Hearth and Hamlet Buildings: 28 Structures & Tier Guide
Hearth and Hamlet buildings guide: all 28 structure chains, their tiers, build-enabled vs later-game status, and each building role in the kingdom.
Hearth and Hamlet contains 28 building chains, each split into multiple construction tiers, and the build 0.80 catalogue records 22 of them as build-enabled with the remaining six held back as later-game data. Buildings are the settlement’s main progression layer, connecting resource storage, worker capacity, research, policies, trade, magic, and defense.
The short answer
- 28 building chains total, across 147 catalogue records
- 22 build-enabled and 6 later-game in the build 0.80 availability table
- Most chains have 5 tiers; Fishing harbour has 6, Housing 7, Town square 11, Docks 3
- Representative structures: Lumber camp, Farm, Fishing harbour, Quarry, Gold mine, Library, Market, Tavern, Town guard, Mage tower
- Demo v1.0.46 added several buildings and tied Advisor research to the Leader’s Hut / Manor
How buildings work in Hearth and Hamlet
Official material frames the game around constructing and upgrading a medieval settlement. Buildings are not just visual milestones: they are the layer that turns resources, workers, and research into real capabilities. A mature settlement holds civic, production, research, military, and trade structures rather than one linear upgrade chain.
Each building chain advances through numbered tiers, and higher tiers unlock stronger versions of the same function. The build 0.80 data tracks each tier’s level, cost, and availability, which is why the catalogue splits every structure into “defined levels” and “build-enabled levels.” Most chains define five tiers, though the exact number enabled at any point depends on where you are in progression.
The 28 buildings in build 0.80
The build 0.80 catalogue lists 28 buildings. The 22 marked build-enabled are Alchemist, Blacksmith, Carpenter, Church, Farm, Fishing harbour, Gold mine, Housing, Hunting lodge, Iron mine, Keep, Leather workshop, Library, Lumber camp, Market, Quarry, Roads, Southern wall, Tavern, Town guard, Town square, and Warehouse.
The remaining six are flagged as later-game data with no tiers enabled in that build: Cliff, Docks, Mage tower, Magic swamp, Military camp, and Northern wall. Their presence in the package identifies later-game content, but their costs and effects are not verified release-build figures. Several of them — Docks, Mage tower, and Magic swamp — clearly belong to the trade and magic systems described for later progression.
Representative buildings by role
The catalog spans every function the kingdom needs. Gathering and production are covered by the Lumber camp, Farm, Fishing harbour, Hunting lodge, Quarry, Gold mine, and Iron mine, each of which converts assigned labor into a steadier resource flow. Storage and civic growth fall to Housing, the Warehouse, Roads, and the Town square, which raise capacity or support a larger settlement.
Research and learning sit in the Library and the Keep, while crafting chains — Carpenter, Blacksmith, Leather workshop, and Alchemist — turn raw materials into tools, equipment, and consumables. The economy runs through the Market, Tavern, and Docks, and defense through the Town guard, Southern wall, and Northern wall. Magic, when it arrives, flows through the Mage tower and Magic swamp. This mirrors the official progression from a Chief’s Hut and early gathering sites up to the Public House, Library, Quarry, Gold Mine, Magic Academy, and Town Guards.
Tiers and levels
Tier depth varies by how central a building is to the loop. The Town square is the deepest, with 11 defined tiers and 6 enabled in build 0.80, making it one of the longest chains in the catalogue. Housing defines 7 tiers and Fishing harbour 6, while Docks is the shallowest at 3.
Most of the rest — from the Farm and Lumber camp to the Church and Keep — define 5 tiers. The build 0.80 data also assigns each chain a highest cost rank, with the Keep reaching the top rank of 23 and most others sitting between 19 and 21. Those ranks are relative, not launch pricing, but they signal which structures the game treats as major investments.
How to evaluate an upgrade
Before spending Wood and Stone on the next tier, ask what problem the upgrade solves right now. A capacity, production, or unlock upgrade that fixes the current bottleneck beats one chosen only because it is available. Also check what the purchase delays, because the same materials cannot fund a competing research node or population need at the same time.
Then confirm the kingdom can support the building afterward. A structure that adds population or jobs also adds pressure on Food and workers, so a bigger town can become a liability if it outruns its food supply. Finally, check whether research gates a better option, since some capabilities arrive through permanent technologies rather than repeated construction.
Demo v1.0.46 vs build 0.80 data
The two data sources on this page describe different moments in development. Demo v1.0.46 is the final pre-release demo build, and its official patch notes confirm it added several new buildings and extended progression, along with new Advisor research unlocked in the Leader’s Hut / Manor. Those named structures are safe to reference for the June demo, not as a complete current-release catalogue.
Build 0.80 is a separate, later static data package, and its availability table is the source of the 22-versus-6 split and the tier counts above. That data is not presented as verified release-build data, so a complete building list, every level, and exact upgrade costs remain to be confirmed against the current game.
Frequently asked questions
How many buildings are in Hearth and Hamlet? The build 0.80 catalogue lists 28 building chains. 22 are build-enabled in that build and 6 are later-game data.
What is the biggest building chain? The Town square is the deepest, with 11 defined tiers and 6 enabled in build 0.80. Most other buildings define 5 tiers.
Which buildings are later-game? Cliff, Docks, Mage tower, Magic swamp, Military camp, and Northern wall are flagged as later-game data in build 0.80.
Do buildings unlock through research? Yes. The store page says every upgrade feeds into a research tree that permanently unlocks new buildings, magic, and upgrades. See the research tree guide.
Which building produces Gold? The Gold mine is the Gold-producing chain, first reachable in Demo v1.0.46. See the resources guide.
Ready to expand? Pair this page with the research tree to see which technologies gate each structure, and check the beginner guide for a first-hour build order.