
Heirdeep
Heirdeep is a dynasty and hold game. Dig rooms into the rock and put your kin to work where their best stat shines. Keep food, water and light flowing through the seasons. Choose who pairs with whom: children inherit their parents’ base stats and can surpass them. Each generation is a chance at a stronger line, and your Lord or Lady’s seat passes to the Heir of the blood.
- A bloodline to raise: the Pairing Bench forecasts each couple’s children. School, books and paid tutoring help them learn. At a level-5 Apothecary, adults can pay for dubious research that improves a base stat their children can inherit. Can you raise an S?
- A hold to run: build Hearths, Deepwells, Lumenworks, Quarters, Schools, Infirmaries and more. Upgrade rooms through five levels as your hold grows into a town. Winter tests your stores; warnings help you prepare.
- Gold of their own: working kin earn wages and spend their savings on personally owned weapons, armour, tutoring and comforts. Their gold and equipment can pass to their children.
- The Wilds: your starting Lodge sends explorers on three-, five- or seven-day trips. They find gold, books, salves and new places on the map. A level-5 Lodge can send twelve explorers.
- A valley to win: defend your Gate in real-time battles, call workers to arms and fight room by room if the wall falls. March warbands from the Barracks, make rival holds swear allegiance or burn them out. Watch their loyalty: an oath can break. You win when no other house stands free.
- A world that remembers: people you turn away, cast out or lose to rival holds live on in the valley and may return. Follow your family through the lineage, then watch its generations scroll over your valley at victory, accompanied by “What We Leave Behind.” Continue playing or replay the record later from settings.
- Music and movement: a living title-screen valley, quiet hold ambience and a raid soundtrack for the big fights.
This is an alpha. You can play from founding to victory, but expect rough edges, changing numbers and more to come. Emberkeep, a growing map and further buildings remain ahead. Your hold saves itself in your browser.
Controls: drag kin into rooms, or click a kin and choose where they work. Right-click for more actions. Space pauses; 1 / 2 / 3 set speed; V opens the Valley; H sounds the Horn during a raid. The Warden’s Almanac, the book in the top bar, explains the systems.
| Updated | 1 day ago |
| Published | 9 days ago |
| Status | In development |
| Platforms | HTML5 |
| Release date | 9 days ago |
| Rating | Rated 4.0 out of 5 stars (1 total ratings) |
| Author | Senaris |
| Genre | Simulation, Strategy, Survival |
| Tags | City Builder, colony-sim, dynasty, Fantasy, Management, Medieval, Singleplayer |
| Average session | About an hour |
| Languages | English |
| Inputs | Keyboard, Mouse |
| Accessibility | Interactive tutorial |
| AI Disclosure | AI Assisted, Graphics |
Development log
- Update 0.4.21 day ago
- Update 0.4.05 days ago
- Update 0.3.2a7 days ago





Comments
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Great game, I've been enjoying it a lot so far and am very intrigued to see how it develops. If you wouldn't mind me asking, why'd you remove the Beacon and Prison? Did it create too much of an imbalance between the player and the AI, or was it due to some other reason?
Oh, hello! I didn't even know anyone was playing it :D Thank you for taking the time to post this and for the feedback, I'm really glad you're enjoying it!
Neither was about the AI. They came out for different reasons:
--- Prison
The Prison just didn't pull its weight. Catching raiders, waiting for their loyalty to rise, then recruiting or ransoming them was a lot of managing for a small reward. I reworked it twice and it still felt like a side room you looked after rather than something you wanted. Overall, it just didn't feel... fun. So I cut it, ransom and all. Raiders you bring down now die, crawl home wounded, or turn drifter. If your warband loses, the kin they take join the winning hold for good: they live, pair and raise children there, and may even raid you one day. The Valley ledger shows where each of them ended up. If you have any ideas for how a Prison could work, I'm all ears!
--- Becaon
The Beacon is parked, not gone for good. All it did was bring in more random travellers, which overlapped with drifters and raids. In one playtest it even delivered an S-grade traveller by day 18, when breeding one normally takes far longer.
What I'd like it to become is a way to call the person you actually need. Say your line has great Might but no Wit: you'd light the Beacon for someone with 10 Wit and pair the two to get the best of both. Or your hold is short on men and you call for a male instead of a female. But at the same time, it can't hand you a finished bloodline, because building one through the generations is the heart of the game. So it has to be a nudge, not a shortcut: you pick what to call for, it costs you, and you still have to breed the result yourself. Until I find that balance it stays parked. Its code is still in the game, so it will come back.
Thanks for the reply, I'm glad you're actively developing it and will keep playing it, I've been having lots of fun with it. A suggestion, make of it what you will: the Pairing Bench visuals for the female Kin are a bit "suggestive", at least to me; maybe it could be toned down or changed.
Thanks for the suggestion! The next update adds a "Pairing pictures" switch in Settings. Turn it off and the Pairing Bench shows both partners' normal portraits instead. Glad you're enjoying it!