harvestwiki
An in-depth guide to everything in the game โ mechanics, economy, marketplace, visiting, wallet, tokenomics, and more. Share this page with anyone curious about $HARVEST.
๐Recent Changes
Latest balance patches and feature drops. Newest first.
๐ Version Timeline
Major releases, newest first. Each dot is a milestone โ expand the changelog blocks below for full notes.
- v1.1ยท The PegAug 2026Latest
Gold is hard-pegged to $HARVEST, the bank door burns both ways, barn spoilage + animal upkeep land, and free gold faucets are gone.
- v1.0ยท The FurnaceAug 2026
Burn Hub: cosmetic mints, season pass, VIP, burn boosts, a live public burn feed and the character builder.
- Burn Hub
- Live burn feed
- Burn boosts
- VIP membership
- Season pass
- Character builder
- Farm chores
- Walk v3 waitlist
- v0.9ยท The LedgerJul 2026
Harvest Isle + Town, Engager, gold ledger integrity, withdrawal anti-abuse & world event caps.
- Harvest Isle beta
- Harvest Town
- Engager
- Gold ledger + audits
- Verified-X withdrawals
- 30M event cap
- Apothecary
- Mythic season
- v0.8ยท The StorytellerJul 2026
X Raids, Farmer's Saga, World Map v2, Butcher, Aliens, Pool & Raids overhaul.
- X Raids
- Farmer's Saga
- World Map v2
- Butcher / Smokehouse
- Alien Raids
- Pool Hall
- Raids overhaul
- v0.7ยท The ResetJun 2026
Economy, prestige & QoL sweep. Casino cap, SPL marketplaces, weather 2.0.
- 25k bet cap
- SPL marketplaces
- Free first prestige
- Weather overhaul
- Epic Quest gold
- Limited pets
- Bella Lucy Vodka
- v0.6ยท The RallyMay 2026
World Events, guilds, festivals & neighbor watering caps.
- World Events
- Guild Wars
- Festivals
- Neighbor watering caps
- Guild PAY ALL treasury
- v0.5ยท The CasinoApr 2026
Full casino with 6 games, audit ledger and secure RNG.
- 6 games + ledger
- Blackjack
- Crash
- Wheel & Plinko
- Secure RNG
- v0.4ยท FoundationsMar 2026
Core farm, marketplace, prestige, tokenomics and profile pages.
โ๏ธ v1.1 "The Peg" โ gold is pegged, the bank burns, and food rots
The biggest economy change since launch. In-game prices no longer move with the chart, and the only way gold enters the world is by farming for it.
- โ๏ธ Hard peg: 1 โจ gold = 5,000 $HARVEST โ fixed, both directions. Seed costs, market prices and payouts are quoted in coins and gold, so a red or green day on the chart never changes what a crop costs or earns. The token is the exchange rate between the game and the outside world, not the game's price list.
- ๐ฆ The Bank โ a new public page at /bank showing every deposit and withdrawal through the peg, plus the running total burned. Anyone can audit the door.
- ๐ฅ 5% bank fee, split 2.5% treasury / 2.5% burned โ charged on the way in and the way out. Every round trip permanently destroys supply, so activity itself shrinks the float. Deposit and withdraw screens now show a full itemised breakdown before you confirm.
- ๐ฅซ Barn spoilage โ crops above 500 of a type rot at 1% of the excess per hour. Under 500 of everything and nothing spoils. Hoarding now has a carrying cost, which keeps produce flowing to the market instead of sitting in silos.
- ๐ Animal upkeep โ each animal in a pen eats 250 ๐ช/hour in feed. It can never push you below zero, and catch-up is capped at 24 hours โ go away for a week and you still only pay one day.
- ๐ซ Free gold faucets removed โ the daily login ladder no longer hands out gold. Those days pay more coins and consumables (hammers, pokeballs) instead. Gold is now produced: farm โ sell โ mint. Nobody's existing gold was touched.
- ๐ Exchange peg strip โ /market now leads with the live peg, the fee both ways and the burn share, linked straight to the bank ledger.
- โ Why โ pegging protects farmers from the chart, and the burn means the only way the outside price can go is up as the door gets used. Sinks are involuntary on purpose: if materials never leave the world, prices only ever fall.
๐ฅ Burn Hub โ real $HARVEST sinks, live burn feed, timed boosts
A player asked for permanent token sinks that don't turn the game pay-to-win. This is it: everything you buy at /burn destroys 80% of the tokens outright and sends 20% to the treasury.
- ๐จ Cosmetic minting โ limited runs with serial numbers. Once a design sells out it never comes back.
- ๐ซ Season pass โ one flat burn per quarter for an 8-tier cosmetic reward track. No stat rewards, ever.
- ๐ VIP membership โ 30/90/365 day plans. Extra exchange order slots, +50% bag space, priority Auto Farmer queue, a daily chore re-roll, full market depth, half-price rush shipping and boost cooldowns cut to 18h.
- ๐งช Burn boosts โ the one place a burn buys power, and it's deliberately capped. Harvest Rush (+50% coins, 2h, 9K), Market Day (2ร coins, 45m, 18K), Bumper Crop (+35% yield, 3h, 23K). Each has its own 24h cooldown and boosts never stack with themselves, so a whale gets exactly the same number of windows a day as anyone else.
- ๐ Price pass (latest) โ every sink went up ~50% now that coins and gold convert into real cash-out value. Boosts 9K/18K/23K, season pass 45K, VIP 30K/81K/285K, prestige lane 15Kโ75K, cosmetics 9Kโ90K.
- ๐ก Live burn feed โ a public realtime ticker of every burn as it lands, showing farm names or an anonymous Farmer [HASH] alias. Wallet addresses are never published.
- โ๏ธ Real on-chain balances โ the hub reads your actual token balance from the mint (live from the connected wallet) next to your in-game spendable balance.
- ๐ฑ Prestige $HARVEST lane โ five chained convenience nodes for the classic farm: seed loadouts, field hotkeys, a session ledger, plot skins and three saved layout presets.
- ๐ Scope โ the Burn Hub applies to the classic farm only for now. Nothing here touches Walkable World v3 while that mode is still in beta; we're not selling access to something unfinished.
๐ง Character builder, farm chores & Walk v3 waitlist
- ๐ง Character builder โ a paper-doll creator with hundreds of layers: bodies, hair, outfits, hats, capes, special skins (orc, ghost and friends) and a trailing companion pet. Your look syncs to everyone else in the world.
- ๐พ Companion pets โ dogs, a fox and a wisp that follow you around and are visible to other players.
- ๐พ Farm chores โ three rotating daily tasks (water, harvest, maintain) paying XP and coins, with a streak bonus for keeping them up.
- ๐ ๏ธ Real farm tools โ hoe, watering can and harvest fork with tier-based radius up to 5ร5, plus a farmland brush so everyone can see where crops can go.
- ๐ Walk v3 waitlist โ the walkable world is visible to everyone now but stays locked. Join the waitlist and we'll open it in batches as it stabilises.
- ๐ถ Movement fixes โ walk and idle animations face the right way on every diagonal, and other players now reliably show up in the same world and interiors as you.
๐งฎ Plot audit โ full ledger, land-tier planting fix, tree plots stack on top
We re-checked where every plot on a farm comes from and fixed two bugs that were quietly capping big farms.
- ๐งพ Plot Ledger card โ /plots now itemises every plot you own: tiles opened by levels (5 to start, +1 per level up to the 5ร5 starter block), whole rows from land tiers, permanent plots from the Prestige Tree, plus any grandfathered legacy star plots โ with your next unlock from each source.
- ๐ Planting past row 10 fixed โ farms on land tier 3+ (5ร13, 5ร16, 5ร20) could not plant or place decor on rows 10 and below; the server rejected the coordinates. Bounds now match the real grid.
- ๐ณ Tree plots stack above max land โ bonus plots used to be clipped at 20 rows, so a maxed tier-5 farm had nowhere to put Land & Estate purchases. Bonus rows now sit above the tier ceiling (up to 35 rows), so every plot you buy in the grove is plantable.
- ๐ฏ Ceiling spelled out โ 100 tiles from levels + land tiers, plus +22 from the tree's 8 land nodes = 122 plots at absolute max. Stars themselves still grant 0 plots; they grant prestige points, and points buy land.
๐ช Economy tightening โ margin-locked seeds, 5% market burn, late-tier repair
Coin supply was outrunning its sinks (43.8B earned lifetime, top farms printing 9โ11M/day). Nobody's balance was touched โ only the rate at which new coins are created.
- ๐ฑ Margin-locked seed prices โ seeds cost a fixed share of the payout you'll actually receive (45% normal crops, 12% rare). Boosts, tinctures, decor and prestige still make you earn faster; they no longer convert a huge seed cost basis into free profit. Unbuffed farms pay the same catalog prices as before.
- ๐ฅ 5% marketplace coin burn โ coin-priced sales now destroy 5% of the sale value. Buyer pays full price, seller receives 95%. $HARVEST, gold and token sales unaffected. No balances were adjusted.
- ๐ Late tier repair โ Grape, Starfruit, Sunflower, Stardust and Dragonfruit were earning almost nothing per minute (the last two were straight losses), so everyone rushed rares. Their yields were raised and Dragonfruit is now the strongest non-rare crop.
- โ๏ธ Rare crops rebalanced, not nerfed โ an unbuffed rare plot earns exactly what it did yesterday. A fully buffed rare plot drops from ~8,900 to ~2,370 coins/min, which is where it should have been all along.
- ๐ค Auto Farmer follows the same rules โ the robot pays margin-locked seed prices too, so it can't be used to sidestep the change.
๐ v0.9 "The Ledger" โ Harvest Isle, Engager, gold integrity & anti-abuse
Current patch. Focus: a real audit trail for every gold movement, hard anti-abuse gates on withdrawals, and two new destinations (Harvest Isle + Harvest Town).
