A citizen in a ship's hangar looks out at a planet, a ship parked beside them.

Shared-world space game · Live now

Become a citizen.

Walk the deck of a ship while a friend flies it. Step off onto worlds nobody hand-made. Claim a home that can never be taken from you — then head out through gates nobody alive knows how to build.

Your next adventure starts here

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Citizens in festive, gothic, tropical, casino, fantasy and everyday outfits sharing drinks in a warmly lit neighbourhood pub.
A little closer to home.Concept art
  • Make it your own

    A face, a name, a look that’s yours. Everyday, festive, gothic or outlandish — bring your own style to the table.

  • Share the journey

    Walk the deck while a friend flies the ship. Step off together onto a whole world. Stay a person, every step of the way.

  • Have somewhere to return to

    A home world, a plot of your own and neighbours. The world carries on when you log out, and your place in it stays yours.

The six worlds of Hearth

Choose where you’re from.

Six small worlds around one star, each a single perfect climate, and each built to do a job. You aren’t picking a colour — you’re picking what kind of place you’re from: where your home is, who your neighbours are, and whose side you’re on out at the claim. There is no wrong answer.

Halcyon’s sunlit meadow, broadleaf trees and wildflowers surround a pond, with farms on the distant hills.Concept art

Meadow forest

Halcyon

Built for food

Gentle · Golden · Forgiving

The gentlest start

Golden grassland and open woodland, long gentle summers, and soil that produces far more than it reasonably should. Halcyon feeds the system.

Comfortable, agricultural and crowded in the way of a good small town. The most populated of the six, and the one the Charter steers new citizens toward.

Halcyon people have a reputation for being pleasant — meant kindly by Halcyon, and not always by anyone else. A lovely place to be from, and slightly embarrassing to have never left.

Cairn’s alpine valley framed by colourful conifers, flowering undergrowth and angular snow-capped mountains.Concept art

Alpine mountain

Cairn

Built for watching, and rock

High · Cold · Vertical

Thin air, hard light and the clearest sky in Hearth, which is why the gate-watchers and the observatories are here. Also the system’s mineral source.

Vertical. Settlements are stacked into valley walls and joined by cable and short flights; walking anywhere sideways means going up first. Hard to walk, spectacular to fly.

Patient and taciturn. Cairn has watched the gates longer than anywhere else, and it was Cairn that first noticed a dormant gate wake. Cairn people are the ones who notice things.

Kiln’s rocky desert, dry branching trees and spiky scrub under warm sunlight, with industry in the distance.Concept art

Arid desert

Kiln

Built for heat and industry

Hot · Exposed · Empty

Relentless sun, enormous solar fields, and the smelters and fabricators that build everything Hearth does not grow. Kiln is the foundry.

Hard and hot. You work at night and shelter at noon. Water is the local currency and the local obsession, and the horizon is so far away it is unnerving after a lifetime of forests.

Proud of the difficulty. Kiln is where the ships get built, and Kiln does not let anyone forget it. The best pilots in Hearth are disproportionately from Kiln — which Kiln puts down to character, and everyone else to boredom.

Canopy’s dense tropical palms and ferns frame a turquoise stream beneath elevated research walkways.Concept art

Tropical jungle

Canopy

Built for biology

Dense · Humid · Close

The seed vaults, the growth labs, the medicines. Whatever its builders intended, Canopy is where life is at its most inventive, and the Charter’s biologists have never run out of work.

Dense, humid and close — the horizon is thirty metres away in every direction. Infrastructure is visibly losing to the plants, and settlements climb into the canopy because the ground belongs to something else.

Improvisational and a little feral. Canopy fixes things with whatever grew nearby, and has the highest rate of unchartered departures in Hearth — which the Charter finds troubling and Canopy finds funny.

Fen’s moss-draped swamp trees, reeds and lily pads surround a quiet waterway and a narrow boardwalk.Concept art

Swamp

Fen

Built for water

Wet · Flat · Murky

The system’s hydrology: filtration, processing, and the reclamation of everything the other five worlds are finished with.

Wet, flat, grey-green and quietly beautiful if you give it a season. Nothing stands far above the water and nothing stays dry. Settlements are on stilts and boats, and the routes between them change.

Disreputable and unbothered about it. Fen processes what the others discard, including cargo that arrived without paperwork. The least respectable of the six, and by a wide margin the most interesting.

Wisp’s layered forest at dusk, with ferns, mushrooms and luminous cyan and pink growth around a pool.Concept art

Enchanted forest

Wisp

Built for unknown

Strange · Luminous · Changing

Built like the others, to the same standard, clearly on purpose — and nothing the Charter can measure explains what for. Bioluminescent growth in colours with no business being in a forest, and light that comes up out of the ground at dusk.

