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Grow, harvest, preserve, and profit—build your farming empire one plot at a time!
Farm Idle Game is a relaxing and strategic idle clicker. Plant and harvest crops, can them into preserved goods, keep bees, join a guild, expand your farm and start a new Legacy for bigger rewards. Four seasonal events run on real dates, each with its own farm and currency, and the farm keeps growing while you're away. Nearly every image is cozy 32×32 pixel art.
✨ Latest Updates (v0.17.0)
🍉 The Summer Watermelon Festival - Opens June 21
The fourth seasonal event: Grow watermelons, chill and carve them at the Juice Stand, and sell them at the Festival Grounds for Tickets
Challenge Board: Three challenges at once against Maggie Pickett, Earl Boone and the Vance Twins, who are also the County Fair's rivals now
Seven achievements: Including Summer Sun, a permanent +5% summer crop yield
🌷 Archie's Gardener Outfit
A spring look for Archie: Earned with Regular Customers, 50 bunches sold at the Spring Market. Players who already have it can pick the outfit in Settings now
🛠️ Fixes
Tree Farm buttons: Harvest All and Plant All sit beside the title, as on the other events' patches
Crop choice: Each event's patch remembers the crop you picked, through tab switches and reloads
Earlier Updates
v0.16.0: The Spring Farmer's Market, the Tree Shop face lift, Soilbound Pact and guild mastery
v0.15.0: The Merchants Guild, Payroll, Hostile Takeover and Ferdinand the cat
v0.14.0: The Engineers Guild, the Cannery, Stanley the cat, smooth progress bars and a steadier header
v0.13.0: The Preservers Guild, Dunkin the Glutton, Legacy, and the Garden, Kitchen and Honeycomb tabs
v0.12.0: Fall Pumpkin Rush event, cozy pixel art rework, more ways to earn Guild Tokens, canning in background tabs
v0.11.0: Guild system with the Growers Guild, 10 fruit crops, Ritual Harvest
v0.10.0: Achievement and recipe unlock fixes, recipe filters in the Canning tab
v0.9.0: Bee system with honey, Golden Honey, honey recipes and crop yield bonuses
v0.2.0: Archie bonus system, comprehensive help documentation
Gameplay Overview
🌱 Growing System
Simultaneous Growth: All unlocked crops grow at the same time, each with its own growth rate and favorite seasons
10 Vegetables: Radish, Lettuce, Green Beans, Zucchini, Cucumbers, Tomatoes, Peppers, Carrots, Broccoli and Onions, unlocked in order with experience
10 Fruits: Strawberry through Watermelon, opened by the Growers Guild's Fruit Cultivation upgrade and unlocked with 50,000 to about 60 million experience
Harvesting: Click to collect grown crops or buy an Auto Harvester for each crop
Strategic Selling: Choose which crops to sell or stockpile with each crop's Sell or Hold button
Reward Balance: Manual harvesting gives full experience and knowledge; auto-harvesting gives half, except for the Engineers, whose machines get full rewards
🥫 Canning System (Unlocks at Farm Tier 3)
Recipe Processing: Turn raw crops into preserved goods worth more than their ingredients
42 Recipes: Simple, complex and gourmet recipes; 16 need Golden Honey, 2 jar honey alone once you buy Honey Jars, 10 Cellar recipes belong to the Preservers, and new ones unlock with canning experience
The Kitchen: The pantry shows your crops and honey, the stove shows every batch cooking, and the recipe book shows each recipe's ingredients, value and time
Stove Slots: Run up to 16 batches at once (upgradeable with Batch Canning)
Automation: The Canner starts a batch every 10 seconds, using the first recipe in your sort order that your stash covers
The Cannery: Engineers run a factory floor instead, where each machine makes the recipe you set
