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Development Diary

The Havenforge Devlog

This is us building Havenforge out in the open. It's not polished and it's not a sales pitch, just real progress straight from the workshop.

Heads up: Havenforge was called Forgeflow when these earlier episodes were recorded, so you'll hear the old name in the videos. Same game, new name.

Episode 05July 12, 2026

Alpha is Here!

The big one: Havenforge has officially reached alpha. That means every core system is built and, more importantly, working together, and this devlog is the proof. It is a full walkthrough of the game actually running end to end. Mines fill your warehouse with raw resources on their own, the Build a Machine menu turns them into a real production line (the Fuller, Herb Dryer, Crusher, Stonecutter, and Sawmill, each upgradeable through tiers), Auto-Fill and Auto-Stow keep everything flowing, the Contracts Desk pays out in gold, and the full four-branch Research Tree carries you all the way up to prestige. There is still plenty of polish and content to come, but the entire loop, from raw ore to a paid contract, is here and playable today.

Resource minesBuild & upgrade machinesAuto-fill & stowContracts & research
Episode 04July 7, 2026

The Research Tree

Now the game grows a brain. The big new thing is the Research Tree, split into four branches: Extraction for prospecting new resources, Processing for unlocking machine schematics, Optimization for efficiency perks like better contract payouts and overdrive tuning, and Ascension for the huge permanent upgrades like bigger factory floors and a library that quietly earns Research Points while you play. The warehouse got a rework with slot upgrades too, plus a contracts desk to actually spend it all on. This is where Havenforge stops being a loop and starts being something you sink into.

Research treeFour tech branchesWarehouse upgradesContracts desk
Episode 03July 6, 2026

Machines & the First Real Art

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Our biggest jump so far. The placeholder squares are finally gone, swapped out for the first real art, and the factory got its best toy yet: a menu for building machines. The Fuller, Herb Dryer, Crusher, Stonecutter, and Sawmill all cost real materials and drop straight onto the grid. Add in auto-fill and auto-store and the production line actually starts to feel like one.

First art passBuild-a-Machine menuResource economyAuto-fill & auto-store
Episode 02June 13, 2026

Building the Factory

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The factory floor is starting to feel real. You can drop things onto the grid now, the BUILD flow works, and the match-3 puzzle got another round of tuning. We also spent some time on performance so everything stays smooth as it gets bigger.

Factory placementBUILD flowPuzzle refinementsPerformance pass
Episode 01May 5, 2026

The First Playable Loop

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The one that started it all. For the first time, the four modes (Factory, Puzzle, House, and Research) are actually talking to each other. It's nothing but rough colored tiles, but the whole loop works front to back, and you can sit down and play it.

Four-mode skeletonMatch-3 gridMode switchingFirst playable build

The beginning · More on the way

Watch It Grow

We'll post new videos as the game grows. If you like where this is going, the best thing you can do is send us your ideas and help back the build. Everyone who does gets their name in every game we ship.