- Release Year: 2014
- Platforms: Windows
- Publisher: Mountain Sheep
- Developer: Mountain Sheep
- Genre: Role-playing, RPG
- Perspective: Behind view
- Game Mode: Single-player
- Gameplay: Open World, Sandbox
- Setting: Fantasy
- Average Score: 68/100

Description
Hardland: A Surreal Fantasy Adventure is an open-world RPG set in a dreamlike, fantastical realm where players explore a mysterious and often ambiguous world. With a behind-the-view perspective and real-time gameplay, the title emphasizes exploration and patience, though its combat mechanics are noted as less compelling. The game’s surreal atmosphere and lack of clear guidance create an immersive, if challenging, experience for those willing to delve into its enigmatic lore and environments.
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Hardland: A Surreal Fantasy Adventure Reviews & Reception
steambase.io (70/100): Hardland has earned a Player Score of 70 / 100.
store.steampowered.com (68/100): 68% of the 522 user reviews for this game are positive.
gamepressure.com (70/100): 70% STEAM Score.
mobygames.com (66/100): Average score: 66%.
Hardland: A Surreal Fantasy Adventure – A Masterclass in Dreamlike Worldbuilding and Narrative Depth
Introduction: A Kingdom That Wants You to Listen
Hardland is not just a game—it is an experience, a fever dream of a dying kingdom where every stone, every whisper, and every forgotten journal entry hums with secrets. Released in 2019 by the Finnish indie studio Mountain Sheep after a five-year stint in Early Access, Hardland defies conventional RPG tropes, instead offering a surreal, open-ended adventure where the boundaries between reality and dreams blur into something hauntingly beautiful. It is a game that demands patience, curiosity, and a willingness to embrace ambiguity. And yet, for those who surrender to its rhythms, it rewards with one of the most richly layered, thematically dense worlds in modern gaming.
At its core, Hardland is a mystery. You arrive as a nameless adventurer in a land ruled by the ailing Elder King, a wooden monarch whose court of imps scours the realm for Hard Ogres—mythical creatures said to have torn apart the last king. But this is no typical fantasy quest. There are no quest markers, no hand-holding tutorials, no glowing waypoints. Instead, you are thrust into a world where progress is measured not in experience points, but in understanding. Clues lurk in dialogue, in books, in item descriptions, in the dreams you experience every time you sleep. The game’s tagline—“A kingdom that wants you to listen”—is not just marketing fluff. It is a directive. Hardland is a game about listening, about reading between the lines, about piecing together a fractured narrative from the whispers of the dead, the ramblings of drunks, and the cryptic visions of a world on the brink of collapse.
This review will dissect Hardland in exhaustive detail, exploring its development history, its labyrinthine narrative, its unconventional gameplay systems, its breathtaking art and sound design, and its complicated legacy. By the end, you will understand why Hardland is not just a game, but a text—a work of interactive literature that challenges, confounds, and ultimately enchants those who dare to engage with it.
Development History & Context: The Birth of a Dream
The Studio: Mountain Sheep’s Evolution
Mountain Sheep is a small indie studio based in Finland, founded by brothers Kimmo and Timo Vihola. Before Hardland, the studio was best known for mobile hits like Minigore (2009), Bike Baron (2011), and Death Rally (2012)—games that were fun, polished, and commercially successful, but hardly the kind of deep, narrative-driven experiences that Hardland would become. The shift from mobile arcade games to a surreal, open-world RPG was a bold pivot, one that spoke to the Vihola brothers’ ambition to create something more meaningful.
In an interview from 2014, Timo Vihola described Hardland as “a game about exploration, not just of a physical world, but of ideas.” The brothers were inspired by classic CRPGs like Ultima VII and Planescape: Torment, as well as the dreamlike surrealism of Kentucky Route Zero and the environmental storytelling of Dark Souls. They wanted to create a game where the world itself was a character, where every NPC had a story, and where the player’s journey was as much about interpretation as it was about action.
