Mini Farm
Everything players ask, answered properly — the real numbers, the real rules, no vague reassurance. Search below, or browse by topic.
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10 questions
Walk onto the thing and hold still for one second. That's the whole interaction model — it buys land, harvests crops, collects produce, starts fishing and empties your crate. Any movement cancels it and the second starts again, so let go of the joystick completely.
Touch anywhere on the left side of the screen and a joystick appears under your thumb. It's dynamic, so there's no fixed spot to hit. There is no tap-to-move.
Yes — 2,000 gold and 100 diamonds, free, the first time you open the game. The gold covers your first plot, a market stall and a checkout, which is everything you need before a customer can pay you. The diamonds are a taster of the premium currency — about two instant boosters, or a common card from the trader.
No. It's a one-time grant for new players, so spending down to zero doesn't top you back up. It also survives moving to a new phone, since your farm is restored from the cloud rather than started fresh.
You buy plots in the Shop's Build tab, then drop them onto your farm's grid. Drag the floating plot where you want it, rotate it 90° if you like, and place it when the footprint turns green. Long-press a placed plot later to pick it up and rearrange it.
Yes. Long-press any placed plot to pick it up again, then drag it somewhere new, rotate it, or remove it. Growing crops carry over when you move their plot.
You've run out of gold. White means idle, green means you're paying, red means you can't afford any more right now.
In the shop's Build tab each plot type has its own price ladder, and each plot you own makes the next one dearer. Crops start at 100 gold, trees at 150, greenhouses at 200 and animal pens at 300. Past the end of a ladder each further plot costs 1.6× the last.
No. Seeds are free — the land is the cost. The planting menu opens by itself once you place a grow plot and your farmer digs it.
Eight in an outdoor bed, four in a greenhouse planter, and a tree plot holds one tree that carries eight fruit. Each plant grows on its own independent timer.
9 questions
Never. Nothing wilts, spoils or is lost. Ripe crops wait indefinitely — come back in an hour or a fortnight and the farm is exactly as productive.
Yes. Growth is measured against the real clock, so crops ripen and animals finish their batches while you're away. Customers don't shop while you're gone though — you come back to a full farm and then sell it.
Almost always because you're still moving. The joystick counts anything above a slow drift as movement, and it resets the one-second hold. Let go entirely and wait.
A normal crop replants from scratch after harvest. A tree keeps its trunk forever and regrows fruit on individual timers — you never replant it. The greenhouse holds four plants and grows four crops that grow nowhere else: tomato, cucumber, ghost pepper and eggplant.
Yes, and it's free. Stand on a planted bed and the Reseed button slides in. The plot floats up so you can see which one you're changing. Only the growing time restarts.
It speeds up crop growth, with no downside whatsoever. Showers start a minute or two after you begin playing and return every 5–10 minutes. Roughly one in seven becomes a heavy storm, which grows things noticeably faster. Rain doesn't affect animals.
You can't — growth times are fixed. What you upgrade instead is each crop's sell value: twenty levels, each adding 6% to what it fetches, up to 2.2× at the top. It applies to every bed growing that crop, and you'll find it on the crop's card once its set is complete.
Emptying your crate. Carry something over, hold still for a second and the crate empties one item at a time. Nothing is refunded — it's for making room, not for selling.
Walk to the pond, hold still for a second, and your farmer walks to the water's edge and casts. Fish take 2–5 seconds to bite and then keep coming automatically. The catch only lands in your crate when you stop fishing — just walk away. The pond is open from the very start and never runs out.
11 questions
Almost certainly because you have no open checkout lane. The shop won't spawn a single customer if there's nowhere to pay. Other causes: you haven't bought any stall yet, or a night event is running.
Only at the checkout. Crops in your crate are worth nothing — you stock a stall, a customer fills a trolley, and you're paid when they reach the till.
Carry the right product and walk into the stall. Items flow onto the shelves automatically — no standing still needed for this one. Each stall sells exactly one product.
As many items as it has shelf slots, and what you see on the shelf is the real stock. Stall capacity isn't upgradeable.
They wait 60 seconds. Restock in time and they carry on happily and the timer resets. Otherwise they storm out — you still keep the gold for whatever's already in their trolley, but you lose the rest of the sale and take a happiness hit.
Exactly two things, both about crowd size: how many customers can be in your shop at once (3 at the bottom, 15 at the top) and how quickly they arrive (one every 9 seconds up to one every 3.5). It starts at 50 and can't go below 0 or above 100.
