Wakestone

Wakestone

Rhunkarr, written in the dwarven script

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, carved in the dwarven script

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.

The Wakestone title screen: a stone gateway with burning braziers looking out over golden fields toward a smoking volcano
The title screen in the current build. Work in progress; everything you see will change.

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