Wakestone
Lead a band of dwarves out of the quiet meadows and into the mountain. Carve a hold into the deep, keep its fire burning, and mind what sleeps beneath the stone.
A world that remembers
Every world is generated with its own map, its own peoples and centuries of history. You pick where your expedition makes its stand.
Your world, your settings
Choose how wet, wild, mountainous or dangerous the land is, how many civilisations share it, and how old it is. Old worlds come with ruins, grudges and alliances already in place.
Neighbours with long memories
Humans, elves, halflings, rival clans and goblin warrens live in real towns and camps. Trade with them, talk your way past them, or make enemies that come back with an army.
Journeys that take days
Trade and diplomatic expeditions cross real distances. Make camp at night, meet strangers on the road, and stumble on ruins, temples and lights that vanish when followed.
You are the Hearthkindler
Not a king. You carry the ancestral ember across the wilds and light the first fire in the rock. Everything that follows grows around that hearth.
Dwarves with real lives
Every dwarf has a history, traits, friendships and grudges. They fall in love, raise families, mourn their dead, and argue about it all in the tavern.
Feasts, songs and stubbornness
Rugged faces that still crack into a grin. Dwarves sing, dance, play and drink when times are good, and you can see exactly how they feel when times are not.
Built in first person
Dig, build and work beside your dwarves, then step back into a planning view to lay out halls, workshops and stockpiles across many levels.
Down is where the game opens up
Beneath the hold lies a second world: vast shafts, crystal caverns, fungal forests, underground rivers and magma, each with its own creatures.
Build across the abyss
Bridges, drawbridges, lifts, minecart lines and cargo buckets on cables. Fortresses that climb up the mountain and plunge hundreds of metres below it.
Water, smoke and stone that behave
Rivers flow and can power your machines, smoke rolls along cavern ceilings, and digging without supports brings the roof down. Use all of it against your enemies.
Light against the dark
Lanterns pooling on damp stone, lava lighting a cavern red, sunlight falling down a chasm. Light is how you push the dark back, a little at a time.
Something below is listening
Dwarves call it Old Thrum and won't say its true name. The deeper and louder you dig, the more the halls warm, the torches dim and the stone trembles. The old dwarves woke it once. Their ruins are still down there.

Vorr ar hald, ell ar durn. Fire in the hold, light in the deep.
From the current build
Wakestone runs on its own engine, built for a steady 60 frames a second on everyday PCs, with nearly everything open to modding.
Carry the ember with us
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