Hawthorn is still in development with no announced release date. Pages state which build they describe · Fact base last reviewed September 13, 2026.
Guide
Hawthorn lets you talk your way out of a fight or fight your way out of one — but no boss encounter has been announced. This page is the honest version of a boss guide for a game that has not confirmed any bosses.
Last reviewed September 13, 2026
Short answer
Are there bosses in Hawthorn?
Not confirmed. NEARstudios has never announced a named boss encounter. What the studio has confirmed is that you can choose a peaceable solution to each conflict, or choose the path of combat, and that you will defend the village against the elements and forest tricksters.
So threats exist and combat is real — but a boss list would be invention, and this wiki will not publish one.
The Steam feature list includes, verbatim: “Choose a peaceable solution to each conflict or choose the path of combat!” That sentence is the entire published combat design, and it is more informative than it looks.
For players this means a combat-heavy playthrough is possible but is not the intended default. It also means a “best weapons” guide would be premature even if weapons were confirmed.
The Steam description’s phrase — “defend against the elements and forest tricksters” — is the closest thing to an enemy roster that exists. Notably, the threat is paired with the elements, which puts weather on the same footing as creatures.
That pairing fits the rest of the design: seasons bring rain and snow as unique challenges, the world is full of fey creatures, and the storyteller generates events. Conflict in Hawthorn looks like it is meant to come from the world as much as from things that walk around in it.
Nothing beyond the phrase itself has been published, so we do not claim tricksters are enemies, factions or events.
Random events are a headline feature, and the studio built a storyteller system alongside new quest and dialogue tools to drive them. This is where Hawthorn’s “conflict” is most likely to originate in practice — generated situations rather than placed enemies.
It is also the system most likely to produce something boss-shaped later. A procedural storyteller that generates conflicts can escalate them; whether the studio chooses to is not something we can predict.
More detail on the Quests & Story page.
Six fields are reserved and will be filled the moment they are announced. Until then they stay empty on purpose: