Hearthwright
⚙️ controls
🗺️ legend
🏘️ districts
🟢 dots
🕳️ entrances
🎲 new town
↻ regen
…
⚠️
Early beta
— work in progress. Not for production use; output may change or break.
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Legend
click to highlight
Settlement
Shape & Roads
Water
Defenses
Buildings
Environment
Settlement
pop
seed
🎲
type
hamlet
village
town
city
capital
port
wealth
squalid
poor
modest
comfortable
wealthy
aristocratic
sample
—
sample1
sample2
sample3 (RushwickBerry)
sample4 (Riverford)
Presets
— load preset —
➕
🗑️
⬇️ export
⬆️ import
City Shape
elongation
1.0:1
Stretch the city into an oval or strip (e.g. along a future river).
squareness
round
Round → rectangular outline.
shape irregularity
100
Organic lobes on top of the base shape. 0 = clean outline.
orientation
random
0°
30°
45°
60°
90°
120°
135°
150°
Town square
shape
auto (varies)
square
circular
triangle
paving
auto (by seed)
fishing pond
sometimes
never
always
Roads
paving
auto (by seed)
spokes
auto
2
3
4
5
6
7
8
trade-road pull
80
How strongly one road attracts ribbon development out of town. 0 = none.
block size
100
Spacing of the street mesh. Lower = tighter blocks, more streets.
Water
type
none
coast
lake
river
island
direction
S
coverage
one side
How much of the horizon is water (coast only): one side → surrounded.
shore distance
70%
Square to waterline, % of city radius. For islands: island size.
coastline intensity
50
How hard the shoreline wanders: bays punching inland, peninsulas reaching out.
docks
auto
Piers along the busiest waterfront. auto = scaled by population.
Rivers
rivers
0
1
2
course
through town
tangent
river width
120 ft
river meander
100
0 = straight channel · 100 = wandering · 250+ = switchbacks.
bridges
3
Max river crossings. 0 = the city never crosses, hugging one bank.
✎ edit river
↺
Walls
walls
auto
none
walled
wall built at
90%
How far through the city's growth the wall went up. 50% = half the city existed first, the rest spills outside the gates. 100% = wall encloses everything. 0 = random.
shanty towns
100
Squatter shacks & tents huddled outside the gates (walled cities only).
✎ edit walls
➕
↺
Civic
civic seat
auto
townhall
keep
castle
Form
building gaps
100
Space between neighbors. 0 = party-wall rows everywhere.
grand buildings
100
shaped footprints
100
L / T / plus / triangle odds vs plain rectangles.
special buildings
100
Guildhalls, warehouses, manors.
Mix
religion
100
Temples & shrines. 0 = godless city, 300 = holy city.
pantheon
commerce
100
Shops, inns, market stalls.
industry
100
Workshops and craft halls.
taverns & inns
100
Seeded at gates, docks and the square; the rest scattered. 0 = a dry city.
Farms & Fields
farms
100
Farmsteads along the roads out of town: farmhouse, barn, shacks.
farmland
patches on grasslands
full patchwork
fields
100
Patches: size of the farmland patch around each farm. Full: parcel density. 0 = bare countryside.
Wilds
forest
100
Forest blobs in the countryside. 0 = none.
🌲 paint forest
↶
↺
tree density
100
rock scatter
100
Stones dotted across the countryside.
rock density
100
How thickly the paint brush packs stones.
rock color
random (mixed)
🪨 paint rock
↶
↺
plant scatter
100
Grass, ferns & weeds strewn across the wilderness.
plant density
100
How thickly the paint brush packs plants.
🌿 paint plants
↶
↺
map crop
full
Tighten the frame around the city — trims excess countryside. Live, no regen.
rural ponds
auto
0
1
2
3
4
5
6
8
—
📋
✕
—
✕
Opening the door…
🤝 new owner
close
🏰
Laying out the market square…
Growing the settlement from the center out.
0s