- ๐๏ธ Harvest Isle (beta) + Harvest Town โ a walkable island farm with zoom (0.6รโ2.5ร), drag/swipe panning, cloud saves tied to your wallet (progress follows you across devices), XP for planting (+1) and harvesting (+3) capped at 200 XP/day, and a shared Harvest Town where players walk around with 4-direction pixel avatars, chat, and emote in real time. Island coins/crops move through a storage bridge that reconciles every 6h. Access is whitelist-gated in Admin โ Harvest Isle Beta.
- ๐งพ Gold ledger is the source of truth โ every gold movement (quests, prestige, market buys, admin grants, festival/guild payouts, Engager approvals) now writes a matching
gold_transactionsrow through one internal helper. A reconciliation job runs every 6h and flags any wallet whose balance drifts from its ledger; drift shows up in Admin โ Incident Reports. Regression tests cover double-spends, overdrafts and marketplace escrow. - ๐ก๏ธ Withdrawal anti-abuse (gold โ $HARVEST) โ three gates now apply: a verified X handle is required (one X account can only ever fund one wallet, enforced at the database level, and you only verify once), a 24-hour cooldown per wallet (failed/rejected swaps don't burn your cooldown), and cluster auto-hold โ swaps that score risky (new farm, signup cluster, swap burst, handle proximity) land in a
heldstate for manual review instead of paying out. You get a clear "held for review" message; admins release or reject in Admin โ Treasury. - ๐ World Event donation cap = 30,000,000 ๐ช per wallet per event โ no more one player soloing the whole goal. The donate box shows your remaining allowance and switches to "CAP HIT" when you're done. Enforced server-side.
- โญ Prestige plots, spelled out โ the Plots page has a BONUS PLOTS card showing your bonus tiles and where each one came from. Current rule: prestige stars no longer hand out plots on their own โ they pay 3 prestige points per star, and you spend those in the Land & Estate lane of the Prestige Tree for up to +20 permanent plots on top of your land tier.
- โก Engager module โ missions, submissions, referral codes, streaks and a points shop at /engage, with an admin review queue that batches pending submissions by X handle for one-click approvals. X Raids moved to an honor system with a weighted trust score and stronger opened-tweet detection.
- ๐ฟ The Apothecary + Alien Hub got their own pages โ /apothecary (buffs, an item stash, Old Fen the NPC with quests and trades, and a Lv 25+ Back Room) and /alien-hub (companions, events, quest chains). Buffs are bought with burned crops, matching how perks work.
- ๐ Marketplace fixes โ buying is now one atomic server operation (pay + deliver), which killed the "coins gone, no item" and phantom-refund bugs. Every purchase gets a receipt page at
/marketplace/receipt/<orderId>, and gold buyers can choose a partial quantity instead of the whole listing. - ๐ฑ Seed discounts actually apply โ seed-cost perks and Free Seeds run through one shared price helper, so the shop, quick-plant and server all charge the same discounted price. Rare crops raised to 10 types, 10 plots each (cooldowns unchanged).
- ๐ Mythic season โ a new top-tier growing season (+50% XP) joined the rotation, plus a 48h season cadence and a fixed rotation job.
- ๐ฐ Casino โ if nobody hits the slot jackpot, it's paid out via a weighted random drawing instead of sitting forever. Added casino leaderboards, daily casino quests, sound effects, backgrounds and loading screens.
- ๐ Daily login calendar โ a proper streak calendar with escalating rewards, plus Feed All Animals in the Barn.
- ๐ Admin โ Share Stats dashboard (24h numbers + X post templates), Wallet History search (everything a wallet earned or spent), pet granting, unlimited pet buying with an ADMIN ๐ฅ burn, and user IDs shown in the menu and panel.
- ๐ Security sweep โ RLS tightened on season/guild/plot/stats tables, admin-only writes on season winners,
search_pathpinned on database functions, anon EXECUTE revoked, and a vulnerable serialization dependency patched.
v0.8 "The Storyteller" โ X Raids, Story mode, World Map v2, Butcher / Aliens / Pool, Raids overhaul
Big content drop. Newest systems first.
- ๐ฆ X Raids โ cumulative point campaigns โ an admin queues a tweet, you engage (like / repost / reply / quote / bookmark) and earn Raid Points that stack in a persistent wallet. Points are per-action and per-campaign (fully admin-tunable), engagements are deduped by X handle so the same account can't double-claim across wallets, and at the end of a campaign you either wait for an admin $HARVEST payout or self-redeem points โ $HARVEST at the current rate (default 100 pts = 1 $HARVEST, min 500 pts). The /x-raids dashboard shows your rank, per-tweet breakdown (with โ verified vs self-report chips), and full ledger history. Active raids also show up as a ๐ฆ marquee alert.
- ๐ The Farmer's Saga โ story quest system โ a full 3-act, 15-chapter, 17-quest narrative with a bento-style Act overview, filterable Quest Log, chapter node map, branching choices (Trader vs Builder, etc.) that change future quests and rewards, and confetti + toast celebrations when you close a chapter or act. Objectives evaluate retroactively against lifetime stats, so returning players don't have to grind from zero. Gold rewards were re-tuned down (endgame Grove Keeper is 3g, not 10g). Live at /story.
- ๐บ๏ธ World Map v2 (Farm Walk sandbox) โ new pixel-art world with variable plot sizes (1ร1, 1ร2, 2ร1, 2ร2), 5 unbuyable natural ponds, plot tiers 1โ4 with rarity-based yield multipliers, and footprint-aware placement (ghost preview snaps to valid slots). Buildings produce coins + resources over time with a 12h offline cap, upgrades consume materials (Grain, Milk, etc.) with an itemized confirmation dialog, and a Traveling Customer truck rolls in asking for materials in exchange for coins. Added day/night tint, ambient dust/leaves, a Game Clock HUD, a "Prestige ETA" timer, hover tooltips, and a first-run tutorial. Gated to โ 5 prestige. Access is on the profile bar (removed from the palette).
- ๐ฅฉ Butcher Shop + Smokehouse โ sacrifice Lv 2+ animals for meat (Beef, Pork, Chicken, Mutton), then either bulk-sell to the Merchant (coins only, no gold or $HARVEST) with a daily-limit progress bar, or run Smokehouse recipes that produce timed farm buffs (XP boost, coin multiplier, animal healing).
- ๐ธ Alien Raids โ random UFO events target specific animal/meat stocks (spawn probability, quantities, and eligible targets are admin-configurable). You get a 5-minute Chase mini-game to reclaim what was stolen, or shoo it off with a flare. A dedicated ๐ธ Alien Log tab keeps history of what was stolen, how long the recovery window was, and whether you succeeded.
- ๐ฑ Pool Hall โ 8-ball in the Casino โ skill-based 8-ball pool added to /casino, tracked in
blackjack_hands-style ledger for auditability. - ๐ดโโ ๏ธ Raids & Robbers overhaul โ new defense loadouts (Barbed Wire, Watch Tower, Hidden Cellar, Militia Patrol counter-attack). Pick your loadout before the robber arrives to reduce what they can steal. Post-raid you get a clean after-report: attacker identity, defenses triggered, exactly what was stolen vs burned, bribes / fights, and net profit. The red RAID button now lives on the quick-action bar so it isn't blocking the farm.
- ๐จ Weather + Farmer glow-up โ animated Storm, Wind, Heatwave, Blizzard weather with softened visuals, and the iPhone-emoji farmer was replaced with an animated PixelFarmer sprite. Prestige emblem now replaces the sprout on the character card once you've prestiged.
- ๐ง Wallet picker โ Phantom, Solflare, Backpack, Glow and other Solana wallets all connect through a new WalletPickerDialog (was auto-Phantom only).
- ๐ฑ Samsung / mobile chunk reload โ dynamic-import failures on flaky mobile networks now trigger a silent cache-busting reload instead of "refresh 20 times to load."
- ๐พ Prestige = keep +2 bonus tiles per level โ prestiging resets to the base 5ร5 grid, but each prestige level grants +2 bonus tiles (server-validated, hard-capped). The confirmation modal spells out exactly what resets and what survives before you commit.
- ๐ Processed goods rebalance โ Land upgrade costs lowered (T3 = 60 Jam, T4 = 80 Sauce, T5 = 100 Wine) and endgame land tier gates realigned to the Lv 30 cap.
- ๐ญ Festival โ auto rotation + fair rewards โ festivals now rotate through 6 themes automatically so they never go stale, and the seasonal winner reward was retuned from 5,000 gold โ 250,000 coins (Gold rewards are admin-capped at โค50 to keep gold rare). Winners are auto-awarded on rollover.
- ๐พ Community pets โ new + resized โ new hidden mythics PP PumpPill and Glue (GibGlue), plus resized in-frame zoom for the whole community lineup (Cackler, Jimothy, PP PumpPill, etc.) so they match the standard roster.
- ๐ฐ Guilds โ disband + audit โ leader can now dismantle a guild from the Danger Zone (cleans up 13 related tables in one shot).
- ๐ Share links use harvestpmp.xyz โ guild invites, world-event rally links, and social meta tags all force the real domain instead of the internal preview URL.
- ๐ ๏ธ Admin overview & payouts โ a "Health at a Glance" panel (pending queues, DAU, casino P/L, SOL reserves), a Payout Sheet for one-click weekly / monthly winner payouts, per-wallet holdings drilldown with activity + playtime + casino wagers to spot legit vs suspicious #1s, and an X Raids admin tab with scheduling, concurrent campaigns, marquee preview, point-weight editor, and a self-redeem config panel.
