[New Biome] Jungle

Thoughts on the further development of Haven & Hearth? Feel free to opine!

[New Biome] Jungle

Postby Dev3ko » Sun Jan 25, 2026 7:20 pm

I was thinking that, to refresh the environment, it might be nice to add new biomes like a jungle, tundra, and savanna. New animals such as elephants, lions, pumas, cheetahs, rhinoceros (hehe), hyenas, monkeys, flamingos, etc… and even wild people / cannibals (hehe, as if there wasn’t enough PvP already).

I know this is a lot of work, but it could always be spread over several years :D.

Of course, this would also tie into new cooking effects, and that opens up options for spices like ginger, chili, lemongrass, turmeric, cinnamon, vanilla, nutmeg, and cardamom.

Additionally, in the jungle you could find spider nests that can be raided (and maybe a new dungeon?). Because why not?

PS: Regarding cooking — maybe it would be possible to craft something like a soup pot that can be placed over a fire. It could have x slots, a water container, and separate slots for (for example, two) spices. You add the ingredients, light the fire, wait, and you get soup. In the slots where the ingredients were, soup appears (which you could take with a deep bowl or maybe even a bucket?).
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Re: [New Biome] Jungle

Postby Saxony4 » Sun Jan 25, 2026 10:20 pm

ah yes, the jungles of central europe
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Re: [New Biome] Jungle

Postby Kamekono » Sun Jan 25, 2026 10:40 pm

I'd love to see tundra. Not so much the other stuff, as it would push the game even further away from the original nordic setting.

Generally speaking I like the idea of more animals, plants and resources, but I think they should fill the biomes we already have before adding some other half-empty one.

A few examples:
- Open sea: the ocean currently has 4 huge/large animals (Whale, Orca, Narwhal, Seal), 1 unique forageable (sponges), and 2 localized resources (coral reef, driftkelp). It has no sub-biomes, no other unique forageable (or forageable at all except for peculiar floatsoms), no critters (the occasional seagul goes too far out at sea), and no unique systems aside from damaging the boats in the deepest parts. The diving system, which was introduced with sponges, never saw anything new added to it despite its potential (sea urchins, corals, seashells, sunken treasures, and so on).
Coastlines are doing better, with plenty of forageables on beaches or shallow water, sea clay (although not uniquely useful) and sand, driftwood. It could use some more animals or critters.

- Volcanoes: a mountain with obsidian (in limited amounts) and lavarock. Lava only has 1 crafting use, which is a pretty bad curio. No unique creatures, no unique plants, no unique forageables (there's irrlights, but nothing new).

- Lower caves: we have 9 levels of caves, but the differences are very limited. Aside from getting new ores (and 2 stones), the only new things are mushroom-trees (which are nice, but only towercap has a real use for the minehole itself). Between level 2 and level 9 there's no new forageables, no new creatures, no new localized resources; pretty much no difference for anyone but the miner.

- Badlands: the newest addition, it gives us red sand (which to my understanding has no specific use), and a nice canyon to look at. But again no other unique materials or creatures.

I'm saying all this not to complain, but rather to point out that we do still have plenty of biomes that could use more content before adding yet another one.

I think Swamps are one of the best biomes. Lots of unique forageables, unique features (leeches, midges, movement), unique plants (lily, although useless I think), a unique critter (bog turtles) and with the recent crane addition even new animals (although not specific to swamps only). For such a small biome it feels very "full".
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Re: [New Biome] Jungle

Postby FaithfulToadd » Mon Jan 26, 2026 1:59 am

Dev3ko wrote:I was thinking that, to refresh the environment, it might be nice to add new biomes like a jungle, tundra, and savanna. New animals such as elephants, lions, pumas, cheetahs, rhinoceros (hehe), hyenas, monkeys, flamingos, etc… and even wild people / cannibals (hehe, as if there wasn’t enough PvP already).
...
Of course, this would also tie into new cooking effects, and that opens up options for spices like ginger, chili, lemongrass, turmeric, cinnamon, vanilla, nutmeg, and cardamom.

Additionally, in the jungle you could find spider nests that can be raided (and maybe a new dungeon?). Because why not?

As others have said, I don't think the environment and animal changes/additions fit with the setting.
the About page wrote:Haven & Hearth is a MMORPG (Massive Multiplayer Online Roleplaying Game) set in a fictional world loosely inspired by Slavic and Germanic myth and legend.

I like the spices and cooking suggestions though, and a Jungle Cave / Underground Jungle (spider nests included) could be very interesting indeed.
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Re: [New Biome] Jungle

Postby vipes » Mon Jan 26, 2026 4:44 am

They should add spider's nests as a sort of "higher level" version of the anthill, maybe only found underground/in caves.

Raiding a spider's nest should have a chance to spawn a spider dungeon, where some enemies can spew a projectile that immoblizes you.
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Re: [New Biome] Jungle

Postby vatas » Mon Jan 26, 2026 6:32 am

Saxony4 wrote:ah yes, the jungles of central europe

I was thinking that volcanoes and oranges could be both segregated into remote islands (it would change Early World gameplay significantly because of Obsidian, though.) Why not add jungle to them at that point?
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Re: [New Biome] Jungle

Postby Dev3ko » Tue Jan 27, 2026 3:59 pm

Saxony4 wrote:ah yes, the jungles of central europe

Well, the climate is supposedly warming according to politicians, lol…
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Re: [New Biome] Jungle

Postby Kahned » Thu Jan 29, 2026 4:38 pm

Those are really good ideas, both jungle and tundra. Always hoping for the best for this game but without any major patches and updates I'm going to be sad.
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Re: [New Biome] Jungle

Postby Hasta » Fri Jan 30, 2026 2:37 am

Candy biome / Electric biome / underwater biome WHEN?
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