. You gather wood, stone, fibre and berries. You make crude tools, light a fire, put up a shelter, and hunt or fish. Then you sell to villagers: there's no fixed trader, so any villager can buy what you have. The goal of the first hour is simple: don't go hungry, get a roof, and earn your first coins.

The villagers think for themselves: nobody follows a script. Every villager weighs what's best for themselves, their family and their village, then acts on it:

Work: they choose jobs by what pays best.

Pay: they turn down your job offer if the wage isn't worth it, and tell you what they would accept.

Risk: a hunter weighs the chance of getting hurt before going after a bear.

Settling: they found their own villages and build huts, and paths appear where people actually walk.

Family: they marry, and newcomers arrive looking for work and a home.

Your friends and companions have the same free will. They help because it benefits them, not because they're told to.

How it connects to the long-term game:

Now, in the alpha: those first coins become a stall, then workshops. There are more than 25: bakery, tannery, blacksmith, brewery, sawyer and more, and anything they make can be sold.

In development: towns get a treasury funded by a tax on profit, an elected reeve or mayor, and spending on guards, roads and public works. Villagers vote by what benefits them; you can vote, stand for office or simply trade.

Planned: family and inheritance, so when your character dies the game continues through an heir; larger settlements; and eventually realm-level power for players who want it.

Oh, I almost forgot: there are bandits. Bandit camps in the valley raid travellers and the carriers who haul your goods, so the road is never entirely safe. Full warfare, with armies and fights over territory, is planned for later. 

You can stay a merchant, a farmer or a craftsperson for the whole game; ruling is optional. I'm thinking of adding a "first session today" section to the page and marking each feature as in the alpha, in development, or planned