Kingdom reference

Buildings & Upgrades

A version-aware overview of Hearth and Hamlet buildings, settlement upgrades, storage, worker capacity, and unlock progression.

Buildings are the settlement's progression layer

Official descriptions frame Hearth and Hamlet around constructing and upgrading a medieval settlement. Buildings are not only visual milestones: they connect resource storage, worker capacity, research, policies, trade, magic, and defense.

Developed Hearth and Hamlet town with labelled buildings and the Public House management controls
A mature settlement includes civic, production, research, military, and trade buildings rather than one linear upgrade chain. Official pre-release screenshot.

Demo v1.0.46 added several buildings and slightly extended progression. It also tied Advisor research to the Leader's Hut or Manor. Those named structures are safe to reference for the June Demo, but a complete building list, every level, and exact upgrade table cannot be confirmed until the full game is playable.

How to evaluate an upgrade

Before spending, ask four questions:

  1. What problem does this solve now? Capacity, production, a required unlock, or defense is more useful than an upgrade chosen only because it is available.
  2. What does it delay? Wood and Stone committed here cannot fund the next competing project.
  3. Can the kingdom support it afterward? A building that increases population or jobs may also increase pressure on Food and workers.
  4. Does research gate the better option? Some settlement capabilities arrive through permanent technologies rather than repeated construction.

This avoids the common trap of treating every upgrade arrow as an instruction. Incremental games often make the next purchase visible long before it is economically comfortable.

Building roles visible in official material

Official screenshots show a progression from the Chief's Hut and gathering sites to structures such as the Public House, Library, Carpenter, Quarry, Docks, Gold Mine, Magic Academy, and Town Guards. A visible name confirms that the building appears in official pre-release material; it does not confirm every level, cost, prerequisite, or final-release effect.

Building roleWhat it changes for the player
Gathering and productionConverts labour into a steadier resource flow.
Storage and civic growthRaises capacity or supports a larger settlement.
Research and policyOpens permanent technologies or governing choices.
Trade and expeditionTurns local production into routes, destinations, and Gold decisions.
Magic and defenseAdds advanced systems that compete with the core economy for resources.
Hearth and Hamlet Magic Academy beside the Library, Carpenter, and Quarry
The Magic Academy, Library, Carpenter, and Quarry illustrate how specialised buildings branch out from the same town economy. Official pre-release screenshot.

The safest progression rule is to keep Food stable, avoid leaving active production against a full storage cap, and choose upgrades that remove the current bottleneck. See the Research Tree for permanent unlocks and the First-Hour Guide for an opening framework.

Sources