- ๐งพ Land audit + rule enforcement โ a one-off migration clipped illegal farms and orphaned plots to the new bounds (Base 5ร5 + prestige bonus tiles + tier-gated purchases). No more 75-plot farms.
- ๐ฐ Casino anti-drift โ Slots RTP retuned (~81%), 800ms per-wallet rate limit, and switched to
crypto.getRandomValuesfor secure RNG. Crash race-condition fixed (client now polls ~250ms viacrashPeekso you can't cash out after the actual crash). - ๐ On-chain $HARVEST balance fix โ RPC switched to reliable providers (
solana.drpc.org) so header balances stop showing 0 when the wallet actually holds tokens. - ๐ Security sweep โ revoked public EXECUTE on sensitive functions, tightened RLS on marketplace tables and world-event contributions, and locked the admin panel to a single hard-coded wallet with 2FA signature (password-only admin login retired).
Previous patch โ economy, prestige & QoL sweep
A round-up of everything shipped since the last big changelog block. Newest tuning first.
- ๐ฐ Casino global bet cap = 25,000 ๐ช โ a single hard ceiling across every game (Slots, Coin Flip, Roulette, Blackjack, Plinko, Crash, Dice, Wheel, Scratch, Hi-Lo). Per-game maxes are clamped server-side and in the admin panel; the current cap is shown on /casino.
- ๐ SPL token marketplaces โ you can now list crops, pets, and gold in $HARVEST, MULLET, POKEAHOE, LMAO!, ANSEM, or Udin. The SellCard, Gold Market, and pet-sale modals all have a currency selector, and the Buy modal shows the correct symbol for whatever token the listing is priced in.
- โญ Prestige gold costs are linear + first prestige is FREE โ โ 0 โ โ 1 costs 0 gold so new players can hit their first prestige without grinding gold. After that it's โ 2 = 2g, โ 3 = 3g, โ 4 = 4g, etc. Perks persist across prestige; only active boosts, level, XP, coins, plots, and land tiers reset.
- ๐งพ Season snapshots โ prestiging no longer drops you off the weekly / monthly leaderboards. Your pre-prestige contributions are frozen into
season_snapshotsand continue to count toward the current week and month. Monthly seasons tick independently of the weekly reset. The Seasons leaderboard was simplified (the raw $HARVEST metric was removed). - ๐๏ธ Land preserved on prestige โ you keep 5 land tiles per prestige level (server-enforced cap, hard-coded). The prestige flow now ends with a summary dialog showing exactly what you kept, what reset, and why.
- ๐๏ธ Tier land purchase cap = 3 per cycle โ you can buy up to 3 tier upgrades per prestige, plus +2 permanent bonus plots every prestige. Level gates realigned to the 30 cap: Tier 1 = Lv 25 & โ 1, Tier 2 = Lv 28 & โ 2, Tier 3 = Lv 30 & โ 3.
- ๐ XP curve retune โ endgame growth from Lv 21โ30 stays softened (~1.25ร), but early levels (1โ5) are back to a healthier grind (base 110, growth 1.7ร) so players don't sprint through the low tiers.
- ๐พ Quick Craft โ the Land tab in the Shop now shows a โก QUICK CRAFT button when you're missing processed goods (Flour, Jam, Sauce, Wine). Click it and the game queues up to 4 batches in the right processor automatically, as long as you have the input crops.
- ๐งจ Station demolition โ you can now remove processing stations you don't need. Demolishing refunds 50% of the coin cost.
- ๐ Epic Quest โ 1 Gold every ~48h โ a long, meaningful quest surfaces roughly every 2 days and awards 1 gold on completion. Cooldown is enforced server-side. Other gold sources: prestige rewards, coin conversion (25M:1), P2P markets, Guild War MVPs, Guild Quests, and Festivals.
- ๐ฆ๏ธ Weather overhaul โ new weather types (Storm, Wind, Heatwave, Blizzard) with animated CSS, a tooltip showing exact stat deltas, and an admin weather override so you can pin or skip a weather event. Storm visuals were softened (fewer/slower drops).
- ๐ World Event tuning โ goal range now 1B โ 10T points, default target 1T. Cadence: 4h active โ 8h cooldown. Contributions burn coins/crops, and you can burn (delete) crops as a donation via the WorldEventPanel's crop dropdown. Leaderboard shows farm names + cosmetics so contributors can flex.
- ๐พ New limited-edition pets โ Jimothy the Raccoon (Mythic, 30 total, 30M๐ช + 1g, Fortune Bloom: +100% luck / +50% yield), PokeAHoe (hidden community mythic, Lv 25), and Undin din din (hidden mythic, not yet available). Admin has a Visibility toggle to reveal hidden pets when ready, and players see a "โจ Reveal Now โจ" button on silhouette cards once unlocked.
- ๐ฟ Neighbor watering limits โ hard cap of 100 waterings per wallet per day and 1h cooldown per (actor, target) pair. No self-watering. Guildmates bypass the cap.
- ๐ธ Guild "PAY ALL MEMBERS" โ one-click evenly split coin/gold payout across the entire guild roster from the treasury.
- ๐ Rank-Up jingle โ every 5 levels a MW2-style rank-up plays. Preview button lives in Settings.
- ๐ Admin lockdown โ the admin panel now requires a wallet-signature challenge from a single hard-coded admin wallet. Password-only admin login has been retired.
- ๐ Admin Holdings drilldown โ global top-$HARVEST view plus a per-wallet page (
/admin/holdings/$wallet) showing coins, gold, live on-chain $HARVEST, inventory, and pets. User search now links straight to each farm. - ๐พ Bella Lucy Vodka in the Distillery โ 12ร wheat + 8ร corn + water โ 1ร Vodka (sells for 1,800๐ช, unlocks at Lv 12). Pinned as SPECIAL at the top of /craft.
- ๐๏ธ Festival tickets โ daily earn cap raised to 1,000/day, festivals auto-rotate through 6 themes with 12 shop items + bonus crops seeded on start, and the "How I Earned Tickets" panel shows your live daily progress bar.
- ๐๏ธ /economy pages removed โ the standalone tokenomics dashboard and its analytics sub-page were retired; live on-chain balances still show in the farm header and the tokenomics panel.
๐ World Events โ community goal + world tax
A rotating global event where every farmer contributes coins and crops toward a huge shared goal. Hit it, everyone eats. Miss it, everyone gets taxed.
- Cycle: 4h active contribute window โ 8h cooldown, then rotates automatically. Goals scale up to 1 trillion points (admin-tunable 1Bโ10T).
- Per-player cap: 30,000,000 ๐ช per wallet per event. The donate box shows your remaining allowance and reads "CAP HIT" once you've maxed out. Crop donations are uncapped.
- Scoring:
1 coin = 1 point,1 crop = 10 points. All contributions are burned โ coins vanish, crops incinerated. Nothing goes into a pool that can be withdrawn. - Win: rewards paid out by contribution share โ top contributors get gold, everyone who joined gets a coin/XP bonus. MVP badge on the leaderboard.
- Lose: a World Tax hits everyone for 1 hour โ 20% reduced coin income and 10% reduced XP. It's visible as a red chip in the marquee.
- Where to find it: /world-events hub (also under the "MORE" nav) plus full leaderboard and history archive. The scrolling marquee chip on every page shows the live countdown and progress %.
- Share to rally: the ๐ค RALLY button on the event panel copies a share link with a pixel-art OG image so allies can jump in.
- Admin: goal, cadence, tax %, and reward tiers are all editable from the World Events tab in the admin panel.
๐ฐ Full Casino โ 6 games + audit ledger
A real casino with a house edge tuned for long-term profit and a complete audit trail of every bet.
- Games: ๐ฐ Harvest Reels (~82% RTP), ๐ช Coin Flip (5% edge), ๐ก Coin Roulette, ๐ Blackjack, ๐ฏ Plinko (~93% RTP), and ๐ Crash with a smooth 60fps rocket curve.
- 25,000 coin max bet across every game. Per-wallet daily caps enforced server-side: 10M wager cap and 3M net-win cap.
- Ledger: /my-bets shows every bet, payout, and burn you've made. Admins get a global RTP dashboard to spot drift.
- Crop burns: some games accept crops as bets and incinerate them on losses โ a real economy sink alongside gold and world-event burns.
- Jackpots: big wins fire a glowing banner across the top of the casino so everyone sees who hit.
- Admin: house edge, payout tables, jackpot amounts, and bet caps all editable per-game from the Casino tab.
๐ฐ Guilds V2 โ visits, wars, treasury, PAY ALL
Guilds are a real hangout now, not just a chat channel.
- Guildmate roster with one-click "Visit farm" so you can hop between allies' farms without hunting for wallet addresses.
- Water helping is uncapped inside your guild โ the 100/day and 1h-per-target watering limits only apply to non-guild neighbors.
- Guild Wars โ leader challenges another guild, 24h to hit a harvest/craft objective, winner takes the pot. XP + trophy always. Top-3 MVPs on the winning side get a tiny gold trickle. Server-enforced tenure gate and 25% single-member cap kill multi-account abuse.
- ๐ธ PAY ALL MEMBERS button in the treasury โ split a coin/gold amount evenly across the entire roster in one click. Perfect for war payouts or event splits.
- Live activity feed and daily guild goals inside the guild page.
โญ Prestige โ level 30 cap, perks persist, tuning UI
Prestige is now the primary long-term progression sink. Level cap is a firm 30 everywhere (client, server, badges).
- Requirements to prestige: reach level 30, then spend coins (100k ร next tier base), gold (linear: โ 1=1g, โ 2=2g, โ 3=3gโฆ), and lifetime harvests (500 ร next tier base). Post-โ 10, extra "grind" multipliers kick in and are admin-tunable.