Enhanced Rewards: Earn money, experience, AND knowledge from completed recipes; Canner batches give less knowledge
🐝 Bee System (Unlocks at Farm Tier 4)
Bee Hives: Start with 2 hives and buy more with honey, up to 30
Honey: Each hive makes a 15 lb batch every 132 days and keeps stockpiling until you collect; bees rest in winter unless you buy Winter Hardiness
Golden Honey: Each batch has a 1% base chance to be golden; used in premium recipes
Pollination: Every hive adds +0.5% crop yield, raised further by Meadow Magic and Flower Power
Beekeeper Assistant: Hire him at 4 hives for 750 honey; he collects every batch as it's made and speeds up the bees
Honey Jars: For 1,000 honey, the Kitchen jars honey and Golden Honey on their own
Honey Recipes: Honey unlocks new canning recipes
🛡️ Guilds (Unlock at Farm Tier 5)
Four Guilds: Growers, Preservers, Engineers and Merchants, each with its own philosophy, bonuses and trade-offs
Guild Tokens: Before you commit, earn tokens from manual harvests (+1 each), canned goods (+1 per 5), batches of honey (+2 per batch) and auto harvests (+1 per 10)
Sampling: Try up to two starter upgrades from each guild before you choose; unspent tokens don't carry over when you join, and a guild's currency is earned only as a member. The Merchants' starters cost money instead of tokens
Growers Guild: Commit to earn Sigils from manual harvests and spend them on 8 guild upgrades, including Fruit Cultivation
Bonuses: Extra crops on manual harvests, stronger bee pollination, and with Soilbound Pact, ripe crops that harvest themselves
Trade-offs: Auto harvesters run 25% slower and canning pays 15% less
Ritual Harvest: With Ritual Circles, spend 5 Sigils to harvest every ready crop at once
Preservers Guild: Commit to earn Wax Seals from batches you start and spend them on 10 guild upgrades, including Cellar Recipes and the Pressure Canner
Bonuses: Jars sell for 20% more, Recipe Mastery, Prize Jars and Rush Batch
Trade-offs: Raw crops sell for 10% less, and Dunkin the Glutton raids the pantry
Engineers Guild: Commit to earn Gears from auto harvests, factory floor batches and Stanley, and spend them on 10 guild upgrades, including Bulk Purchasing and Night Shift
Bonuses: Every crop gets a faster Auto Harvester with full rewards, batches run 30% faster, and the Kitchen becomes the Cannery
Trade-offs: No manual harvests or canning, crops sell for 15% less and jars for 25% less, and the bees make 25% less honey
Tune-Up: Click Stanley the cat when he visits, and every machine runs twice as fast for a minute
Merchants Guild: Commit to spend money on 10 guild upgrades, including Wholesale, Additives and Hostile Takeover
Bonuses: Crops and jars sell for 15% more, Payroll lays off or rehires every auto-buyer at once, and Ferdinand brings Hot Tips
Trade-off: Knowledge from harvests and canning is 15% lower
Hot Tip: Click Ferdinand the cat when he visits, and crops and jars sell for double for a minute
Legacy: From Farm Tier 6, end your Legacy to start the farm over and keep half your guild levels, one unlock and your special achievements; then choose a guild again. An upgrade bought up to its max always keeps at least one level
Guild Mastery: Max out a guild for Guild Master, then keep guilds at their max through a Legacy for Rooted, Branching Out, Full Canopy and Evergreen Legacy, the final achievement
🏆 Progression Systems
Experience Unlocking: Gain experience from harvesting to unlock crops in sequence
Farm Expansion: Buy a larger farm for more max plots (+1 per 100 experience, up to double); crops and upgrades reset, but you keep your knowledge and leftover money
Knowledge: Earn knowledge from harvesting and canning to buy upgrades