A happy checkout is +1. A customer storming out is −2. An order expiring unfulfilled is −5.
Slightly. A nearly-empty shelf earns about 5% more and a full one about 15% less. It's deliberately gentle so that running your shelves dry is never more profitable than keeping them stocked.
About one customer in four. They buy from more products, take more of each, and pay 1.5× the normal price. Rarer still — roughly one shopper in a hundred is a mega buyer who sweeps an entire stall of one crop in a single visit.
Only when queues build up. Each lane serves one customer every 1.5 seconds and holds six people, so two lanes carry a busy shop comfortably. Customers pick the open lane with the shortest queue.
Your first is 500 gold; every lane after that costs diamonds — 1,000 for the second and 2,000 for the third and beyond. The price depends on how many you already own, not which counter you walk up to — there's no cheaper one hidden elsewhere in the shop.
5 questions
It's an object in the world — walk into its zone and the board opens. There's no HUD button, and it does nothing at all when there are no orders waiting.
Straight off your market stalls, instantly. The goods must be stocked in the shop — carrying them in your crate doesn't count.
The board holds three at a time. A new one arrives every 12–15 minutes of play, and each lives 15 minutes once posted. The timers only run while you're playing, so closing the game never burns an order down.
12 gold per unit delivered, between 50 and 200 gold total, plus 4 XP per unit and a 35% chance of a card.
Shop happiness drops by 5. There's no way to skip an order; an unwanted one simply expires on its own and the slot refills.
7 questions
Buy a pen from the shop and place it on your grid to choose a species, and your farmer builds the pen over about ten seconds. Unlocking a species gives you a free breeding pair.
Carry wheat to the trough and walk in — it fills automatically, no dwell needed. Every animal eats wheat, so one crop keeps the whole farm fed. A trough holds 20 units.
They're hungry. An animal with no feed shows the feed crop above its head instead of a product and stops entirely until you refill the trough. Each batch consumes one unit of feed.
Stand inside the pen and hold still, exactly like harvesting a crop bed. Each animal produces two items per cycle, so a full pen takes a few collections.
A pen with room and at least one adult male and one adult female has a chance to produce a baby once every 24 hours. Babies take three real days to grow up.
No — every pen holds four, and that isn't upgradeable. To keep more animals you buy another pen.
The pen is torn down and rebuilt, and you lose that pen's animals, its trough stock and its breeding progress. Think before switching.
7 questions
By collecting cards. A common set is 40 cards, a special 100 and a rare 160. Complete the set and both the farm plot and the market stall for that item unlock. Levels don't gate content.
Levelling up (3 per level), finishing mini events, completing orders (35% chance), the card trader, and the Starter Pack.
Completed sets stop dropping entirely — once an item is unlocked you'll never see its cards again, so the pool narrows onto what you still need as you go.
Walk onto the trader's marker and the panel opens. Six cards a day, priced 300 gold for a common, 1,000 for a special and 3,000 for a rare — or 12, 40 and 120 diamonds. Each can be bought once per day, and the set refreshes daily.
Each farm gets its own daily set. That's the real reason to tour friends' farms — more chances at the card you're stuck on. You spend your own gold there.
Cards — three per level. A few mini events need a minimum level before they'll appear.
Not in practice. The curve is gentle enough to keep climbing indefinitely.
4 questions
Everything you do: harvest crops, pick trees, work the greenhouse, fish, collect produce, refill troughs and carry goods to the stalls. Each one picks whichever job is most worthwhile at that moment rather than being assigned a task.
Five. The first is bought with gold (10,000); the other four are diamonds — 2,000, 5,000, 10,000 and 15,000. So a full crew needs some real-money spend — but the gold helper does the same jobs as the rest, and nothing in the game requires all five.
No. Nothing works offline except growing and animal production.
Yes — each helper's carrying capacity, on its own ladder per helper.
8 questions
Not to play — you can farm as a guest forever. You do need one for cloud saves, friends, visiting and raids.
No. Registering links your existing guest farm to an email and keeps everything. Logging in is the opposite — it downloads a saved farm and replaces what's on the device, which is why the game asks you to confirm first.
3 to 16 characters, letters, numbers and underscores only, and unique across all players regardless of capitalisation.