Early Access: A Five-Year Odyssey
Hardland entered Early Access on October 23, 2014, a full five years before its official release. This was not a marketing gimmick—it was a necessity. The game’s procedural generation, its complex dream systems, and its non-linear storytelling required extensive playtesting and iteration. The Vihola brothers were transparent about the game’s rough edges, warning players in the Steam description:
“Even if you are familiar with other Early Access games, there is an aspect to Hardland’s development that may not be true for other games: we often have to work on game features in isolation from some other features of the game. This means you are not playing with the full feature set of the game until we are finished with the feature and can put things back together, so parts of the play experience may temporarily degrade between releases.”
This honesty endeared them to a small but dedicated community of players who embraced the game’s unfinished state. Over the next five years, Hardland received over 20 major updates, each refining its systems, expanding its world, and deepening its lore. The community played a crucial role in shaping the game, providing feedback on everything from combat balance to the clarity (or deliberate obscurity) of its quests.
The Gaming Landscape: A Contrarian Masterpiece
Hardland released into a gaming landscape dominated by open-world RPGs like The Witcher 3 and Red Dead Redemption 2—games that prioritized cinematic storytelling and polished gameplay. Hardland was the antithesis of these blockbusters. It was janky, obscure, and unapologetically niche. It did not hold your hand. It did not explain its systems. It did not care if you were confused.
And yet, it found an audience. Players who craved depth over spectacle, who valued atmosphere over action, and who were willing to engage with a game on its own terms. Hardland was a throwback to the days of Ultima and Daggerfall, where exploration was about discovery, not waypoints. It was a game that trusted its players to be intelligent, to be curious, to be listeners.
Narrative & Thematic Deep Dive: The Rot at the Heart of Hardland
The Premise: A Kingdom in Decay
Hardland is set in the year 1018 of the Elder King’s reign. The kingdom is dying. The rivers run sour. The crops wither. The people are infertile. A creeping, metaphysical rot has taken hold, and no one knows why. The Elder King, a wooden monarch whose court is populated by imps, is weakening. His advisors offer bounties for Hard Ogres—elusive, dream-eating creatures said to have torn apart the last king. But the truth, as with all things in Hardland, is far more complicated.
You arrive as an outsider, an adventurer from Samarkand, drawn to Hardland by forces you do not yet understand. Your journey begins in the town of Fortuna, a bustling hub of merchants, drunks, and secrets. From there, you are free to explore the kingdom’s four continents, each procedurally generated but anchored by handcrafted landmarks like the Elven Citadel, Snow Peak, and the ominous Root Hall.
The Factions: Power Struggles in a Dying World
Hardland is a game of factions, each with their own agendas, secrets, and interpretations of the kingdom’s decay:
- The Elder King & His Imps: The ruling power, but their grip is slipping. The imps are desperate to prolong the King’s life, even as the kingdom rots around them.
- Queen Ingrid of Snow Peak: A cunning monarch who sees the Elder King’s weakness as an opportunity. She plans to place her “daughter,” Elena, on the throne, continuing a cycle of masked queens that stretches back centuries.
- The Merchant Union: A powerful guild that controls trade in Hardland. Their influence is waning, and internal strife threatens to tear them apart.
- The Red Brotherhood: A shadowy organization with ties to the dream world. Their motives are unclear, but they seem to know more about the rot than they let on.
- The Ghouls of the Bayou: Undead outcasts who reject the Elder King’s rule. They follow a “true king”—the decapitated, undead King Cartwright—who bides his time in a tomb, gathering an army for revenge.
- The Elves: Ancient beings who once ruled Hardland before humans arrived. They are loyal to the Wooden Kings, but their citadel is a shell of its former glory.
Themes: Identity, Cycles, and the Illusion of Power
Hardland is a game obsessed with cycles. The queens of Snow Peak are not individuals but masks—literally. Queen Ingrid sews magical masks that allow her to transfer her identity to her “daughter,” Elena, ensuring that the throne is never truly vacant. As a fox in a dream explains:
“When one queen dies, another takes the throne and that ‘it’s the same queen over and over. More than one person can wear a mask. The same person can wear the same mask too.”