- What survives a prestige: prestige tier + permanent yield bonus, remaining gold (minus tier cost) + minted gold reward, perks โ , pets, cosmetics, inventory, animals, guild membership, badges, and your season leaderboard standing (harvests/XP delta is frozen so weekly/monthly ranks don't collapse).
- What resets: level โ 1, XP โ 0, coins โ 100, active boosts, decorations, plots (farm wiped back to base width + prestige-bonus rows),
total_harvestedcounter, land tiers. - Prestige Requirements Panel โ a compact card on your profile shows current level, coins/gold/harvests needed, and per-line "+X more" deltas with progress bars.
- XP curve softened for lvls 21โ30 โ endgame growth multiplier dropped from 1.6ร to 1.25ร, roughly 30ร easier to close out the final stretch.
- Badge tiers: 25 unique emblems; โ 26+ reuses the top emblem with a "+N" overflow chip.
๐พ Community Legends โ limited-edition mythic pets
Ultra-rare, hard-capped pets with unique art. Once the global stock is claimed, they're gone.
- Cackler โ 50 total, 50M coins + 1 gold.
- MR T โ hidden mythic.
- Frittata God โ 35 total, 25M coins + 1 gold.
- Mullet Bull โ 35 total, 20M coins + 1 gold.
- Jimothy the Raccoon โ 30 total, 30M coins + 1 gold. "Fortune Bloom" ability: +100% luck & +50% yield for 30 min.
- Shown in a highlighted "Community Legends" showcase on /pets. Hover any card for the full ability preview.
๐งช Crafting Hub polish + Bella Lucy Vodka
The Crafting Hub is faster, prettier, and has a featured SPECIAL recipe.
- ๐พ Bella Lucy Ultra-Pure Vodka โ new Distillery processor. 12ร wheat + 8ร corn + water โ 1ร Vodka (sells for 1,800๐ช). Unlocks at level 12. Flagged as SPECIAL and pinned to the top of /craft.
- Shorter batch times across the board: Mill 20m, Bakery 30m, Jam 45m, Cannery 1h, Sugar Shack 1h30m, Winery 2h30m, Creamery 1h45m, Pie Kitchen 1h, Dairy 25m, Butcher 1h30m, Tannery 1h, Distillery 2h.
- Layout refresh: consistent card height, 1-col โ 2-col responsive grid, animated gradient + pixel-star sparkles on SPECIAL cards, big corner "SPECIAL" flag.
- Quick Tips panel added so new players know where the hub is and how batches work.
๐ช Festival auto-rotation + ticket clarity
Festivals never go stale and the ticket rules are finally obvious.
- Auto-rotation: 6 festival themes cycle automatically when one ends โ no more empty shop between events.
- Auto-seeding: every new festival spawns with 12 shop items + bonus crops out of the gate.
- "How I Earned Tickets" panel on /festival shows your daily earn breakdown against the 1,000/day cap with a live progress bar.
- Earn tickets from meaningful harvests and world-event / festival contributions. Spend tickets in the festival shop before the event ends โ unspent tickets vanish at rollover.
๐ Admin holdings + on-chain tracking
Full visibility into who holds what, on-chain and in-game.
- Admin Holdings dashboard โ global top-$HARVEST holders across the platform, plus one-click drilldown into any wallet's coins, gold, live $HARVEST, inventory, and pets.
- Clickable farm links from user search โ jump straight from admin search to a farm view.
- On-chain $HARVEST reading now uses reliable Solana RPC endpoints and displays the live wallet balance in the farm header, distinct from your in-game coin balance.
- Farm anti-abuse: daily 100 waterings cap per wallet, 1h cooldown per (actor, target) pair, and no self-watering. Guildmates bypass the cap.
๐พ On-chain $HARVEST is now clearly separated from in-game coins
Every currency in the game has a distinct name, symbol, and source of truth. The HUD, tokenomics panel, and wiki all match.
- ๐พ $HARVEST (on-chain) โ a live read of the SPL token balance in your connected wallet. Fetched from Solana RPC and cached ~60s. Shown as a new chip in the farm header. This is your real crypto โ it is not the same as your in-game coin balance.
- ๐ฆ Game Wallet โ deposited $HARVEST that the site holds for you (the old
harvest_balance). Used for marketplace listings, gold market bids, walk-mode building costs, and station crafting because those need atomic server-side debits. Withdraw at any time via the Claim flow. - ๐ช Coins โ pure in-game currency from farming and quests. Never leaves the site.
- โจ Gold โ rare in-game currency used for premium sinks.
- Tokenomics panel now shows live on-chain balances for the Trees, Treasury, and Dev wallets alongside total supply. If you want to verify the reserve exists, click any address to view it on Solscan.
โ๏ธ Raid, Hammer, and Swarm PvP
You can now attack other players' farms directly from their public page.
- Launch Swarm โ consumes 1 Swarm Scroll and damages a defender's crops.
- Hammer โ consumes 1 Hammer charge and smashes a specific plot when the visitor taps it.
- Rate limit: one attack per (attacker, target, day). Try to raid the same farm twice and the server refuses.
- Defense: a farm's active pet, defense_power, and shields reduce or block damage. Attackers who lose still spend the consumable.
- Buy consumables on the buy page โ priced in $HARVEST and settled on-chain: Swarm Scroll = 50, Hammer = 80. Purchases route through the treasury wallet, get verified server-side, and the item lands in your inventory.
- Abort an incoming attack for 500 $HARVEST if you're online.
๐จ Walkable Farm โ Crafting Stations & Recipes
The walk-mode farm has real crafting. Five stations, thirteen recipes, and a proper inventory panel.
- Stations: Workbench, Sawmill, Anvil, Furnace, Bonfire. Each recipe is gated to its station โ no more crafting an iron ingot at the workbench.
- Recipe check is atomic on the server. Before crafting, the server reads your live inventory, subtracts the required inputs in a single transaction, and only then adds the crafted item. If any input is missing you get a clear "Missing: 2ร Iron Ore" error and nothing is consumed.
- Three-tab Workshop modal โ Craft (available + locked recipes with per-input tickboxes), Inventory (everything you're carrying), Build Costs (the material cost for every build item).
- Crops grow and can be harvested on the walkable map. Owners plant/harvest with E; visitors can water growing crops on the same tiles.
๐จ Build catalog expansion + rotate + collision
Hundreds of new sprites and a proper placement UX.
- Pixel Crawler pack โ characters, mobs, NPCs, tilesets, interior props, dungeon walls, and furniture (~155 sprites).
- Cute Fantasy pack โ 224 static sprites across Buildings, Trees, Outdoor decor, Enemies, Crops, and Animals. All wired into the build catalog with correct footprint and blocking flags.
- Rotate โ press R or tap the โป Rotate button in the placement HUD to rotate the ghost 90ยฐ. Fences auto-snap to corners.
- Collision โ every item declares
w ร hand ablockingflag. Blocking items block WASD movement and the pathfinder; non-blocking bushes/decor are walk-through.
๐พ New pet sprites + QA preview page
We're mid-migration from emoji companions to full pixel-art sprites. Latest drop covers 7 species and a dedicated QA route.
- New transparent pixel sprites for Tiger (griffin slot), Baby Dragon, Fox Scout, Bear, Wise Owl, Falcon, and Farm Dog โ all with clean alpha, no white halos, no leftover checkerboard. Older placeholders are replaced across every render surface at once because the app resolves species โ sprite through
petSpriteUrl(id)โ swapping a single.asset.jsonflips it everywhere with zero DB migration. - Kitsune, Void Wyrm, Turtle sprites uploaded and wired into
SPECIES_SPRITESwith aliases (ninetales,void_wyrm,tortoise). They render automatically as soon as a species with a matching id exists inpet_species. - Falcon alias bug fixed โ
SPECIES_ALIASES.falcon = "eagle"was shadowing the new Falcon sprite so it silently rendered as an eagle. Alias removed; Falcon now shows its own pixel art everywhere. - New route /pets/preview โ internal QA page that renders every companion sprite as an HUD chip, inventory tile, profile portrait, gallery card, and roaming strip on one screen. Bookmark it and eyeball it whenever you swap a sprite. Flagged
robots: noindexso it stays out of search. - Farm Dog is now a proper border-collie pixel sprite (not the old placeholder). All dog-adjacent aliases (
puppy,collie,corgi,hound) resolve to it.
๐ Crafting Cookbook on /craft
The one-off "How to craft Maple Syrup" walkthrough was replaced with a full cookbook that indexes every processing recipe in the game.
- All 11 processors in one accordion, sorted by unlock level โ Mill, Bakery, Jam Kitchen, Cannery, Sugar Shack, Winery, Creamery, Pie Kitchen, Dairy Barn, Butcher Shop, Tannery.
- Per-recipe detail: full ingredient list with quantities, batch duration, unlock level, output sell price, and a plain-English "Used for" callout so you know why you'd craft it.
- "Used for" is derived from the catalog โ flour/jam/sauce/wine surface which land tiers they unlock, which animals they gate (rabbit โ flour, cow โ wine, unicorn โ wine + sauce), and that they fuel perk upgrades from level 4 onwards. No more digging through the wiki to find out where Mullet Beef goes.
- Marketplace grounding: every good's ~sell price is on the card so you can decide craft-and-hold vs craft-and-list at a glance.
โ๏ธ Guild Wars
Guild vs guild challenges are live. Leaders challenge, both sides work an objective for 24h, winner takes the pot.
- Format: leader-initiated challenge โ 24h to complete a harvest / craft objective โ winner takes the coin pot. Guild XP + trophy awarded regardless.
- Rewards are tight on purpose: XP and coins are ~50% of what a solo grind returns, and there is no free gold. A tiny 1โ3 gold trickle only goes to the top 3 MVPs on the winning side.
