Haverby Keep my place

Haverby

Oats in the field, barrows under the hill

Smoke from the chimneys, sheep on the fell, and a bit of land at the end of the lane that is yours to clear. When the mist comes down off the hill, take a lantern and a friend, and go and see what is stirring in the old barrows.

Opening soon. Leave your email for one message when the gate opens, and the Founder's lantern for your house.

What it is

Your own plot, a village to keep, and barrows under the hill

Haverby is a farming and adventure game for you and your friends. Clear a plot of land and grow on it. Cook at your own hearth. Meet everyone in the village square. Then go down into the barrows together, fight room by room in real time, and carry home what you find. It all runs in the browser, so a friend is one link away.

Send a link

A friend on your farm

They open it and they are standing on your plot. No install, no account to make first, and it is free to play.

Fights worth having

Real time, room by room

Quick on your feet: a sword swing knocks a bolt aside, an arrow shoots one out of the air. Alone or four together.

Everyone together

Hold the line

The whole village works against the blight. Every harvest and every run below counts, and Haverby shows it.

A plot by the stream: turnips, oats, carrots, cabbages and leeks in their rows, a new bed coming up, and a bramble cut back at the edge.
Your plot

Clear it, fence it, sow it

Every villager has a plot of land at the end of a lane: by the stream, on the hillside or at the wood's edge. It starts as brambles, nettles and stones. Cut them back with sickle, axe and pick, lay a path, put up a fence, and push the hedge out a little further each time.

More than forty crops, and the seasons turn every week: each crop is sown in its own seasons, and even winter has plenty to plant. They grow in real time and keep growing while you are away. Watered ground grows faster, and dry ground only slows a crop down. Leave one in the ground long after its seasons have gone and it withers, but never in under a week.

Cook what you grow at your own hearth: an oatcake, a turnip stew, a carrot pie. Food goes down the barrows with you and lasts a floor.

Inside a villager's house: a plank floor lit by the hearth, a box bed, an oak table and bench, a shelf, a woodpile, a looking glass, a chest and a garden hob.

The house is yours inside

One room with a hearth, and whatever you put in it: a box bed, an oak table, a bee skep, a shelf for the trophies you bring up from the barrows. Friends who visit see it just as you left it.

In through the gate, over the bridge and up into the square, where the other villagers are about their day.
The village

One village, and everyone in it

Haverby is the one place where you see everybody. Hild keeps the board with the day's asks. Wulfric works the forge and smelts what you bring up from below. Ada keeps the Oat Sheaf. Up by the shrine, someone tends the hob.

Not every year is a good one. The blight has got into the east field again, and the mist comes down thicker at night. Everyone pitches in: stone for the wall, oats for the store, a lantern carried down the barrows, and the village is better for it.

  • Shore up the east wall
  • Relight the beacon on the hill
  • Push the blight back
A party of four down the Low Barrow: the foot of the stair, a warrior, an archer, a keeper and a druid against the boggarts, then the Mere-Wife in the flooded crypt.
Under the hill

Five barrows, out in the dale

Find the door out in the dale and go down alone or with up to three friends. Most rooms stand open, with packs asleep until you come close, so you choose your fights; guardians and bosses shut the door behind you. The fighting is real time and quick: a sword swing knocks a bolt aside, an arrow shoots one out of the air, and a keeper's hearthlight keeps everyone standing.

The three great barrows go three floors down and take ten to fifteen minutes, deep enough to feel like going somewhere. Between floors there is a landing with a warm light, where you eat, catch your breath, and choose whether to go on or carry home what you have.

What comes up with you: ore and hide for the smith, gear, rare seeds, and trophies for the shelf at home.

Barrow Down

The Low Barrow

The oldest of the mounds, on the hill above the village. The earthen entry, the root-choked galleries, and the flooded crypt where the Mere-Wife waits.

The Old Wood

The Long Barrow

A long grave under the yews. Dry stone passages, an ossuary where the dead get up again, and the Wight-Lord on his dais at the end of a long hall.

Mistmoor

The King's Barrow

In the stone ring, sealed until the village lights the beacon. A processional, the vaults, and the Barrow King in his chamber.

Fell Gate

The Boggart Hole

The cellar under Brokk's waystation, and the warren the boggarts dug up into it. Brokk has the key. Brokk always has the key.

High Fell

The Old Halls

The dwarves' halls, shut forty years, with the old smiths' guards still at their posts. The door opens to one blow from a particular hammer.

Across the dale: the Ings and the mill, the gorge at Troll Bridge, Greenhollow under the blight, the Strand, and the dwarves' door on High Fell.
The dale

Twelve wild places round the village

Haverby sits in the middle of a dale, and the roads go out from it. The further from the hearth, the worse it gets. Gather herbs, reeds, deadfall and ore; find what sleeps in the long grass before it finds you; and follow the road home to Haverby with what you carry. The barrows' doors are out here too, and the keepers of the dale's outposts have work for anyone passing.

The wild places are yours and your party's alone, so nobody else's fight spills into yours.

  • The Old WoodWild
  • Barrow DownQuiet
  • High FellDangerous
  • Hanging WoodQuiet
  • HaverbyHome
  • Fell GateQuiet
  • GreenhollowWild
  • The IngsQuiet
  • Troll BridgeWild
  • Moor TrackWild
  • The MereDangerous
  • MistmoorDangerous
  • The StrandDangerous
The Ings: water meadows along the beck, a red-roofed mill, sheep in a fold.
The Ings. Water meadows along the beck, and the mill.
Troll Bridge: a stream in a rocky gorge, stone ledges and pines, red-capped creatures on the bank.
Troll Bridge. The gorge, and whatever lives under the bridge.
Greenhollow: an empty farmhouse inside a fence, the ground around it grey with blight and pale twisted trees.
Greenhollow. An empty farm, gone grey with the blight.
The Strand: a sandy shore beside the open sea, striped market stalls, and the dead walking in the grass.
The Strand. Sand, the sea, and the corsairs' camp.
High Fell: scree and grey stone, dark pines, and a door with a green roof cut into the hillside.
High Fell. Open fell top, cairns, and the dwarves' door.
Who comes down the dale

Three peoples, seven callings

Choose a people, a calling and a face when you first come down to Haverby, and change your look whenever you like at the looking glass in your house. Each people can take four of the seven callings, one of them theirs alone. Every calling has its own way of fighting and its own part to play in a party.