Farm Tiers: Each tier adds knowledge to every harvest, starts you with more experience, and opens new systems: Canning at Tier 3, Bees at Tier 4, Guilds at Tier 5
🎃 Fall Pumpkin Rush Event (Seasonal: Sep 22 - Thanksgiving)
Four Activity Tabs: Pumpkin Patch, Carving Barn, Farm Stand and County Fair
Pumpkin Growing: Plant Sugar Pie, Carver and Atlantic Giant pumpkins; Prize Seeds grow Blue Ribbon pumpkins worth double
Materials and Crafting: Harvests give Seeds, Pulp and Vines for pies, candles and carving stencils
Carving: A stencil carves a pumpkin (+2 Candy Corn), a candle lights it (+3 Candy Corn), and both make a Jack-o'-Lantern worth triple
Candy Corn: Event currency from sales, harvests, the Hayride and Archie; demand doubles by Halloween and holds until Thanksgiving
County Fair Weigh-Off: Once a game year, enter an Atlantic Giant against Maggie Pickett, Earl Boone and the Vance Twins for ribbons and Candy Corn; each win gives champion seeds for heavier giants
Event Upgrades: 16 upgrades for the Patch, Barn and Stand, from Compost Heap and Prize Seeds to the Hayride and Fortune Teller
Automation: The Scarecrow Crew crafts supplies and finishes pumpkins for you
Sales Achievements: Five achievements for pumpkins sold pay Candy Corn and farm rewards; the 2nd unlocks Archie's Fall Sweater, and the 5th his Warlock Costume and a permanent +5% fall crop yield
Offline Progress: Pumpkins grow, the crew works and the Hayride pays while you're away
🎄 Christmas Tree Shop Event (Seasonal: Nov 1 - Dec 25)
Three Activity Tabs: Tree Farm, Workshop and Shopfront
Tree Growing: Plant and harvest Pine, Spruce and Fir trees with quality variations; harvests give Wood, Pinecones and Branches
Crafting and Decoration: Make Ornaments, Candles and Garlands, then decorate trees to multiply their sale value
Holiday Cheer: Event currency earned by selling decorated trees
Event Upgrades: 15 upgrades for the Tree Farm, Workshop and Shopfront, from Fertilized Soil and the Elves' Bench to the Golden Bell Counter and Star Forge
Automation: The Elves' Bench crafts and decorates trees at 1-20 items a second
Achievements: Six achievements for trees sold, from 1 to 5,000, pay 50 to 8,000 Holiday Cheer, and their rewards include Archie's sweater and reindeer hat, Frost Fertilizer (+5% winter crop yield), a cocoa canning recipe and falling snow
Offline Progress: Full support for tree growth, crafting, and passive income while away
🌷 Spring Farmer's Market Event (Seasonal: Mar 20 - Memorial Day)
Four Activity Tabs: Flower Beds, Herb Garden, Potting Shed and Market Stall
Flower Beds: Plant Tulips, Daffodils and Roses in six beds; each harvest gives a bunch, greenery and seeds
Herb Garden: Mint, Basil, Chamomile and Lavender are planted once and grow a sprig every 20 to 60 days, up to 10 each, or 25 with the Trellis
Finishes: Greenery makes a bunch Arranged (+2 Petals), a lavender sprig makes it Scented (+3 Petals), and both make a Gift Bouquet worth triple
Potting Shed: Mint Tea, Chamomile Tea, Pesto and, with the Packet Press, Seed Packets
Petals: Event currency from sales, harvests, the Busker and Archie; demand doubles by Mother's Day and holds until Memorial Day
Market Day: Load the Cart, and every 60 days, or 40 with the Pony Cart, it sells everything on it for 50% more
Event Upgrades: 19 upgrades for the Beds, Garden, Shed and Stall, from the Rain Barrel and Trellis to Silk Ribbons and the Busker
Automation: The Gnome Crew gathers herbs, makes teas, ties bouquets and, with the Cart Loader, loads the Cart
Achievements: Five for bunches sold pay Petals and farm rewards, the 2nd Archie's Gardener Outfit and the 5th April Showers, a permanent +5% spring crop yield; and Best Mom for 50 Gift Bouquets on Mother's Day