Small, quiet and heavily supervised: mostly researchers and the families of researchers. The Charter would rather people did not settle there, and people settle there anyway.

The one you pick on purpose. The luminous growth is spreading, into patterns survey after survey declines to call deliberate. The file is open. The file has always been open.

Life in Hearth

A whole universe.
An address of your own.

A capital to visit. A neighbourhood to belong to. A home that stays yours. The places between adventures are part of the adventure.

Homes of different styles along winding neighbourhood streets, surrounded by woodland and shared green space.
Concept art · District design in development

Your first day

From your first step to orbit.

There’s no tutorial wrapped around the story. Becoming a citizen is the story, and it starts the moment you arrive.

  1. 01

    Become a citizen

    Make the one citizen you’ll be — a face and a name, no class and no stats — then choose your home world.

  2. 02

    Arrive on foot

    Outdoors, in daylight, on a real world with a horizon and somewhere to walk to. Your vitals start to move, gently.

  3. 03

    Get your ground

    Walk into your world’s capital and come away with a homestead: a plot of your own, in a district with neighbours.

  4. 04

    Claim your ship

    At the Charter’s AVMS terminals — the Asteron Vehicle Management System, as thrilling as it sounds. It lands on your own pad.

  5. 05

    Leave the ground

    Your first flight, and then the best view in the game: the world you were just standing on, seen from orbit.

The setting

Hearth was built.

Six small worlds around one star, each a single perfect climate, each breathable. That isn’t what a solar system looks like when nature makes one. Somebody engineered Hearth a very long time ago, and then left. Humanity woke up in it with no record of arriving.

Now Hearth is filling up, and the only way out is through gates the Charter didn’t build either. So it does the one thing it can: it makes citizens, and it sends them out. You are one of them.

  • The prior tenants

    Somebody made Hearth. Charter paperwork calls them the prior tenants, without warmth and without capital letters. No bodies, no writing, no ruins — only machinery that still runs, and that nobody can open, copy or repair.

  • The Charter

    Hearth’s government is a registry, not an empire: competent, well-meaning and slightly threadbare, administering a miracle it didn’t build and can’t repeat. Its founding document begins mid-sentence. The first page is missing.

  • The gates

    Each gate connects to exactly one other, and always has. They can be operated but not built — the Charter learned to open one the way you learn a door, by trying the handle. Many are dormant. Nobody knows what wakes one.

  • The citizen

    Everyone in Hearth is born a resident. Citizenship is granted, and it comes with an obligation to go out: you’re trusted with a ship, you may claim what you find, and what you bring back is filed in the archive under your name.

“Hearth isn’t a ruin. It’s still in use.”

Never stated by the Charter. Widely held in bars.

Beyond the gates

Live in Hearth. Go out to Asteron. Go to war at Anvil.

Danger is a property of where you’re standing. No flags and no fine print: you always know how much trouble you’re in, because you know where you are.

  1. The six worlds of Hearth around their sun.

    Home

    Hearth

    What can kill you: very little

    Warm, populated and safe. No other citizen can raise a weapon against you here, and nothing will kill you for being new. It’s the place you’re glad to arrive back to.

  2. A giant planet and drifting rock, out beyond the first gate.

    The frontier

    Asteron

    What can kill you: the world itself

    Hearth is made. Asteron is found: real worlds at real sizes, weather nobody designed, and nothing tending them. Asteron Prime is five times the size of a home world, and every new citizen notices the horizon first.

  3. Anvil, a world covered in ancient structures, ringed by ships and a gate.

    The claim

    Anvil

    What can kill you: other people

    A small world buried under structures nobody has surveyed to the bottom. The Charter issued a claim on it to all six worlds at once. It’s where citizens fight each other — and whoever shot you there will buy you a drink back home.

Discover World vs World →

House rules

Some things are never at stake.

  • Your home is yours for good

    One plot on your home world, granted the day you arrive. No rent, no decay, no raids. Come back after three years and it’s exactly as you left it.

  • Death costs time, never things

    You keep your gear, your inventory and your ship. You wake up somewhere else, and the journey back is the price.

  • You always know where danger is

    Fighting other citizens is what Anvil is for. Hearth is never contested, and the frontier’s danger is the frontier itself.

  • Style is for sale. Power never is.

    Anything that protects you is earned in the world. Money can change how you look, and nothing else.

Ten citizens in their own kit standing in a line, a dropship and an outpost behind them.

Live now

Your adventure starts now.

Polymo is live. Jump into the game and start exploring.

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