- MVP eligibility (server-enforced): the winning guild needs 3+ distinct contributors, each MVP needs at least 5% share of the winning total AND at least 100 units contributed. Ties break on amount desc โ earliest contribution โ user id.
- Anti-abuse safeguards: only members who joined before the war started can contribute (tenure gate), and any single member is capped at 25% of the objective target so multi-accounting can't manufacture an MVP.
- Real-time notifications for war start, defender accept/decline, and resolution โ nobody misses a payout window.
- Audit log on every war shows per-member contributions, pot funding/refunds, and the resolve result. Panel lives inside the guild page.
๐ฑ Mobile play guide
The game is fully playable on phones. Here's what to expect on a touch device.
- Controls โ /farm: single-tap a plot to select it, tap again to plant / water / harvest based on plot state. Long-press an empty plot to open the crop picker. Pinch-zoom is disabled inside the farm canvas so taps stay accurate โ use the โ / โ zoom chips in the top-right of the canvas instead. Swipe the sidebar in from the left edge to open Inventory, Quests, and Milestones.
- Controls โ /pets: tap a pet card to open its detail sheet, tap ๐ to feed from your inventory, tap โ๏ธ / ๐ก๏ธ to equip / unequip. Ability cooldowns show a numeric countdown on the button so you don't need hover state. The buy shop is a horizontally scrollable strip on phones โ swipe right to see all species.
- Layout expectations: multi-column dashboards (Orders, Holdings, Rewards, Admin) collapse to a single column under 640px so tiles never squeeze. The farm hotbar sticks to the bottom of the viewport with safe-area padding for iOS notches. Shop and Feed dialogs scroll internally instead of pushing the page.
- Tap-target behavior: every action button is at least 36px tall (min-h-9) with 8โ12px hit padding. "Cancel listing", "Buy", "Harvest", "Feed", and quest "Claim" buttons all meet Apple/Google's 44ร44pt guideline once padding is counted. Small icon chips (๐ช balance, ๐๏ธ tickets, ๐พ defense) are read-only badges โ tap the labeled button next to them, not the chip itself.
- Performance on phones: roaming pets pause when the tab is hidden or the screen locks, data queries stay fresh for 15 seconds (no reload spinners as you nav around), and background music autoplay is off โ tap the ๐ chip on /farm to enable audio.
- If something looks cut off: rotate to portrait for stat panels, landscape for the farm canvas. All tables (Ledger, Admin, Recipes) have horizontal scroll โ swipe left/right on the table itself.
๐จ Sprite art requirements
So future crop / pet / decor art stays consistent with the rest of the game. Anyone adding a new sprite should hit every bullet before hooking it up.
- Transparent background โ always. PNG with a real alpha channel, no white halo, no checkerboard, no faint outline where the background used to be. If the source came with a solid background, run it through the transparent-background edit pass (or PIL alpha-key any pixel above
rgb(240,240,240)) before upload. WebP is fine only if the alpha is clean. - Canonical size 1024ร1024 โ square, subject centered, uploaded at 1ร (no pre-scaling). Everything downscales cleanly from a square master. Non-square art (portrait carrot, wide chili) is OK as long as the longest edge is 1024px and the subject is centered horizontally so grid tiles line up.
- Pixel-art style, hard edges. Chunky pixels, limited palette (~8โ16 colors), no anti-aliasing on the outline, no soft photographic gradients. Render sites set
image-rendering: pixelated, so smooth art will look muddy while pixel art snaps crisp. - Silhouette-first. The sprite has to read at 14โ22px in /recipes, the palette, and the processing panel. If you can't recognize it as a 16px thumbnail, the pixel density is wrong โ simplify shapes and darken the outline.
- Alignment rules. Keep at least ~6% padding on all sides of the 1024 canvas so drop-shadow / rarity glow doesn't clip. Center the subject's visual mass, not its bounding box (a carrot's leafy top can hang past center; the orange root should sit on the vertical midline). Ground-contact items (crops, produce) rest at the bottom-third; airborne items (bees, phoenix) sit centered.
- Palette cohesion. Reds match the existing tomato/chili reds, greens match wheat/carrot foliage, oranges match pumpkin/corn. If a new sprite feels off, sample a color from an adjacent sprite in the same panel โ not from real life.
- Where to hook it up. Upload via
lovable-assetsundersrc/assets/items/, register the URL insrc/lib/game/item-sprites.ts(map by catalog id), and the shared<ItemIcon />component picks it up in FarmCanvas, Inventory, Palette, Recipes, and Processing automatically. No per-component wiring needed. - Pet & prestige art lives in
src/assets/pets/andsrc/assets/prestige/. Pets follow the same transparent-square rules but should face right (the roaming pet flip logic assumes right-facing base sprites). Prestige badges are 512ร512, centered, with the tier number readable at 16px.
Performance + mobile polish ยท newest
- โก Snappier navigation โ data queries now stay fresh for 15 seconds and no longer refetch every time you switch tabs or windows. Moving between /farm, /market, /pets, and /guilds feels instant instead of triggering a reload spinner every hop.
- ๐ Background-friendly pets โ the roaming companions on /farm now pause their animation loop while the tab is hidden. Backgrounded farms no longer drain CPU or battery.
- ๐ฑ Mobile layout fixes โ order & holdings stat tiles now stack cleanly on phones, Shop dialog quick-pick amounts drop to a 2-column grid under 640px, and the marketplace "Cancel listing" button has a proper thumb-sized tap target.
- ๐พ Pixel-art everywhere โ the new pixel-art farm animals (cow, horse, pig, sheep, goat, duck, chicken, unicorn) now render as bouncing sprites on your farm plot as well โ matching /pets, /pets/gallery, and the 1200ร630 share PNG. Rarity glows (drop-shadow, legendary aura, epic sparkle) carry through everywhere.
- ๐ 48-hour goal cycle โ daily quests and guild daily goals now roll over every 48 hours instead of every 24, so long-form goals like "harvest 500 crops" stay meaningful without nightly churn.
Pixel-art refresh + Crow companion + Festival anti-abuse
- ๐จ Pixel-art farm animals โ Goat, Duck, Rabbit, Sheep, Pig, Horse, Chicken, and Cow sprites were replaced with a hand-drawn pixel-art set. Owned pets update automatically the next time you load them.
- ๐ฆโโฌ New companion: Crow โ unlocks at level 2 for 60,000 coins. Watchful scout that gives a small pest-defense boost and a touch of luck on every harvest. Available now in the /pets shop.
- ๐ผ Pet Gallery โ new /pets/gallery page shows every companion you own with rarity-tuned visuals and a ๐ธ Share Image button that renders a 1200ร630 PNG of your pet's stats.
- ๐๏ธ Festival ticket anti-abuse โ trivial harvests no longer award tickets. Tickets require meaningful earnings (~50+ coins per plot). A hard 500 tickets/day cap per wallet per festival is enforced server-side, plus per-batch caps to prevent multi-plot spam. Leaderboard scoring is unaffected โ score still floors at 1 so activity is always visible.
- โญ Level cap 30 + Prestige โ the site-wide level cap is now a single value driven by
site_config.level_cap(default 30). Pet unlocks are auto-clamped to the cap. Reach the cap to unlock the Prestige path.
Pets & Companions + Seasonal Festivals
- ๐พ Pets & Companions โ the /pets page has 35+ adoptable companions across Common โ Legendary rarity, from Goat & Farmdog up to Emberlord, Psywisp, and Void Wyrm. Each pet adds pest defense that stacks with your scarecrows & owls (95% cap). Level up from harvests, keep them fed, and equip up to 3.
- Rarity & buffs โ Common โ Legendary rarity multipliers (1ร / 1.15ร / 1.35ร / 1.6ร). Higher rarity + level = stronger defense, luck, yield, and XP bonuses.
- Active abilities โ Baby Dragon ๐ฒ Roar, Phoenix ๐ฅ Ember Ward, and other legendaries have limited-cooldown active abilities callable from the pets page.
- ๐ฅ Pokeahoe Balls โ a rare purchase currency for the highest-tier legendaries (Frostback, Skywyrm, Emberlord, Psywisp). Sold from the shop and admin-managed.
- ๐ช Seasonal Festivals โ /festival hosts a rotating limited-time event with its own leaderboard, community goal, ticket shop, and bonus crops.
- Community goal โ everyone contributes toward a global harvest target. Hit it before the timer ends and every participant gets bonus gold + tickets.
- Pest banner upgrade โ the farm's pest banner shows equipped-pet defense (๐พ chip) and a direct ๐พ Pets โ shortcut so it's clear where to buy protection.
Apiary, Orchard, Processing & Pest Defense
- Apiary & Orchard โ new /apiary page. Buy ๐ Beehives and ๐ Fruit Trees that produce honey / fruit on a cooldown. Upgrade them for higher yields. Collect for buffs and breeding bonuses.
- Production Dock โ the farm now shows a live production timer strip with progress bars for every apiary station, "Collect all" one-click, and toast notifications the moment a station is ready.
- Processing buildings โ ๐พ Mill, ๐ Bakery, ๐ฅ Dairy Barn, ๐ฅฉ Butcher Shop, and ๐ซ Tannery convert raw crops into higher-value goods (flour, bread, jam, maple syrup, cheese, fresh milk, Mullet Beef, cowhide, etc.). Full recipe hub at /recipes with inputs, outputs, timers, and one-click "start batch".
- Pest system โ the server rolls once per day for a swarm. Active swarms damage crop yields until you harvest to clear them. A live pest banner on the farm shows current status, defense %, and the next check ETA.
- Scarecrow / Owl / Cat / Dragon defenses โ place these decorations from the Decor palette to reduce swarm damage. Each type stacks up to a 95% defense cap (5% floor damage always applies). Manage them from the pest banner's ๐ก๏ธ Protect farm โ button.
- Barn refresh โ the /barn page got a pixel-art backdrop, animated pen cards with progress rings, and a cleaner Breeders Shelf for managing rare offspring.
- New farm sidebar links โ ๐ RECIPES and ๐ APIARY are now on the farm nav grid.
Seasons, rewards history & readability ยท newest
- Always-on Season Marquee โ a scrolling banner above the harvest ticker on every public page shows the current weekly & monthly seasons, live server-synced countdowns, and the active growing-season weather (spring/summer/autumn/winter) with its effect on your crops.
- Server-synced countdowns โ weekly/monthly rewards reset on the server clock, not your device clock. Timers auto-refetch a couple seconds after the boundary so the new season shows up immediately.
- Leaderboard scoring rules per season โ weekly is scored by ๐พ Harvests, monthly by ๐ฐ $HARVEST earned. Switching to a season scope on the leaderboard auto-snaps to that metric and shows a "Scored by โฆ" pill next to the countdown.
- New /rewards page โ your personal history of every past weekly/monthly season you placed on, with rank, value, and the exact time the season closed. Includes lifetime summary: seasons placed, wins, podiums, best rank.
- Rustic banner refresh โ the top season banner switched to a rustic pixel-harvest look. Countdown medallions are bigger and readable on mobile.
- Weekly & Monthly tabs on the seasons page โ separate prize amounts and countdown medallions matching the banner styling, driven by the admin's prize-text config.
- Crop & decor alignment fixed โ emojis are now sized off the measured tile box so mobile farms look right at any width.
- Guild permission hardening โ only the guild owner can view invite links, revoke tokens, and approve join requests. Non-owner members see an explicit "access denied" panel instead of an empty section.
- Invite validation โ join tokens must be at least 8 chars; expired/used/malformed tokens now show a clear friendly error.
- Admin panel: Rewards tab โ every closed-season winner grouped by season with rank, metric, value, and copy-to-clipboard wallet.
- Admin panel: Copy Wallet everywhere โ every wallet in the admin panel (users, gold, earners, rewards) now has a one-click copy button next to the shortened address.
Gold economy update
- Gold is now the bridge to $HARVEST โ you no longer convert ๐ช coins directly into $HARVEST. Coins buy gold, gold buys $HARVEST.
- Official rate: 1 gold = 5,000 $HARVEST โ shown live in the Gold Shop and on the deposit/convert screens so there's no confusion.
- Coin โ $HARVEST disabled โ the direct swap is off. The Gold Shop shows the disabled state and points you to the coinโgoldโ$HARVEST path instead.
- 50% burn on gold spend โ every gold โ $HARVEST conversion burns half the gold into the permanent burn counter (visible on Stats).
- Gold wipe โ all player gold balances were reset to 0 for a clean start. Prestige gold mints going forward are unaffected.
- Prestige mints gold โ each prestige mints gold equal to your new prestige level (โ 1 = 1g, โ 2 = 2g, โฆ), capped by the 1,000,000 global mint cap.
- "GOLD SHOP" button โ the top-bar shop is now a bright gold pill so the coin โ gold โ $HARVEST flow is easy to find on any device.
- Live "farmers online" counter โ a green pulsing pill in the farm header shows how many farms are active in the last 5 minutes, refreshing every 30s.
- Bigger Share-on-X snapshot โ the /stats share now includes lifetime harvests, gold burn + holders, buyback pot, prestige totals, and 24h/7d active players.
Economy tune ยท previous patch
- Coin payouts cut to 0.25ร โ every harvest now pays 25% of the crop's base coin yield. Live rate is shown on your farm's Economy panel.
Land & Prestige overhaul
- 3 land tiles per prestige โ you can claim up to 3 land tier upgrades between prestiges (raised from 2 so paying/crafting players can keep pace with prestigers). Counter shows in Shop โ Land.
- Level gates fit the cap โ tier level requirements are now 10 / 20 / 25 / 28 / 30 (was 10 / 20 / 30 / 40 / 50) so every tier is reachable inside the level-30 cap.
- Higher tiers require prestige โ Tier 3 needs โ 1, Tier 4 needs โ 2, Tier 5 needs โ 3. You still have to grind prestige for the biggest farms.
- Bonus plots come from the Prestige Tree โ prestige stars no longer add tiles on their own. Each star grants 3 prestige points, and the treeโs Land & Estate lane sells permanent plots for points + coins (Fence Line +1 โ Homestead Charter +5, 22 plots in total). Land-tier purchases remain the primary path to a bigger farm; the grove adds the permanent trickle up to the 5ร20 cap. Plots granted under the old +2/star rule are kept.
- Prestige confirmation โ the prestige button previews the exact gold reward and confirms the amount minted after you commit.
- Decor cap enforced โ farms with more than 3 decorations were trimmed to the first 3.
Admin & transparency
- Gold supply dashboard โ minted, burned, circulating, remaining, and cap status live in the admin Gold tab, with a prestige-only ledger filter.
- Treasury totals โ the admin Treasury dashboard now shows all-time deposit & withdraw totals, plus a one-click "Approve all" for pending deposits.
- Live payout rate โ the current coin-earn multiplier is displayed on both the Farm economy panel and the admin Treasury dashboard.
- Live economy charts โ hourly snapshots power charts for rate history, gold circulating supply, and category floor prices on the public Stats page.
- Shareable Stats page โ one-tap "Share on X" snapshot of the current economy.
๐พWhat is $HARVEST?
$HARVEST is a pixel-art multiplayer farming MMO built on Solana. You plant crops, tend them in real time, harvest them for coins and $HARVEST tokens, visit other players' farms, trade items on the marketplace, and level up through a deep progression and prestige system.
It plays like a cozy farming sim on the surface, but under the hood it's a live economy: every crop, animal, plot, boost and cosmetic is tracked server-side, and every trade is settled through an authoritative backend that prevents oversells, duplicate payouts, and cheating.
$HARVEST is a placeholder in-game token today. Real payouts are queued until treasury funding โ nothing in the game should be interpreted as a financial promise. Play for the game.
๐Getting Started
- Sign in โ open the app and either sign up with email or connect your Phantom wallet. Both work; you can link a wallet to your account later from the profile page.
- Enter your farm โ you spawn on a small starter plot. Your farm is persistent and unique to your account.
- Plant your first crop โ pick a seed from the shop, click an empty tile, wait for it to grow, then harvest it. Watering speeds growth and improves yield.
- List on the marketplace โ harvested crops and processed goods go into your bag. List them on the marketplace to trade with other players for coins or $HARVEST.
- Level up โ every action grants XP. Higher levels unlock better seeds, animals, plots and cosmetics.
๐ฑYour Farm
Your farm is a free-placement sandbox. You can arrange plots, decorations and animals however you like. Every tile on the farm is stored server-side, so what you see is what other visitors see.
- Plots โ the ground you plant crops on. Buy more to expand your operation.
- Crops โ grow over real-world time. Rarer seeds take longer but pay out more.
- Animals โ produce passive resources (eggs, milk, wool). They need feed to stay productive.
- Decor โ cosmetic items that make your farm feel like home. Some grant small buffs.
- Boosts โ consumable items that speed up growth, double yield, or protect from pests.
๐ฅCrops & Growth
Every crop has a grow time, a yield, and a rarity. Growth is tracked in real time on the server โ closing the tab does not pause your farm. When a crop is ready you can harvest it into your bag.
Watering gives crops a growth buff and a small yield bonus. Other players can water your crops when they visit โ a friendly gesture that also earns them a small XP tip.
Higher-tier crops unlock as you level up. Some rare seeds only drop from quests, prestige rewards or the marketplace.
โ 5 Rare Crops โ an 18-seed legendary set (Pot Bud โ Star Berry) is locked until prestige โ 5. Seed costs start at ๐ช 250,000 and scale to millions, with grow times measured in hours. They pay ~1.06ร the seed cost in coins plus premium XP, so they're a long-grind flex rather than a coin firehose. Below โ 5 the tiles are hidden from the palette and the server refuses to plant them.
Margin-locked seeds โ a seed never costs less than a fixed share of the payout it will actually produce. Normal crops keep a 45% margin, rare crops a 12% margin (their own natural ratio). If your farm is running boosts, tinctures, decor and prestige multipliers, the seed price rises with the payout, so buffs make you earn faster without turning a 250k cost basis into free profit. Unbuffed farms pay the plain catalog price exactly as before.
Late tier repair โ Grape โ Dragonfruit used to earn almost nothing per minute (Stardust and Dragonfruit were actually losses), which is why everyone skipped straight to rares. Their yields were raised so levels 16โ22 are a real earning ladder: Dragonfruit is now the strongest non-rare crop.
๐๏ธPlanting Seasons & Which Crops They Support
The world cycles through four growing seasons โ Spring โ Summer โ Autumn โ Winter โ on a fixed server-synced rotation (48h per season, in UTC so every player sees the same clock). The current season and its live countdown are shown on the top marquee and on /seasons.
Each crop has a season affinity that changes how it grows:
- In-season โ grows 25% faster, +25% yield, +25% XP.
- Off-season (temperate, Lv โค 10) โ 40% slower, โ15% yield. Still plantable.
- Off-season (premium, Lv โฅ 11) โ locked. The palette hides them and the server refuses to plant.
- Animals โ season-agnostic, produce year-round.
