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Hearth and Hamlet Quests: All 33 Main Story Steps

Hearth and Hamlet quests span 33 main story steps. The demo opens quests 1 to 11, ending at 400 population; the rest are full-game and later-game data.

8/18/2026 Last updated: 8/18/2026

The Hearth and Hamlet quest system is a single 33-step main story line, but the free demo only opens the first 11 quests. Everything from quest 12 onward exists in the build 0.80 game files as later-game data and is not playable in Demo v1.0.46.

The short answer

  • There are 33 main quests in the build 0.80 data
  • The demo (v1.0.46) enables only quests 1 through 11
  • Demo quests run from Set Up Camp to Reach 400 Population
  • Quest 12 is the “obtain the full version” wall that ends the demo
  • Quests 27–33 exist in the files but lack localized text (partial source)

How the quest sequence works

The main quests follow your settlement’s growth from a single camp to a defended, trading kingdom. Most early quests are gated by population or building levels rather than a single click: for example, Set Up Camp completes at town square level 2, and the town-square quest requires both 100 population and town square level 6. Each step asks you to push the town one stage further.

The Steam Next Fest patch notes confirm that the v1.0.46 demo added “1 additional main story quest” alongside first-time access to Gold. In the mined data that quest is Quest 10, the gold-across-the-river demand, which explains why older demo builds ended earlier than the current one.

The 11 demo quests (1–11)

These are the quests you can actually complete in Demo v1.0.46. The completion conditions come from the build 0.80 data, which matches the demo’s enabled set.

#QuestCompletion condition
1Set Up CampTown square level at least 2
2Improve Your CampsiteTown square level at least 3
3Gather Food and Expand Your CampTown square level at least 4
4Build a Fisherman’s and Woodcutter’s HutFishing level 2 and lumber level 2
5Reach 50 PopulationPopulation at least 50
6Build the Town Square and Reach 100 PopulationPopulation 100 and town square level 6
7Reach 200 PopulationPopulation at least 200
8Build a Guardhouse and Train 5 GuardsAt least 5 soldiers
9Defend Your VillageBattle-triggered, no automatic condition
10Pay the Soldiers’ Demands (acquire gold across the river)Story-triggered, no automatic condition
11Reach 400 PopulationPopulation at least 400

Quest 9 is the first goblin raid and introduces the defense system, and Quest 10 sends you across the river for Gold after Ashenholt soldiers arrive demanding taxes. Those two quests are where the demo shifts from pure growth into combat and economy, which you can read about in the raids reference.

Quest 12 and the demo wall

Quest 12 is titled “Obtain the Full Version of Hearth and Hamlet.” Its text thanks you for playing and asks you to wishlist the game, which makes it the explicit end of the demo rather than a content beat. After the demo reaches 400 population and clears the gold demand, the story simply stops and points you to the full release.

Later-game quests (13–26)

These quests are present in the build 0.80 data as later-game content. They sketch the full-game arc from walled defense to a kingdom that defies the Ashenholt army.

#QuestCompletion condition
13Build Northern and Southern WallsNorth and south wall level 2
14Pay Ashenholt’s demandsStory-triggered
15Trade with Distant SettlementsStory-triggered
16Build an Academy and Research BlueprintsPurchase Advanced Building Design
17Pay Ashenholt’s demands (again)Story-triggered
18Upgrade to Stone WallsNorth and south wall level 4
19Recruit a Wizard from the settlementStory-triggered
20Begin the ongoing food trade with the settlementStory-triggered
21Build the Witch’s Mire in the SwampSwamp level at least 3
22Build a wizard towerMagic level at least 3
23Reach 1200 PopulationPopulation at least 1200
24Recruit a total of 100 SoldiersAt least 100 soldiers
25Defeat the Ashenholt ArmyBattle-triggered
26Build a keepPopulation at least 2000

The late sequence tells a coherent story: wall off the town, survive repeated Ashenholt tax demands, unlock trade and magic, grow past a thousand people, then muster an army large enough to refuse the old kingdom. Quests 20 through 22 are where magic enters the main line, gated behind a wizard, a swamp ritual, and a wizard tower.

Partial-source quests (27–33)

Quests 27 through 33 are defined in the extracted package, but their localized objectives and descriptions are missing, so the database marks them as partial source. Only their completion conditions survive.

#Completion condition
27Purchase Sacred Ground
28At least 150 soldiers
29Keep level at least 4
30Church level at least 4
31Town guards level 4 and at least 300 soldiers
32Keep level at least 5
33Story-triggered, no automatic condition

Because the text for these is absent, treat their names and narrative as to be confirmed even though the conditions are recoverable. The final quest ends the line with a story trigger and no automatic completion, which suggests a closing cutscene or reveal rather than a numeric target.

The video above walks the demo’s quest line in order, from Set Up Camp through the gold demand to the “obtain the full version” screen.

Demo vs full-game quests

The key version distinction is simple: quests 1–11 are enabled and playable in Demo v1.0.46, while quests 12–33 are later-game or partial-source data from build 0.80 that is not claimed as final. Do not read the later conditions as confirmed release content — they are a preview of the intended shape of the story, and the full game may reorder, rename, or retune them.


Use the beginner guide to clear the opening quests efficiently, and check the mechanics reference for the population, housing, and battle rules that the quest conditions rely on.

Sources: Steam Next Fest patch notes · Hearth and Hamlet game database — quests · game database — quest 10

quests main-story progression demo

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