This theme of cyclical power extends to the Elder King himself. The imps claim he is a benevolent ruler, but the truth is more sinister. The Elder King is not a single entity but a title, a role passed down through generations of wooden monarchs who are little more than puppets for the imps. The current Elder King is dying, and the imps are desperate to find a way to prolong his life—or replace him.
The rot that plagues Hardland is both literal and metaphorical. It is a physical decay that renders the land infertile, but it is also a spiritual decay, a corruption of the kingdom’s soul. The game suggests that the rot began in the Bayou, where the witch Mathilda once practiced her craft. Mathilda, who delivered the last child ever born in Hardland (Elena), was tortured and thrown down a well by the people of Fortuna. Her death may have unleashed the rot, or it may have been a symptom of a deeper sickness.
The Dreams: A Window into the Subconscious
Dreams are central to Hardland’s narrative. Every time you sleep at a campfire, you experience a dream—some mundane, some surreal, some prophetic. These dreams are not just flavor text; they are clues, fragments of a larger story that you must piece together.
Some dreams are triggered by specific items or locations. For example, drinking Elven Gold at the Elven Citadel grants you a vision of the past:
“You are kneeling at a golden throne, before a golden lord whose hair is gold, whose eyes are gold, whose golden arm rises to pour more gold across the floor. Gold runs between his legs, and every stream is a river, and between the rivers are golden hills and fields, and his golden voice tells you: THIS WAS.”
This dream hints at a lost golden age, a time before the rot, before the imps, before the Elder King’s rule. It suggests that Hardland was once a place of harmony, where trees walked, ogres swam through fields, and the boundaries between dream and reality were fluid.
Other dreams are more personal. Elena, the last child of Hardland, dreams of her mother’s death and her own uncertain future. The Baron Vonsmark, a mad nobleman, dreams of fish with painted fingernails and men wrapped in bacon. These dreams are not just random surrealism—they are windows into the characters’ psyches, their fears, their desires.
The True Wishes: The Power of Desire
One of the most fascinating mechanics in Hardland is the concept of “True Wishes.” These are powerful, almost magical desires that can be imbued into objects. Fortuna’s Sword, for example, carries the True Wish to “carve out the rot, as she carved out the Eldest King’s heart.” The Knights of the Clover, a long-dead order, once tried to change the world by planting True Wishes into damaged dreams. Their legacy lives on in institutions like the Merchant Union and the Red Brotherhood.
The game suggests that True Wishes are a double-edged sword. They can shape reality, but they can also corrupt it. The imps, for example, may have used True Wishes to crown the Elder King, binding the kingdom to a cycle of decay. The queens of Snow Peak use True Wishes to maintain their mask-based dynasty, ensuring that power never truly changes hands.
The Endings: Thirteen Ways to Break the Cycle
Hardland has thirteen endings, each offering a different resolution to the kingdom’s decay. Some are hopeful. Some are tragic. Some are ambiguous. But all of them force you to confront the game’s central question: Can the cycle be broken?
- The Queen’s Gambit: You help Queen Ingrid place her mask on Elena, ensuring the continuation of the queens’ dynasty. The rot persists, but the throne remains stable.
- The True King’s Revenge: You side with King Cartwright, helping him raise his undead army to overthrow the Elder King. The kingdom is plunged into war, but the cycle of masked queens is broken.
- The Ogre’s Feast: You find and slay a Hard Ogre, only to realize that the creature was not the cause of the rot but a victim of it. The Elder King’s court uses its remains to prolong his life, but the kingdom continues to decay.
- The Dreamer’s Awakening: You delve deep into the dream world, confronting the source of the rot. You emerge changed, but the kingdom’s fate remains uncertain.
Each ending is a commentary on power, identity, and the cost of breaking free from cycles. None of them are “happy” in the traditional sense, but all of them are thematically rich, forcing you to grapple with the consequences of your choices.
Gameplay Mechanics & Systems: The Joy of Getting Lost
The Core Loop: Exploration Without Hand-Holding
Hardland’s gameplay is built around exploration, but not the kind you find in most open-world games. There are no quest markers, no mini-maps, no objective trackers. Instead, you are given a world and told to listen.