๐ธ Spring โ new growth thrives
Wheat ยท Carrot ยท Strawberry ยท Dragonfruit
โ๏ธ Summer โ long days ripen fruiting crops
Wheat ยท Tomato ยท Blueberry ยท Chili ยท Corn ยท Strawberry ยท Pineapple ยท Watermelon ยท Sunflower
๐ Autumn โ harvest bounty, roots & orchards peak
Carrot ยท Potato ยท Blueberry ยท Pumpkin ยท Corn ยท Apple ยท Taro ยท Blackberry ยท Grape
โ๏ธ Winter โ cold silences the fields, mythic crops thrive
Potato ยท Moonbeam ยท Starfruit ยท Stardust
๐ SEASON-AT-A-GLANCE CALENDAR
Green = in-season (bonus). Amber = off-season temperate (still plantable, penalized). Red = locked (premium crops).
| Crop | ๐ธ Spring | โ๏ธ Summer | ๐ Autumn | โ๏ธ Winter |
|---|---|---|---|---|
| ๐พ Wheat | โ +25% | โ +25% | โ slow | โ slow |
| ๐ฅ Carrot | โ +25% | โ slow | โ +25% | โ slow |
| ๐ Strawberry | โ +25% | โ +25% | โ slow | โ slow |
| ๐ Dragonfruit | โ +25% | ๐ | ๐ | ๐ |
| ๐ Tomato | โ slow | โ +25% | โ slow | โ slow |
| ๐ซ Blueberry | โ slow | โ +25% | โ +25% | โ slow |
| ๐ถ๏ธ Chili | โ slow | โ +25% | โ slow | โ slow |
| ๐ฝ Corn | โ slow | โ +25% | โ +25% | โ slow |
| ๐ Pineapple | ๐ | โ +25% | ๐ | ๐ |
| ๐ Watermelon | ๐ | โ +25% | ๐ | ๐ |
| ๐ป Sunflower | โ slow | โ +25% | โ slow | โ slow |
| ๐ฅ Potato | โ slow | โ slow | โ +25% | โ +25% |
| ๐ Pumpkin | โ slow | โ slow | โ +25% | โ slow |
| ๐ Apple | ๐ | ๐ | โ +25% | ๐ |
| ๐ Grape | ๐ | ๐ | โ +25% | ๐ |
| ๐ Moonbeam | ๐ | ๐ | ๐ | โ +25% |
| โญ Starfruit | ๐ | ๐ | ๐ | โ +25% |
| โจ Stardust | ๐ | ๐ | ๐ | โ +25% |
| ๐ โ 5 Rare Crops | โ any | โ any | โ any | โ any |
โ 5 Rare Crops (Pot Bud, Kush Leaf, Hazebush, Dimebag, Blunt Roll, Purple Elixir, Voidberry, CBD Gummy, Rx Bottle, Capsule Pop, Chalk Mint, High Trio, Crown Spire, Shroom Cap, Orb Fruit, Daisy Bloom, Smile Seed, Star Berry) grow in every season โ they ignore the rotation entirely, matching their prestige-locked, long-grow-time flex nature.
Weather (rain, storm, heatwave, blizzard, fog, wind) stacks on top of season modifiers and can further nudge growth speed โ check the top marquee for today's active weather effect.
๐The Bag (Inventory)
Your bag holds everything you own: harvested crops, seeds, boosts, animal products, and any items you've bought or won. Open it from the button on your farm or your profile page.
The bag is the source of truth for what you can sell, list, gift or consume. Inventory transfers are finalized server-side so items can never be duplicated during a trade.
๐The Marketplace
The marketplace is where players trade with each other. Anyone can list items from their bag at a price in coins or in $HARVEST. Anyone else can buy them.
- Listing โ pick an item, choose a currency and price, and submit. Your item is escrowed while listed.
- Buying โ click a listing, confirm, and the item transfers to your bag while the seller receives payment.
- Filters & sorting โ filter by active status, sort by newest, price in coins, or harvest amount to find what you want fast.
- Anti-oversell โ the backend confirms every purchase once and only once. Duplicate clicks, race conditions and refresh spam cannot cause double completion.
- Delisting โ you can cancel your listing anytime; the item returns to your bag.
- ๐ฅ 5% coin burn โ coin-priced sales pay a 5% sink: the buyer pays the full price, the seller receives 95%, and the remaining 5% is destroyed. This is the main drain that keeps coin supply from running away. $HARVEST, gold and SPL-token sales are unaffected.
โจThe Gold Shop (how-to)
The GOLD SHOP is the shiny amber button at the top of your farm. It is the only place in the game to move value between the three currencies: ๐ช coins, โจ gold, and ๐ $HARVEST.
Gold sits in the middle of the economy on purpose. Coins are farmed passively; $HARVEST is the hard bridge currency. Gold is the scarce, capped middle layer that connects them.
HOW TO OPEN IT
- On desktop: click the glowing โจ GOLD SHOP pill in the top-right of the farm header.
- On mobile: tap the amber GOLD pill โ same button, condensed label.
- You must have a wallet connected to convert or deposit. Without a wallet the button shows a ๐.
WHAT'S INSIDE
- Coins โ Gold โ spend coins at the current official rate to mint gold. Requires the prestige level shown on the tab. Amounts must be a whole multiple of the coin rate.
- Gold โ $HARVEST โ spend gold to credit your $HARVEST balance. The current rate is 1 gold = 5,000 $HARVEST and is displayed live on the tab so you always see what you'll receive.
- Coin โ $HARVEST is disabled โ the direct path is intentionally off. The Gold Shop explains this and points you through the coin โ gold โ $HARVEST route instead.
- Deposit $HARVEST โ send $HARVEST from your Solana wallet into the game treasury. The deposit tab shows the treasury address, a copy button, and the queued vs credited state of each transfer.
- Withdraw $HARVEST โ queue an on-chain payout of your in-game $HARVEST balance to your linked wallet. Payouts settle as treasury funding allows.
A TYPICAL FLOW
- Farm crops โ sell / harvest โ build a coin balance.
- Prestige at least once (prestige is currently required to convert coins to gold).
- Open Gold Shop โ Coins โ Gold, convert a multiple of the coin rate into gold.
- Switch to Gold โ $HARVEST, convert your gold into $HARVEST at 1 : 5,000.
- When you're ready, queue a Withdraw to move $HARVEST to your Solana wallet.
HEADS-UP
- Every gold โ $HARVEST conversion burns 50% of the gold into the permanent burn counter. This is what keeps gold scarce.
- Gold has a 1,000,000 lifetime mint cap across the whole game. When it's gone, it's gone.
- Rates can change; the Gold Shop always shows the current official numbers, and the Stats page charts them over time.
SWAP RULES (GOLD โ $HARVEST)
- Verified X handle required โ you must link and verify an X account before you can swap. Verification is one-time and stored; you never re-do it. One X account can only ever be verified on one wallet (enforced in the database), which is what blocks multi-accounting.
- 24-hour cooldown per wallet โ one swap per day, no exceptions. Swaps that fail or get rejected do not consume your cooldown.
- Automatic review holds โ every swap is risk-scored (farm age, signup clustering with other wallets, swap bursts, handle similarity). Score it too high and the swap is held for manual review instead of paying out. You'll see a "held for review" notice; an admin then releases or rejects it.
- Everything is ledgered โ gold in and out writes a
gold_transactionsrow, and a job every 6h flags any wallet whose balance drifts from the ledger. Your own history is on /profile.
๐ฐThe Gold Market & Economy
The Gold Market is the wider economy around โจ gold โ the sinks, the faucets, the burn, and the supply cap that keep it scarce. Where the Gold Shop is a button you press, the Gold Market is the system it plugs into.
WHY GOLD EXISTS
Coins are effectively unlimited: you farm them every second. $HARVEST is the bridge to on-chain value. If coins could convert straight into $HARVEST, coin inflation would drain the treasury. Gold sits between them as a hard-capped, burn-on-spend layer, so the only way from coin farming to $HARVEST is through a scarce resource with a real ceiling.
SUPPLY MODEL
- Mint cap โ 1,000,000 gold across the entire game, all-time. This is enforced at the RPC layer, not just the UI.
- Circulating = minted โ burned. The Stats page shows minted, burned, circulating, and remaining live.
- Holders โ how many farms currently hold at least 1 gold. Also live on the Stats page.
FAUCETS (how gold enters circulation)
- Prestige mints โ every prestige mints gold equal to your new prestige level (โ 1 = 1g, โ 2 = 2g, โ 3 = 3g, โฆ). This is the main organic faucet.
- Coin โ Gold conversions โ prestige-gated, whole-multiple only. Uses the current official coin rate.
- Milestones, quests, events, leaderboards, PvP โ one-off gold grants tagged in the audit ledger.
- Admin grants / corrections โ logged in the ledger with a note, visible to admins.
SINKS (how gold leaves circulation)
- Gold โ $HARVEST at 1 : 5,000, with 50% burned permanently on every spend.
- Cosmetic / decor / name-change purchases โ future gold sinks live in the same shop.
TRANSPARENCY
- Every gold change is written to the gold_transactions audit ledger with a reason (milestone / quest / pvp / admin / correction) and an optional note.
- The public Stats page charts gold circulating and minted over time.
- The share-on-X snapshot on Stats includes minted, burned, holders and cap so anyone can post the current state.
Gold is a game currency. Nothing on this page is a financial promise; play for the game.
๐ฅVisiting Other Farms
Every farm has a shareable link. Use the Visit tab or the Farms browser to jump to another player's farm in read-only mode. You can water their crops, admire their layout, and leave hooks for social features like follows and gifts.
Your own farm is always public at its wallet-based URL, so you can share your setup on social media.
๐Wallet & Payouts
Link a Solana wallet (Phantom recommended) to your account from the profile page. Once linked, your farm is associated with that address and any $HARVEST payouts are queued for that wallet.
- You can play without a wallet using email sign-in; link a wallet later when you're ready.
- Unlinking is safe โ your account keeps its balances, only the on-chain association is cleared.
- Manual address entry is supported for advanced users who prefer not to trigger a wallet popup.
$HARVEST is a placeholder token until treasury is funded. Nothing here is financial advice.
