Haven & Hearth
Steam News 11 February 20263mo ago

Game Development: Polar Crocus

We've been developing, and here's what's new. New Implementations ----------------------- Added "Ice Bear"s. These are what you and I would know as Polar Bears, but Hearthlings have no conception of poles. "Ice Bear"s a…

Update log

Full Haven & Hearth update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

1 fix9 additions5 changes2 removals
  • Gameplay
  • Events
  • Store
  • Balance
  • Performance
addedWe've been developing, and here's what's new.
addedNew Implementations -----------------------
addedAdded "Ice Bear"s. These are what you and I would know as Polar Bears, but Hearthlings have no conception of poles. "Ice Bear"s appear only during Winter, as the colder season extends their range from out of the farthest, uncharted, North, angrier and deadlier than ordinary "Bear"s. (I realize that ingame Winter just having ended makes this slightly anti-climactic, but maybe something to look forward to for the next?). They come complete with teeth, meat, hides and a cape.
addedAdded "Crocus", springtime flower. Can be planted. Very common on snowy tiles while they last during spring, but generally present on several grassy terrains.
addedAdded "Chewing Straw", curiosity. Equippable in the mouth slot for mild bonus.
addedAdded "Silk Suture Kit", medicine. Suggested here . Treats a variety of open wound types.

We've been developing, and here's what's new.

New Implementations -----------------------

  • Added "Ice Bear"s. These are what you and I would know as Polar Bears, but Hearthlings have no conception of poles. "Ice Bear"s appear only during Winter, as the colder season extends their range from out of the farthest, uncharted, North, angrier and deadlier than ordinary "Bear"s. (I realize that ingame Winter just having ended makes this slightly anti-climactic, but maybe something to look forward to for the next?). They come complete with teeth, meat, hides and a cape.

  • Added "Crocus", springtime flower. Can be planted. Very common on snowy tiles while they last during spring, but generally present on several grassy terrains.

  • Added "Chewing Straw", curiosity. Equippable in the mouth slot for mild bonus.

  • Added "Silk Suture Kit", medicine. Suggested here. Treats a variety of open wound types.

Key Fixes -----------------------

  • Fixed stacking of items inside container items (e.g. "Creel", "Poacher's Pouch", "Seedbag"s). Some caveats apply, as auto-stacking will not (yet) be able to detect existing stacks/items inside container items, but it seemed like a significant improvement that they are able to hold stacks at all that we decided to push it in a slightly unfinished state. There is a plan for the fuller fix.

  • Destroying "Thing Challenge"s or "War Flag"s now requires "Rage". Both builds now also have "Rage" as an unlock prerequisite.

  • Reverted the mechanic introduced in Game Development: Grammophne Crane by which going up Mineholes conferred the visitor debuff where applicable, as announced in Game Development: Narwhal Study.

  • Nerfed Narwhal Tusk from base damage 90 to base damage 45.

  • The final tier unlock of the "Wandering Sage" credo has been replaced with "+15% bonus to quest rewards", to replace the no longer desired bonus to local quality increases.

  • Significantly reduced the bounding footprint of "Soil" stockpile. It now fits neatly on a tile.

Small Fixes -----------------------

  • Added variable wood materials to "Coffer"s, which now take color and texture from the wood types from which they were made.

  • Land Surveys now indicate their area with the same li'l construction-site ropes used for buildings under construction. Do note that they may/will pop a bit when you approach them if larger than client render distance. Will hopefully fix later.

  • Object Stashes with inventory style GUIs, (e.g. "Knarr", "Wagon") should now properly display tooltips for held objects.

  • Building input slots should now display their tooltip pages properly when hovered over.

  • The Construction Object sign should now be properly hidden when inspecting building previews, so as to not obscure the preview. Reported somewhere around here.

  • Hotkeyed items should no longer be put into stockpiles when shift-(ctrl)-placed. Looking at you, "Rope"!

  • Brains now stack in inverse order of size (i.e. tiny stacks 4 high, small stacks 3 high, "normal" stacks 2 high, and big does not stack). They can be put in "Poacher's Pouch".

  • "Pelican's Pouch"es and "Magpie's Thieving Claw"s can now be hung on walls.

  • "Badger"s now have some chance to drop "Scent Gland"s. "Scent Gland"s also now allowed in "Poacher's Pouches".

  • Character now plays the lighting animation when lighting "Kiln"s and "Tar Kiln"s. "Tar Kiln"s will tell you how full they are if inspected.

  • "Tidepool"s should now appear visually on the lowest point under them where they are standing. Noticed a couple of mildly floating ones. Hope they don't bleed too badly into the ground in places, and that it looks better. Report your mileage, and other objects with same problem.

  • "Butcher's Cleaver" now requires "Fine Butchery" to

Source

Steam News / 11 February 2026

Open original