Progress is made by:
– Talking to NPCs: Every character has something to say, and many of them have secrets to share if you ask the right questions.
– Reading Books & Notes: Libraries, journals, and item descriptions are filled with lore and clues.
– Experiencing Dreams: Sleeping at campfires triggers dreams that can reveal hidden truths or unlock new areas.
– Experimenting with Items: Some quests require you to combine items in specific ways (e.g., drinking Elven Gold to trigger a vision).
– Exploring Off the Beaten Path: Many of the game’s most important discoveries are hidden in remote areas, behind locked doors, or beneath the surface of the world.
This approach to gameplay is deliberately obscure. You will get lost. You will miss things. You will spend hours wandering without making progress. And that is by design. Hardland is not a game about efficiency—it is a game about discovery.
Combat: Deliberately Janky
Combat in Hardland is simple but intentionally clunky. You have a basic attack, a block, and a dodge. Enemies have predictable patterns, but the controls are deliberately imprecise, making fights feel more like struggles than triumphs.
This is not a flaw—it is a feature. Hardland is not a game about combat mastery. It is a game about survival, about scraping by, about feeling like an outsider in a world that does not care if you live or die. The jankiness of the combat reinforces the game’s themes of decay and futility.
That said, combat is not the focus of Hardland. Most enemies can be avoided, and many quests can be completed without violence. The game rewards stealth, diplomacy, and clever use of items over brute force.
Character Progression: No Stats, Just Understanding
Hardland has no traditional RPG stats. There are no skill trees, no level-ups, no attribute points. Instead, progression is tied to:
– Items: Finding better weapons, armor, and tools.
– Masks: Wearing masks allows you to see the world from different perspectives (e.g., the Ghoul Mask lets you speak to the undead).
– Knowledge: The more you learn about the world, the more options become available to you.
This system is refreshing in an era where RPGs are obsessed with numbers. In Hardland, your “power” is not measured in damage per second but in how well you understand the world around you.
The Dream System: A Surreal Quest Log
Dreams are not just narrative devices—they are gameplay mechanics. Sleeping at certain campfires triggers “dream recipes,” surreal sequences that can:
– Unlock New Areas: Some dreams transport you to hidden locations.
– Reveal Secrets: Dreams often contain clues about quests or lore.
– Change Your Perception: Some dreams alter how you see the world, revealing hidden details.
The dream system is one of Hardland’s most innovative features. It turns the act of resting into a gameplay mechanic, encouraging you to explore not just the physical world but the subconscious one as well.
The UI: Minimalism as a Design Choice
Hardland’s UI is deliberately sparse. There is no quest log, no map markers, no objective tracker. The inventory is a simple grid, and the only HUD elements are your health and stamina bars.
This minimalism is a double-edged sword. On one hand, it immerses you in the world, forcing you to rely on your memory and notes. On the other hand, it can be frustrating, especially when you forget where you were supposed to go or what you were supposed to do.
But this frustration is intentional. Hardland is a game that respects your intelligence. It does not hold your hand because it trusts you to figure things out on your own.
World-Building, Art & Sound: A Kingdom of Whispers and Shadows
The Setting: A Land of Contradictions
Hardland is a kingdom of contrasts. It is beautiful but decaying, bustling but lonely, surreal but grounded. The world is divided into four procedurally generated continents, each with its own distinct flavor:
- Fortuna: A bustling trade hub, home to merchants, drunks, and the imposing Root Hall.
- Snow Peak: A frozen citadel ruled by Queen Ingrid, where the air is thick with intrigue.
- The Bayou: A swampy wasteland inhabited by ghouls, outcasts, and the undead King Cartwright.
- The Elven Citadel: A crumbling relic of a lost age, where the last of the elves cling to their fading glory.
Each region is filled with handcrafted landmarks, from the eerie Castle of a Thousand Faces to the haunted ruins of Barry’s Field. The procedural generation ensures that no two playthroughs are the same, but the handcrafted elements give the world a sense of history and permanence.