๐Quests & Streaks
Every day you get a set of daily quests โ simple objectives like "harvest 10 crops" or "visit 3 farms" โ that reward coins, XP and sometimes rare items.
Logging in on consecutive days builds a streak that unlocks escalating rewards. Miss a day and the streak resets, so keep it going.
โญLeveling & Prestige
You earn XP for almost every action: planting, harvesting, watering, visiting, selling, completing quests. Levels unlock content: better crops, more plots, new animals, cosmetic tiers. The level cap is 30 (site-wide via site_config.level_cap).
Once you hit the cap you can prestige โ reset your progression in exchange for a permanent +10% yield multiplier per tier (hard-capped at ร3 on your farm) and a mint of โจ gold equal to your new prestige level. Prestige also grants 3 prestige points per star, spent in the Prestige Tree โ the Land & Estate lane is where permanent bonus plots are bought (up to the 5ร20 cap) and lets you buy up to 3 land upgrades between prestiges. Higher land tiers (T3/T4/T5) additionally require prestige โ 1 / โ 2 / โ 3 respectively โ level 30 alone won't unlock them.
- 25 prestige tiers with unique animated emblems (โ 1โโ 25). Anything above โ 25 reuses the โ 25 badge with a +N overlay.
- Longer runs at higher tiers โ every prestige adds +15% XP required per level (admin-tunable). At โ 10 every level costs 2.5ร its base XP; at โ 25 it's 4.75ร.
- Only crops & animals get the yield bonus โ coin conversions, marketplace sales, gold-market trades, quest rewards and passive stations are not boosted by prestige.
- Plot math, in game โ bonus plots = the sum of the land nodes you own in the Prestige Tree, capped by the 5ร20 grid. The Plots page shows your current bonus tiles, which land nodes youโve grown, and what the next one costs.
- What survives a prestige โ perks and permanent bonus tiles stay. Level, XP, coins, active boosts, base grid and purchased land tiers reset.
- Coin sources breakdown โ see the /prestige page for a full list of what prestige boosts and what it doesn't.
๐ชTokenomics
The game runs a dual-currency economy:
- Coins โ soft currency earned in-game. Used for most shop purchases and everyday marketplace listings.
- $HARVEST โ the hard currency. Earned through rare harvests, quests, prestige and marketplace trades. Intended to bridge on-chain once treasury is live.
Sinks (things that remove currency from circulation) include shop purchases, plot expansions, boosts, prestige costs, and cosmetic upgrades. Faucets (things that create currency) include harvests, quests, streaks and level-up rewards. The economy dashboard tracks these live.
For the current supply model, emission schedule and treasury policy, see the in-game Tokenomics panel.
๐ฅThe Burn Hub (token sinks)
/burn is where $HARVEST leaves the economy for good. Every purchase splits the same way: 80% burned, 20% to the treasury (events, prize pools, server costs). You see that split on the button before you confirm.
Scope: the Burn Hub applies to the classic farm only right now. Walkable World v3 is still in beta, so nothing sold here affects it.
- ๐จ Cosmetic mints โ limited designs with a serial number, 9K to 90K $HARVEST. Sold out means gone.
- ๐ซ Season pass โ 45,000 $HARVEST per quarter, 8 cosmetic tiers earned by playing.
- ๐ VIP โ 30K/30 days, 81K/90 days, 285K/year. Convenience only: order slots, bag space, Auto Farmer queue priority, a chore re-roll, market depth, half-price rush shipping, 18h boost cooldowns.
- ๐งช Burn boosts โ Harvest Rush (+50% coins, 2h, 9K), Market Day (2ร coins, 45m, 18K), Bumper Crop (+35% yield, 3h, 23K). One window per boost per 24h (18h for VIP). Same-type boosts never stack.
- ๐ฑ Prestige $HARVEST lane โ five chained farm convenience nodes, 15K to 75K.
Prices were raised ~50% in the latest patch now that gold and coin conversion pay out real cash-out value โ the sinks have to keep pace with what a farm can earn.
A live burn feed on the page shows every burn as it happens. It uses your farm name or an anonymous Farmer [HASH] alias โ wallet addresses are never shown. The page also reads your real on-chain balance next to your in-game spendable balance; deposit if the on-chain number is larger and you want to spend it here.
๐Apiary, Orchard & Pest Defense
The /apiary page is home to your passive-yield stations and your farm's pest defenses. It's the answer to "where do I go to protect my farm from swarms?"
STATIONS
- ๐ Beehive โ produces honey on a cooldown. Honey is used for buffs and breeding bonuses.
- ๐ Fruit Tree โ produces fruit on a cooldown. Fruit feeds animals and speeds up breeding.
- Upgrades โ each station has multiple tiers. Higher tiers produce more per cycle.
- Production Dock โ the live timer strip on your farm shows every station, progress bar, and a "Collect all" button. You'll also see a toast the moment a station is ready.
PEST SWARMS
- The server rolls once per day. There's a ~55% chance a swarm attacks โ worst case around โ45% yield on hit plots before defenses.
- An active swarm shows a red pest banner on the farm with the number of plots hit and % yield loss. Harvesting the affected plots clears the swarm.
- A 5% floor damage always applies on a hit โ you can never be 100% immune.
DEFENDING YOUR FARM
- Open the Decor palette on your farm and place any of: ๐ญ Scarecrow (+12%), ๐ฑ Farm Cat, ๐ฆ Owl, ๐ Dragon (highest tier).
- Defenses stack up to a 95% cap. The pest banner shows your current % and the worst-case damage the next swarm would deal.
- The banner's ๐ก๏ธ Protect farm โ button takes you straight to the apiary/defense page. When a swarm is active, it turns red and pulses.
๐ญProcessing: Mill, Bakery, Dairy Barn, Butcher & Tannery
Processing buildings convert raw crops into higher-value goods you can eat, feed, or sell. The full recipe hub lives at /recipeswith filter tabs, input/output diagrams, timers, and one-click Start batch.
- ๐พ Mill โ grinds grain into flour and similar staples.
- ๐ Bakery โ turns flour and eggs into bread, pastries, and pies.
- ๐ง Creamery โ churns crops into cheese wheels.
- ๐ฅ Dairy Barn (Lv 8) โ milks the herd on a bed of wheat + carrots into Fresh Milk (๐ช 1,800). 40 min per batch.
- ๐ฅฉ Butcher Shop (Lv 14) โ butchers corn-fed cows into Mullet Beef (๐ช 9,500). 2h per batch.
- ๐ซ Tannery (Lv 12) โ cures Cowhide (๐ช 6,200) using potato tannins and wheat straw. 1h 30m per batch.
- Specialty โ jams, maple syrup, fruit pies, and other seasonal recipes.
Each recipe has a set input cost, an output stack, and a crafting timer. Slots fill server-side so you can close the tab and come back to finished goods. All three ranch buildings start with 1 slot and gain +1 slot per prestige (up to 4).
๐Barn & Breeding
The /barn is where you manage animals, pens, and rare offspring.
- Pens โ every unlocked animal gets a pen. Fill it with animals harvested from your farm.
- Breeding โ with 2+ animals in a pen, start a breeding job. Uses feed (or a recipe feed) and time.
- Rarity โ offspring can hatch Silver, Gold, or Prism โ each grants boosted yield and XP on the farm.
- Breeders Shelf โ hatched offspring wait on a shelf until you plant them on an empty plot or discard them.
- Pen slots โ buy more slots per pen to scale up production.
๐Fair Play & Security
The client is a view; the server is the authority. Every state change โ planting, harvesting, buying, listing, transferring โ is validated on the backend against your real inventory and balances. Row-level security policies scope every read and write to the owning account.
- Marketplace purchases are idempotent โ one order completes once.
- Inventory transfers are atomic โ an item cannot be in two bags at the same time.
- Balances are server-computed โ the client cannot mint coins or $HARVEST.
๐บ๏ธRoadmap
- Guilds & co-op farms
- Seasonal events with limited-time crops and cosmetics
- Pets that follow you around the farm and grant passive bonuses
- On-chain $HARVEST bridge once treasury is funded
- Mobile-optimized UI
โFAQ
Is $HARVEST worth real money?
No. It's a placeholder in-game token. Real payouts are queued until treasury is funded. Play for fun.
Do I need a wallet to play?
No โ email sign-in works. Link a wallet later if you want to associate an address with your farm.
Can I lose my items to a bad trade?
Only if you list them at a price you didn't mean. Escrow protects both sides; the backend confirms every trade.
What happens if I close the tab?
Nothing bad โ your crops keep growing on the server. Come back and harvest whenever.
๐ฑCoins vs $HARVEST โ currencies explained
The game has four currencies. Two live inside the site, two are real on-chain balances. Knowing which is which is important โ you can spend Game Wallet $HARVEST in the marketplace instantly, but you can't spend your wallet's $HARVEST directly without going through Buy or Deposit first.
| Symbol | Name | Where it lives | What it does |
|---|---|---|---|
| ๐ช | Coins | In-game (site database) | Earned from farming and quests. Buys seeds, small upgrades. Cannot be withdrawn. |
| โจ | Gold | In-game (site database) | Rare currency for premium sinks and gold-market trades. |
| ๐ฆ | Game Wallet $HARVEST | Held by the site on your behalf | Spendable inside the game (marketplace, gold market, walk-mode building/crafting). Withdrawable back to your wallet via Claim. |
| ๐พ | On-chain $HARVEST | Your connected Phantom wallet, on Solana | Your actual token balance. Read live from the chain. Move it into the Game Wallet with Deposit, or use it directly to buy on-chain PvP consumables and marketplace listings priced in $HARVEST. |
The tokenomics panel and the on-chain economy section show live SPL balances for the project wallets (Trees, Treasury, Dev). Every address links out to Solscan so you can verify the reserve yourself.