Systems

Hearth and Hamlet Achievements

Twenty-four Steam achievements from Humble Beginning to Intense difficulty.

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Achievements

Hearth and Hamlet ships 24 Steam achievements. This page lists the names Steam publishes globally, the official descriptions where Steam shows them, and the systems you should practice if you care about completion. Percentages below are global unlock rates shortly after the August 19, 2026 launch — they will move. They are not a skill ranking, only a snapshot of what most kingdoms have touched.

The game is single-player. There are no multiplayer trophies. Difficulty achievements imply the full campaign can be finished on Gentle, Steady, Challenging, and Intense. Trade and happiness trophies imply you should understand Trade and Happiness before you chase 100%.

Where Steam only shows a title, this wiki will not invent a hidden trigger. Play until the popup appears, or wait for the studio to document it.

Early settlement (very common at launch)

These fire for almost everyone who lights the campfire:

  • Humble Beginning (~97%) — the opening beat of a new save.
  • A Place to Call Home (~92%) — first real camp / housing beat after the wilderness intro.
  • Hearth and Hamlet (~88%) — the namesake milestone; treat it as “the settlement is actually a hamlet now.”
  • First Contact (~71%) — likely your first outside pressure (raiders, visitors, or a mapped neighbor). Pair with Defend Raids so the contact is not a wipe.
  • Coin for the Realm (~65%) — first meaningful gold. If this is stuck, you are still in the food-wood tunnel; read How to Get Gold.

Economy, minds, and walls

  • A Merchant’s Tale (~39%) — commerce is open. Build markets only after food is stable.
  • Educated Minds (~38%) — research / academy flavor. Do not skip Research Priority to rush a pretty school.
  • Walls of Stone (~24%) — fortifications. Stone and iron crews need to exist; see Buildings and Building Priority.
  • He’s a Wizard (~22%) — magic is unlocked. Magic explains why mana is not a third wood pile.
  • Just Pay It With Magic (~19%) — a magical spend, not a joke about taxes. Keep a mana buffer so this is a choice, not an accident.
  • Merchant Kingdom (~18%) — official: trade with Distant Kingdoms 20 times. This is a repetition trophy. Plan routes instead of clicking trade once for flavor.

City, castle, and morale

  • A City Rises (~12%) — the map should look like more than a camp. Town-square upgrades in the Walkthrough matter here.
  • Standing Strong (~10%) — defense held. Train guards when the town-guards building appears; Tips says not to fear the upkeep.
  • My Home and Castle (~9%) — castle-tier construction. Late-game resource timers are real; patience is the mechanic.
  • We love it here! (~9%) — official: reach 200% happiness. Taxes, taverns, worker laws, and raid drafts all push this meter. Policies and Happiness are the real guide; spamming one festival button is not.
  • Ancient Evil (~6%) — a late story or threat beat. Expect raids and magic to overlap. Do not dump every worker into soldiers the night before; keep food.
  • A Kingdom is Born (~4%) — the campaign’s “you made it” stamp for many players. Pair with difficulty trophies if you intend to replay.

Completion, difficulty, and the hard jokes

Steam publishes these descriptions in full:

  • Gentle Rule — complete the game on Gentle difficulty (~4%).
  • Master Builderfully upgrade your city (~3%).
  • Steady Hands — complete the game on Steady difficulty (~3%).
  • Flawless Victorywin without suffering any defeats (~1%). Raid prep is mandatory; losing a fight in this game steals resources and applies production penalties rather than deleting the save, but it still voids this trophy.
  • Rising Challenge — complete the game on Challenging difficulty (~1%).
  • Against the Odds — complete the game on Intense difficulty (~0.2%).
  • Steadfast Resolvecomplete the game without ever trading with Ashenholt (~0.2%).

Ashenholt is a named trade partner. If you want Steadfast Resolve, do not open that route even once. Use other distant kingdoms for Merchant Kingdom, or accept that 100% may need two saves: one trade-complete, one Ashenholt-clean. This wiki will not pretend a hidden menu toggle disables the partner after you already traded.

Practical completion order

  1. Finish a Gentle campaign while learning food → wood → stone → iron → gold → mana (Walkthrough).
  2. Push 200% happiness on a comfortable save with taverns and kind worker laws.
  3. Farm 20 distant trades on a dedicated merchant save.
  4. Replay Steady / Challenging / Intense once the loop is muscle memory.
  5. Attempt Flawless Victory after you know raid timing.
  6. Attempt Steadfast Resolve last, on a save that never clicks Ashenholt.
  7. Leave Master Builder running in the background — full city upgrades are a resource sink, not a puzzle.

Cross-link while you hunt: Resources, Worker Planner, Launch news. Percentages will inflate as more kingdoms pass the first week. Recheck Steam’s global stats if you are hunting rare trophies months later.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How many achievements does Hearth and Hamlet have?

Steam lists 24 achievements, including four difficulty clears and a no-Ashenholt trade challenge.

What is We love it here!?

Reach 200% happiness. Use taverns, policies, and food surplus rather than a single tax toggle.

Can I earn Steadfast Resolve after trading with Ashenholt?

The description requires completing the game without ever trading with Ashenholt. Start a clean save if you already used that route.

Does Flawless Victory reset if I lose a raid?

Yes. Win without any defeats. Raids that steal resources still count as defeats for this trophy.