Humans

Of the farms and the moor. Practical, stubborn, kind. They build and keep.

  • Human warrior

    Warrior

    Stands in front and takes the blows.

    Rage · Cleave, Shield Shove, Whirlwind, Charge

  • Human rogue

    Rogue

    Close, quick and hard to pin down.

    Combo · Backstab, Eviscerate, Smoke, Shadowstep

  • Human corsair

    Corsair only the humans

    A sea-rover: an axe in hand, another thrown, and a horn of ale for the party.

    Momentum · Throwing Axe, Horn of Ale, Tar Keg, Boat Hook

Humans can also be archers.

Dwarves

Of the Fells, where the halls are cut into the hills. Hard, proud, fond of a bargain.

  • Dwarf keeper

    Keeper

    The healer, and the one who shields the rest.

    Hearthlight · Mending, Hearth Ward, Hearth Circle, Step Aside

  • Dwarf runesmith

    Runesmith only the dwarves

    Cuts runes that strike, ward and bind.

    Rune charges · Rune of Striking, Rune of Warding, Rune of Binding, Stone-step

Dwarves can also be warriors and rogues.

Elves

The oldest people of the land, here before anyone came over the sea. Watchful, not quite safe.

  • Elf archer

    Archer

    Keeps their distance and picks things off.

    Focus · Rune Arrow, Arrow Rain, Hobbling Shot, Disengage

  • Elf druid

    Druid only the elves

    Heals, holds the line or hits hard, by the form they take.

    Sap · Lifebloom, Grasping Roots, Shift, Seed-step

Elves can also be keepers and rogues.

Friends

Send a link. They are on your farm.

Haverby is made to be played with the people you already know. There is no lobby and no server to pick: a link goes straight to you.

Send a link

Make a party and copy its link. Put it in a message, a group chat, anywhere.

They open it

No download, and no account to make first. They arrive with a name of their own, standing on your plot.

Down you go together

Into the barrow as a party, home with the loot. They make an account when they want to keep it.

Neighbourly

Tend a friend's plot

Water their crops and you both get a little coin for the kindness, once a day. Gifts of seeds and food wait for them until they come in.

Neighbours

Thanks for bringing folk in

A friend you bring gets seeds and a hen for their plot. When they clear the Low Barrow, you are thanked: a rare seed, then a garden hob, a farm cat that follows you about, and a free month.

Haverby on a phone held upright: the village from the gate up to the sunken lane into the hill, the square and the villagers named over their heads, the health bar and clock at the top, and the pack, kitchen, map and party buttons down the side.
In your browser

On your phone, or a big screen

Haverby runs in the browser on a phone, a tablet or a computer. Nothing to install and nothing to update: open the page and you are in the village. It is made for a phone held upright first, with thumb controls and the farm tools in reach, and it is just as happy with a keyboard on a big screen.

On a computer: walking up into the square, then the map of the dale opened over the village. It shows Haverby in the middle with the twelve wild places round it, each marked Quiet, Wild or Dangerous, and the note that roads leave Haverby on every side.
Membership

One flat membership. No shop.

Haverby is free to play: the village, your plot and house, the dale, all five barrows, with as many friends as you like. Membership is one price, and it never buys power or faster growth. What you win stays yours.

Never for sale

No gems, no boosts, no loot boxes, no paying to skip the wait. A member's turnips grow exactly as fast as yours.

$5
a month, one price
  • The members' barrows: a new one every few weeks, with its own trophies
  • A second room in your house
  • A set of furniture each month
  • A colour for your name in chat
Questions

Things people ask

When does Haverby open?

Soon. Leave your email and you get one message when the gate opens, and nothing else.

Is it free?

Yes. Everything in Haverby can be played for free, with friends. The only thing money does is a flat membership of $5 a month, and it never buys power or speed.

Do I need to download anything?

No. It plays in the browser on a phone, a tablet or a computer. Any up to date browser will do.

Do my friends need an account?

No. A friend who opens your link comes in as a guest with a name of their own and starts playing straight away. Their villager is kept while they play; making an account with an email keeps it for good.

Can I play alone?

Yes. The plot, the house and the dale are all fine alone, and you can run the barrows with one to four, scaled to your party.

What happens to my crops while I am away?

They keep growing in real time. Watered ground grows faster; dry ground only slows a crop down. Nothing withers in under a week, so a busy few days costs you nothing.

Is it an MMO?

The village is shared: everyone in it, and the village's work against the blight, belongs to everybody. Your plot, the wild places and the barrows are yours and your party's, so a busy evening never crowds you out.

What is the Founder's lantern?

A lantern that hangs by your door. It goes to those who signed up before the gate opened, when they make their villager with the same email, and only to them.

Who makes it?

Loxley Games, a small independent studio that makes games for the browser and sells them direct.

The gate

Keep your place in Haverby

Leave your email for one message when the gate opens. Make your villager with the same email and the Founder's lantern hangs by your door: only those who signed up before the gate opened will ever have one.

Haverby: the oat village, in the old tongue of the dale. The barrows were there before the first wall was raised, and something in them is waking.