By username, in the Friends window. It sends a request they have to accept. If they'd already requested you, it becomes a friendship immediately.
No — it's a snapshot from the last time they played. Anything they've done since won't be there.
Look around, restock their stalls as a gift, and buy from their card trader. You can't decorate, harvest or take anything.
Stand still by one of their stalls and crops flow in at 10 gold each, paid by you, up to 50 crops per friend every six hours. They keep all the sales. You get nothing back — it's a gift, and that's deliberate.
Only the gold you deliberately spend on gifts or cards. Your farm is backed up before the visit and restored automatically even if the app is killed mid-visit.
10 questions
Walk into the getaway truck parked on your farm. Its door opens, the Attack button appears above it, and pressing it drives you to a random stranger's farm.
No. Raiders visit a copy of your farm. Nothing is removed from your save, your stalls or your gold, and you lose nothing whatsoever. You aren't even interrupted.
The same way you harvest your own: stand on a bed or in a pen and hold still. The whole target farm is primed fully grown when you arrive.
Carried is in your crate and limited by your crate size. Banked is deposited at the getaway point, which frees your crate to carry more. Banking happens automatically when you stand in the getaway box.
Safe from a full crate, not safe from guards. Getting caught takes everything — banked and carried.
Fifty crops per raid, carried and banked combined.
The victim's dog and their helpers. Each has a visible red ring on the ground — step inside it and you're caught instantly. They roam on independent timers, so gaps open up if you watch them.
You lose all the loot from that raid and are sent home. That's the whole penalty — no gold loss, no cooldown, no damage to your farm.
The getaway box. Guards can't enter it and their catch radius can't reach inside, so standing there is completely safe.
Crops you have a stall for go straight into that stall's stock. Anything you can't sell is converted to gold at its normal value.
4 questions
One every 30–40 minutes of actual play, with the first about two minutes in. The clock freezes when you stop playing, so you never miss them by being away and can't stockpile them either.
It depends which. Autumn Bounty and Midnight Rush have no failure state. Crow Attack and the loose pig slow your whole farm's growth for a couple of hours if you fail. The escaped chicken is gone permanently if you don't get it home in 90 seconds — that's the harshest penalty in the game.
Every completed event grants a card, win or lose, plus XP for a success.
Have your shelves full before it starts. Up to 40 customers arrive paying double, and any who reach an empty shelf leave angry and dent your happiness.
9 questions
The last four of your five helpers, checkout lanes past your first, instant boosters, cards from the trader, and converting to gold.
No — beyond the 100 you're given when you first start, diamonds are bought with real money.
A few things, and we'd rather say so plainly than pretend otherwise: your last four helpers and any checkout lane past your first. Everything that shapes your farm — every crop, tree, animal, greenhouse and stall — is reachable with gold and cards alone. Diamonds buy extra hands and extra tills, not content.
1 diamond = 25 gold, at a fixed rate. It's anchored to the card trader, the one thing sold in both currencies, so converting first is never better or worse than paying in gems.
50 cards, a free helper and 1,000 diamonds, for a one-time $4.99. It can only be bought once and survives reinstalls.
Five temporary effects — faster growth, instant ripening, double sales, a trader reroll and filling a stall. Each is free by watching an ad, or instant for 50 diamonds.
The reward only lands if you watch to the end. Closing early gives nothing. If it still fails, email us and we'll sort it out.
There's no daily-login streak or season pass at launch. Your rewards come from playing — cards from levels, mini-events and orders, and diamonds from level milestones and achievements.
Purchases go through Google Play, so refunds follow Google's policy. Email us and we'll help.
7 questions
Register an email on the old device, then log in with it on the new one. The game will warn you that logging in replaces whatever is currently on that device.
Logging in downloads a saved farm and replaces the local one — that's what the confirmation warns about. The game keeps a short history of recent cloud saves, so email us quickly and we may be able to help.
Whenever you background or quit the game after something meaningful happened — a build, a purchase, an upgrade or a level-up — and at least once a day regardless.
Email us with the subject "Delete my account" and your in-game farmer name. Everything is removed within 30 days. Full details are on the deletion page.
Yes, they're part of your save and come back with a cloud restore.
They're purely cosmetic. The only side effect is physical: they're solid, and helpers, customers and your dog walk around them — so don't wall off your own shop path.
Company, mostly. Walk near it to pet it once a day. When someone raids your farm your dog becomes a guard alongside your helpers.
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