Highland HearthHighland Hearth

06-07-2026

The Forester

An overview of the newly developed Forester profession, Forester Lodge, Tree growth cycles and the Work Area system.

One of the biggest additions over the last few weeks has been expanding the professions within Highland Hearth with the introduction of the Forester.

Up until now, trees could only be chopped by labourers when they were specifically requested. That worked well enough for building projects, but it wasn't really a sustainable way to manage an entire forest.

The Forester Lodge introduces the Forester role, a dedicated lodge and a system that gives players much more control over how woodlands are managed.

The Forester Lodge is the first building to make use of the new Work Area system, which should lay the foundations for many more professions in the future.

Building the Forester Lodge

Like the other buildings in Highland Hearth, the Forester Lodge can be placed anywhere that makes sense for your settlement.

Once constructed it becomes the home for your foresters, storing the logs they've collected and acting as the centre for all forestry work.

And I do mean home. Just like any other house, sleeping spots can be added inside, allowing foresters to actually live there, sleep there each night and begin to develop their own little corner of the village.

I wanted the lodge to feel like more than just another storage building. It has its own lumber store, dedicated workers and eventually becomes the place where everything related to forestry is managed.

Assigning Foresters

The lodge has its own assignment panel where villagers can be assigned to work as Foresters.

One thing I wanted to avoid was every villager being equally good at every job. Every role in Highland Hearth is based around one of the seven core attributes: Strength, Constitution, Dexterity, Intelligence, Charisma, Agility and Luck.

Foresters rely primarily on Dexterity, so assigning a villager with naturally high Dexterity means they'll be much better suited to the role than someone whose strengths lie elsewhere.

As more professions are introduced, choosing the right villagers for the right jobs should become an important part of managing your settlement, rather than simply filling empty worker slots.

Creating Work Areas

The biggest new system introduced alongside the lodge is Work Areas.

Most village-building games tie a worker's operating range directly to the building itself, so placing the building also determines where the work happens. I wanted to try something a little different.

In Highland Hearth, the building and the work area are completely separate.

That means you can place the Forester Lodge somewhere that looks good as part of your village, while creating one or more work areas exactly where it makes sense in the surrounding forests. As your settlement expands, you can simply add new work areas without needing to move the building itself.

I think this gives players a lot more freedom, while also making settlements feel more natural.

A single Forester Lodge can also manage multiple work areas, making it easy to maintain several forests around your settlement without cluttering your village with duplicate buildings.

Even better, this isn't just a forestry feature. The same Work Area system is designed to support future professions too, such as fishing, and should make adding new jobs much easier as development continues.

Managing Your Forest

Each Forestry Work Area has its own settings, allowing different forests to be managed in different ways.

At the moment you can choose whether foresters should:

  • Chop fruit trees.
  • Chop young trees.
  • Replant harvested trees.

This means one woodland could be managed as a sustainable forest with automatic replanting, while another could be completely cleared for expansion.

As development continues I'd like these settings to become even more interesting. Research could unlock additional forestry techniques, such as planting specific fruit tree varieties or other more specialised woodland management options.

A Living Forest

Adding foresters also meant revisiting the trees themselves.

Previously a tree simply appeared fully grown, but forests now have proper growth stages. After a tree is planted it begins life as a tiny sprout before gradually growing through several stages until it eventually becomes a mature tree ready to harvest.

Creating the new pixel art for the young trees and sprouts was a fun little challenge, and it makes a surprising difference to the world. Watching foresters slowly replant an empty clearing and seeing it gradually grow back into a woodland feels much more believable than instantly spawning full-sized trees.

It also turns forests into a renewable resource that players need to manage over time.

Bringing Logs Home

Once a forester has filled their inventory they'll return to the lodge to unload everything into the lumber store before heading back out into the forest.

Later, labourers can move those logs from the lodge into general stockpiles wherever they're needed around the settlement.

This follows the same philosophy as the farming system. Farmers stay focused on their farm houses, pens and fields, while foresters stay focused on their lodges and forests. Rather than spending their time transporting resources across the village, they concentrate on the work they're actually skilled at.

The labourers then become the link between every profession, moving resources around the settlement wherever they're needed. My hope is that this gives each role a much clearer purpose and makes the village feel like it's made up of specialists working together rather than everyone trying to do everything.

Looking Ahead

While the Forester introduces a new profession, it's really the Work Area system that I'm most excited about.

The goal has always been to build systems that can be reused throughout the game, and Work Areas lay the groundwork for exactly that. As more professions are introduced, they'll be able to take advantage of the same approach, allowing players to define exactly where villagers carry out their work rather than relying on fixed building ranges.

I'm hoping this helps every profession feel more distinct. Farmers will focus on their farm houses and fields, foresters on their lodges and forests, and future professions will have their own dedicated workplaces and responsibilities. Rather than every villager behaving in largely the same way, each role should gradually develop its own identity and gameplay.

The Forester is just the first role to make use of the Work Area system, but hopefully it gives a good idea of the direction Highland Hearth is heading. There's still plenty to build, but this feels like a solid foundation that many future professions can share.