A new farm begins with nobody in it: a clearing in the middle of the wild. Build the first house and your first farmer walks out of the door. From then on, the game is about deciding, not clicking.
Plots repeat on their own. Areas act like districts with their own team, irrigation and priorities. Twenty-two crops unlock one after the other, feeding a mill, a bakery and a kitchen, and the warehouse sells the surplus by rules you write.
Bots have energy, skills and homes. Rain waters the fields for you. Research trees unlock better routes and tools. It is built in Godot with a warm pixel-art world, and the interface is being redrawn to belong to it.


