Click one to select it. Seed is a stock you buy at the town store, not a charge at
planting — a plot refuses when the shed is empty. The bar across the top of each plot
is soil health and the corner pip is the family last grown there: repeat a family and
the soil drains twice as fast.
Barn
empty
Click a row to sell it. Selling pushes that crop’s price down, here and for everyone.
Body
Eating spends produce and is instant. Meditating costs only time. Exercising spends
vitality now and raises your ceiling for good. Sleeping fills you completely and is
the only one that asks where you are: you have to be at your own bed, which is what
the walk home buys.
Village
Enter to talk, Esc to get back to the game. Hover a line to mute or
report it. Muting is this browser only; a report goes to a person.
Activity
Growth and the clock both come from timestamps, so they keep running while you are
away. Errors land here too — the dot on the button means there is a line you have not
read.
Commons
reading the granary…
Farmhand
Guide
Disaster
The village's word
A name of your own
The village must choose
Chronicle
reading the village record…
What this village has lived through, newest first. History is derived from the ledger,
never written by hand — the record and the world cannot disagree.
You
asking the village about you…
Everything here is derived from what you have done — nothing on this panel was chosen
from a menu, and nothing on it makes your farm richer. A practice changes what you can
do; it never changes what a unit of work is worth.
Counter
Esc closes
WASD walk · E work the plot you face, or the door you stand in
· F fish · R sleep · Enter talk ·
1–9 panels · Esc closes · H hides the HUD
· M sound