Hearthhold
A pocket-sized online RPG for phones, set in the Weftlands: a cloth-trading country of fens, moors and salt flats where somebody owns every road and somebody is owed money. From the town of Tallow Cross you set out on expeditions of four to eight encounters, and after each one you choose: push deeper for richer finds, or turn back and keep what you carry.
What makes it Hearthhold
A short, tense loop built for the moments you actually have on a phone.
Push deeper, or bank it
After every encounter you choose: press on into the expedition for richer finds, or turn back now and keep exactly what you're carrying.
Nothing counts until it's home
Fall mid-expedition and you lose only what you hadn't yet banked. The tension is entirely in that one decision, made over and over.
Four to eight encounters, no more
Every expedition has a real end in sight, so a run fits into a short session instead of demanding an evening.
A world that isn't only yours
Hearthhold is an async shared world: what you do plays out alongside other players, not in a bubble by yourself.
Gallery
Screens from the prototype. Art and UI are placeholder for now.
Town, expedition and a fall, from the prototype
Try the browser preview
The town-and-expedition loop, running right in your browser. Hearthhold is a phone game first, so on a phone it opens full screen in its own tab.
Phone-shaped on purpose · touch only, no keyboard needed.
How to play the preview
What this preview is, and isn't
- Is: the actual client shell's town and expedition screens, unmodified apart from local data standing in for a server.
- Is: a fresh-start run every time, exactly like a real new player's first launch.
- Isn't: connected to any server, account, or persistent economy — none exists publicly yet.
- Isn't: representative of final art, music, balance, or content. Hearthhold is a mobile game first; this browser build exists only to let you try the loop.