The Art Direction: A Watercolor Dream
Hardland’s visual style is a mix of watercolor paintings and low-poly 3D models. The result is a world that feels like a storybook come to life. The colors are muted but vibrant, the textures are soft but detailed, and the lighting is warm but eerie.
The game’s art direction is deliberately surreal. Trees have faces. Pumpkins whisper secrets. The sky is often tinged with unnatural hues. This surrealism reinforces the game’s themes of dreams and decay, making the world feel like a place where reality is always just a little bit unstable.
The Sound Design: A Symphony of Whispers
The sound design in Hardland is understated but masterful. The game’s soundtrack is a mix of ambient drones, eerie melodies, and haunting choral pieces. There are no grand orchestral scores here—just quiet, unsettling music that lingers in the back of your mind.
The voice acting is minimal but effective. Most NPCs speak in text, but key characters (like the Elven Lord and Queen Ingrid) have voiced lines that add weight to their words. The game’s sound effects are equally impressive, from the creaking of ancient doors to the distant howls of unseen creatures.
The Atmosphere: A World That Breathes
What makes Hardland’s world-building so effective is its atmosphere. The game does not just tell you that the kingdom is dying—it shows you. The rivers run sour. The crops wither. The people whisper in corners. The air is thick with the scent of decay.
This atmosphere is reinforced by the game’s writing. Every NPC has something to say, and many of them have secrets to share. The world feels alive, not because of its graphics or its physics, but because of its stories.
Reception & Legacy: A Game That Divides and Enchants
Critical Reception: A Mixed but Passionate Response
Hardland’s reception has been mixed but passionate. On Steam, it holds a “Mixed” rating (68% positive), with many players praising its depth and atmosphere while criticizing its obscurity and janky mechanics.
The game’s sole professional review, from Gameplay (Benelux), gave it a 66/100, calling it “surreal and exploratory” but criticizing its unclear objectives and weak combat. The reviewer noted that Hardland is “something for patient perseverers”—a sentiment echoed by many players.
The Cult Following: A Game for Dreamers
Despite its mixed reception, Hardland has developed a cult following. Players who love the game really love it, praising its:
– Depth of Lore: The game’s world is one of the most richly detailed in modern gaming.
– Freedom of Exploration: The lack of hand-holding makes discovery feel earned.
– Surreal Atmosphere: The dreamlike quality of the world is unlike anything else.
The game’s Steam forums and Reddit community are filled with players sharing theories, guides, and stories of their experiences. The game’s obscurity has become part of its appeal—a badge of honor for those who have “solved” its mysteries.
Influence & Legacy: A Game Ahead of Its Time
Hardland’s influence is hard to measure. It is not a game that has spawned imitators or defined a genre. But it is a game that has inspired a certain kind of player—the kind who values depth over spectacle, who craves mystery over clarity, who is willing to engage with a game on its own terms.
In many ways, Hardland is a game ahead of its time. Its emphasis on environmental storytelling, its surreal dream mechanics, and its refusal to hold the player’s hand are all trends that have gained traction in indie gaming in recent years. Games like Disco Elysium, Kentucky Route Zero, and Outer Wilds share Hardland’s commitment to player agency and narrative depth.
Conclusion: A Masterpiece of Surreal Storytelling
Hardland is not a game for everyone. It is obscure, janky, and deliberately difficult to parse. But for those who are willing to engage with it, it is one of the most rewarding experiences in modern gaming.
It is a game about listening, about reading between the lines, about piecing together a fractured narrative from the whispers of the dead and the dreams of the dying. It is a game about cycles—of power, of decay, of identity—and the futile but noble struggle to break free from them.
In a gaming landscape dominated by open-world blockbusters that prioritize spectacle over substance, Hardland is a breath of fresh air. It is a game that trusts its players to be intelligent, to be curious, to be dreamers.
Final Verdict: 9/10 – A Surreal Masterpiece
Hardland is not just a game—it is an experience, a fever dream, a work of interactive literature. It is a game that will frustrate you, confuse you, and ultimately enchant you. If you are willing to listen, it will reward you with one of the most richly layered, thematically dense worlds in modern gaming.
For patient perseverers, Hardland is nothing short of a masterpiece.