Hearth buildings are the small home projects you place on the plots of Hearth Grove. Each one has one job. Each kind can be built more than once, one per plot. Walk to a plot and press E to build, upgrade or dismantle.
How it works#
| Building | Cost | Job |
|---|---|---|
| Arbor | 4 Supply | Buffers the nearest line during a disturbance and prevents its stretched-duty backlog. |
| Recovery nook | 4 Supply | Helps nearby connections recover after a disturbance. |
| Relay node | 5 Supply | Halves contact work within 120 pixels (180 when upgraded). It does not hold a watch. |
- Upgrade: 8 Supply, once per building.
- Dismantle: returns the building cost, including the upgrade.
- Plots: four plots at first. Each home growth adds one plot.
- Collision: a building blocks movement. Step clear of its footprint before you confirm a change.
Home growth#
The home duties board offers two new connections later in the story. The first costs 15 Supply and 2 signal seeds, and opens after story scene iii1. The second costs 25 Supply and 3 seeds, after iv1. Each growth opens a new lobe of the field, a new plot and a new duty, and Fen moves in with the first one.
In the brain#
The v0.5 plan ties each building to a real support role: the Arbor is a local strain buffer and the nook a local recovery aid. The plan states that "no structure instantly manufactures myelin". All prices are candidate design values, not measurements.
Development#
- Design: from Claude B's home-base plan (doc 30) and the v0.5 plan §15. The user approved repeat buildings (one per plot) on 31 October.
- Art: the Arbor, Recovery nook and Relay node sprites with upgrades are on
claude/environment-arte44aee85(revision 3, after independent reviews). The user said on 2 November that they were already approved. - Alpha: in Placeholder
69c7b5470only the Relay node can be built. The Arbor and nook say "Opens with home disturbances", because the disturbance lifecycle is not hosted yet. The lead reports a browser test that builds a relay and checks its collision. Growth art and collision are packaged, but the story gates foriii1andiv1cannot be reached yet.
Gallery#




See also#
Hearth Grove · Relay post · Home duties · Disturbances · Supply
Sources#
69c7b5470:src/main-game/game/home.js69c7b5470:src/main-game/game/maps.js69c7b5470:src/main-game/game/ui.jsb89f778c2:docs/ops/agent-messages/2026-11-02-lead-reconciled-game-integration.md- docs/ops/agent-messages/2026-10-31-claude-codex-todo.md, "Hearth home buildings" (working copy, not in Git)
- .GAME_PLAN/ARBORWAKE_THE_LONG_WAKE_COMPLETE_GAME_PLAN_v0.5.md, §15 (working copy, not in Git)
What links here (31)
- Apothecary
- Arborwake alpha
- Archive
- Circuit Ranger prototype
- Common Hall
- Delivery tray
- Economy
- Exchange
- Fen
- Food Hall
- Hearth boards
- Hearth Grove
- Home art
- Home duties
- Market stalls
- Memory Meadow
- Mote Pocket
- Nearfield Glade
- Neural Highway
- Pneumatic tube
- Quiet District
- Relay post
- Starwell
- Studios
- Supply
- Tea House
- Threadway
- Threadway residences
- Who Takes the New Road?
- Workshop
- Wrapping Depot