Hearthfarer Get notified

An open-world action RPG · real game footage

Hearthfarer The Four Marches

The sun came back three hundred years ago.
Nobody told the roads.

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I · The Dimming

The sun was once bottled by kings.

The last of them opened every lantern at once, to live forever.

The sun went pale for a hundred years.

The kingdom fell. The roads emptied. The wild came back hungry.

You are a Wayfarer, one of the last who still walk the old roads from hearth to hearth,

carrying light where it has gone out.

Bring the light closer to read.Keep walking. The light comes with you.

A knight in gold and blue armour stands above a green valley of rivers, bridges and ruined towers
Hearthvale, the last warm hearth

The road goes on

Set out in any direction.
Keep walking.

Hearthvale's fire never went out, and its warmth still keeps the wild timid. Every step away from it is older, hungrier and better paid.

Wake the Warden shrines. Read what tired travellers carved on the stones. Find out what happened to the Lantern Kings, and who has been writing on the bounty board each morning in a hand that smells of smoke.

  • No adsNone. Ever.
  • No trackingNothing leaves your phone.
  • No signal neededPlays on a train, a plane, a hill.

II · The Four Marches

Four lands. Four great lanterns.
Light them in any order.

North

The Barrowmarch

Grey downs, mist and upright stones. The dead of the old Watch still stand guard here. They swore to hold until the light returned. It did. Nobody told them.

On the road
Skeletons of the Barrow Watch, wolves
In the lair
The Dark Knight
When its lantern is lit
The mist thins over the barrows.

Choose a land to visit

Seen from the road

Every picture here is the game.

Taken in the running game with the buttons hidden. Drag, or use the arrows.

The knight stands in tall golden grass under red and orange trees, hazy light behind him
AmberfallThree hundred years of the same afternoon.
The knight rides a golden spirit wolf between autumn trees
The lantern-beastIt came with the first lantern. It has not left since.
The knight walks a wooden boardwalk through dark reeds under purple mushrooms at dusk
The ThornmireKeep to the boards. The pools are patient.
The knight faces a hulking yellow brute among boulders in a walled arena
A ridge brute in its lairIt has been throwing those rocks since before the beacons died.
The knight runs along a pale road between gravestones in the misty Barrowmarch
The BarrowmarchEvery stone is somebody who never went home.
The knight in gold armour stands on the cobbles of Hearthvale at night, Wick glowing beside him
Hearthvale, after darkSomeone always stayed with the fire.
Seen from behind, the knight looks toward Wick, a small living flame, in an autumn meadow
WickOne morning old, and already has opinions.
A moss-covered troll looms over the knight as the ground glows red under them
The MossbackPatient. Wakes badly.
The knight on a stone road below a long mossy cliff in the highlands
The Greyfang HighlandsThe quarry roads end where the wolves begin.
The knight rides the spirit wolf where frosted grass meets red autumn bushes
Where two marches meetFrost on one side of the fence, autumn on the other.

III · The Blade

One thumb. Real combat.

Unedited fights from the game, with the buttons hidden.

A level-up screen offering three blessings: Bloodthirst, Iron Hide and Fleet Foot
  1. Drag to walk. Let go to strike.The whole fight sits under one thumb. Timing and footwork do the rest.
  2. Read the wind-up. Dash clear.Champions warn before they hit. Dodge at the last breath and the riposte is yours.
  3. A blessing every level.Warden Arts for the blade, the spin and the dash. Loot comes slowly, and it means something.
  4. Champions in their lairs.An ogre chieftain, a troll older than the dikes, a she-wolf the hills are named for. When one falls, a stronger one comes.

In your hand

And this is how it plays.

No hidden buttons this time. Three moments recorded straight from the game: an elite camp, a warband, and Greyhorn of the Ridge in his lair.

  • Left thumbDrag to walk. Let go, and he strikes.
  • Right thumbSpin through a crowd. Dash out of a blow.
  • The restBounties, a map that fills in, loot that drops where it falls.

The lantern-beast

Whistle, and it comes.

A spirit wolf, bright as a coal, to carry you from hearth to hearth. Spur it through a warband. Leap from the saddle, sword first.

“Why do you walk everywhere? I’d fly.”

Wick, a coal-spirit, one morning old. It rides the rim of your lantern, counts things, and thinks you are enormous and slow.

IV · The Board

Somebody writes it in soot
each morning.

North · The Barrowmarch

The Dark Knight

Captain of the Watch. Kneels before he fights and asks one question. Do not answer in words.

Paid in: a Watch helm for the wall

East · Amberfall

Grubnash Cartbreaker

Ogre Chieftain. Took the Amber Market, forty stalls and one cart that was not his.

Paid in: tusks, and Brenna's thanks

South · The Thornmire

The Mossback

A troll older than the dikes. Patient. Sleeps in the drowned gardens and wakes badly.

Paid in: a crown of moss

West · The Greyfang Highlands

The Greyfang

The old she-wolf the highlands are named for. The packs answer her. So do the beacons, lately.

Paid in: a grey pelt

The King's Barrow

The Last Lantern King

“I opened them all for one more morning. Just one.”

Opens at three lanterns

The world map of Amberfall with shrines and unexplored marks
Bounties, twenty-nine deeds, named champions in their lairs. When one falls, a stronger one comes to claim it.

V · The Hearth

Leave your name at the hearth.

One letter when the road opens, and a few from the road before then. No ads, no selling your address, gone the moment you ask.

Where will you walk?

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