Mini Farm

Everything in it

The whole game, in the order you'd meet it. Nothing here is behind a paywall — every system below is reachable by playing.

Farming

Crops, trees and the greenhouse

Every crop plot holds eight plants, a fruit tree carries eight fruit, and a pen houses four animals producing two items each. Whatever you plant, a full plot is eight items to sell.

  • 22 crops and fruits, from two-minute wheat to fifteen-minute watermelon
  • Orchard trees keep their fruit and regrow it — no replanting
  • A greenhouse for four crops that grow nowhere else
  • A pond to fish, open from the very start

Slower crops are worth more, but never so much more that rushing beats patience.

Animals

Pens, feed and produce

Chickens, cows, sheep, goats and pigs. Each pen holds four animals; keep the trough filled and they produce on a cycle — eggs, milk, wool, cheese, bacon.

  • Feed comes from your own crops, so animals depend on your fields
  • Animals breed on their own over time
  • Change a pen's species whenever you like

The shop

Stalls, customers and the till

Your market is where gold actually comes from. Each stall sells one product; stock it and customers come to you, take what's on their list, and queue at a cash counter.

  • Customers arrive with real shopping lists and push a trolley round
  • A near-empty shelf earns a small scarcity premium; a brimming one is discounted
  • Leave someone waiting on an empty stall and they storm out — shop happiness drops
  • Happiness drives how fast, and how many, customers arrive

Sell out and you lose the sale. Overstock and you lose the margin.

Cards

How new things unlock

Crops, trees and animals unlock by collecting cards, not by hitting a level. A common set is 20 cards, a special 50, a rare 80.

  • Levelling up hands you cards, and points to spend on the set you actually want
  • The card trader offers a fresh set daily, for gold
  • Visit a friend and their trader has a different set from yours
  • Daily rewards and completed orders drop cards too

Helpers

Five hands that are not yours

Hire up to five helpers. They aren't assigned to a task — each one looks at the farm, scores what's most urgent, and goes and does it.

  • They harvest crops, pick trees, work the greenhouse, fish, collect produce and fill troughs
  • Each carries a crate exactly like you do
  • Upgrade their speed and carrying capacity individually

Orders & boosters

Optional pressure, when you want it

The delivery board posts standing orders that pull goods straight off your stands. Meet one for gold, XP and sometimes a card. Miss one and shop happiness takes a small hit.

Boosters are the other lever — earned by watching an ad, spending a Booster Point, or paying diamonds:

  • Growth Rush — Everything grows at speed for 30 minutes.
  • Instant Grow — Ripens every growing plot on the farm, right now.
  • Double Sales — Customers pay twice as much for the next 30 minutes.
  • Trader Reroll — A fresh set of cards from the trader.
  • Fill a Stand — Tops up whichever stall is emptiest.

Events

Five things that interrupt the quiet

Every so often something happens on the farm. Each has a timer, a clear instruction and a real consequence for ignoring it.

  • Autumn Bounty — Everything ripens fast. Fill your stands while it lasts.
  • A chicken escaped — Follow the clucking and walk it home before it wanders off for good.
  • Crow attack — Shoo them off one at a time, or they'll damage the beds.
  • A pig got loose — Clean up every last mess, or the whole farm slows down for a while.
  • Midnight Rush — The shop opens after dark and customers pay double.

Friends

Visiting, gifting, trading

Register an account and you can add friends by username, then walk around their farm as they built it.

  • Restock their empty stalls as a gift — you pay the gold, you get nothing back
  • Buy from their card trader, which stocks a different daily set
  • Your own farm is untouched while you're away

The gift costs you and earns you nothing. That's deliberate.

Raids

The one part that is not cozy

Walk into the getaway truck, press Attack, and it drives you to a stranger's farm under cover of night.

  • Their dog and every helper they've hired patrol with a visible warning radius
  • Fill your crate from their plots and pens, and bank it at the getaway point
  • Fifty crops is the ceiling per raid, twenty raids a day
  • Step inside a guard's ring and you lose everything — banked and carried

Nothing is taken from the victim's real farm. You're raiding a snapshot.

Your farm keeps going

Offline, and across devices

Crops ripen and animals produce while the app is closed, so coming back after a day away means a farm with work waiting rather than a farm that punished you.

  • Register with an email and your farm is saved to the cloud
  • Reinstall or change phone and it comes back
  • Play as a guest indefinitely if you'd rather not make an account
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