Offline Progress: Flowers and herbs grow, the crew works, Market Day sells the Cart and the Busker plays while you're away
🍉 Summer Watermelon Festival Event (Seasonal: Jun 21 - Labor Day)
Four Activity Tabs: Melon Patch, Juice Stand, Festival Grounds and Challenge Board
Melon Patch: Sugar Babies (free, 180 days), Crimson Sweets (200 Tickets, 240 days) and the Carolina Cross (1,000 Tickets, 540 days) in six plots, up to 12 with Patch Expansion; each harvest gives seeds, splits and a Ticket
Sweetness and Weight: Melons are measured in Brix, and one at 12.0 or more is a Sugar Melon worth double. The Carolina Cross is weighed at harvest and waits on a shelf of 12
Juice Stand: The Ice House freezes a block of ice every 20 days; Melon Balls, Agua Fresca, Pickled Rinds and Roasted Seeds come from splits, rinds and seeds
Finishes: Ice chills a melon (+2 Tickets), a cup of melon balls carves it (+3 Tickets), and both make a Picnic Basket worth triple
Tickets: Event currency from sales, harvests, the Parade Route, the Carousel, Dunk Tank tips, challenge prizes and Archie; demand doubles by the Fourth of July and holds until Labor Day
Heatwave: Chilled melons, Picnic Baskets, Snow Cones and Agua Fresca sell for 50% more while the farm has a Heatwave
Challenge Board: Three year-long challenges at once against Maggie Pickett, Earl Boone and the Vance Twins, from five kinds: Harvest Race, Sales Sprint, Sweetest Melon, Seed Spitting and Heaviest Melon. Prizes of 100, 50 and 25 Tickets, and champion bonuses for sweeter and heavier melons
Event Upgrades: 23 upgrades for the Patch, Stand, Grounds and Board, from Straw Mulch and the Ice House to the Carousel and Spitting Practice
Automation: The Picnic Crew packs baskets, scoops melon balls, mixes Agua Fresca, pickles rinds and roasts seeds
Achievements: Five for melons sold pay Tickets and farm rewards, the 5th Summer Sun, a permanent +5% summer crop yield; Record Breaker for a Carolina Cross past the world record; and a hidden one
Offline Progress: Melons grow, the Ice House fills, the crew works and the Carousel pays while you're away; the Challenge Board waits until you're back
Upgrade Details
Per-Crop Upgrades (Growing Tab)
Fertilizer: Increases growth rate by +5% per level for the selected crop
Better Seeds (Knowledge): Raises the selected crop's sale price by 25% per level (50% with Heirloom Seeds)
Additional Plot: Adds +1 crop per harvest for the selected crop, using one of your farm's plots
Auto Harvester: Harvests the selected crop on a timer, every 50 seconds at first; click it to pause or resume
Harvester Speed: Makes the Auto Harvester 5% faster per level
Global Upgrades
Farmer's Almanac: Increases knowledge gain by +10% per level
Irrigation: Provides a constant +15% growth rate bonus AND negates drought penalties ($750 + 75 Knowledge)
Merchant: Sells every crop set to 💰 Sell once every 30 days ($1,000 + 100 Knowledge)
Greenhouse: Removes winter and snow growth penalties for all crops (cost scales with farm size)
Heirloom Seeds: Doubles the effect of Better Seeds (cost scales with the highest crop you've unlocked); Engineers know it as GMO Seeds
Auto-Purchaser System
Assistant: Auto-purchases Fertilizer upgrades every 7 days using money
Cultivator: Auto-purchases Better Seeds upgrades every 7 days using knowledge
Surveyor: Auto-purchases Additional Plot upgrades every 7 days using money (respects limits)
Mechanic: Auto-purchases Harvester Speed upgrades every 7 days using money
Canning Upgrades (Canning Tab)
Quick Hands: Reduces canning time by 5% per level
Family Recipe: Increases the sale price of canned goods by 10% per level
Heirloom Touch: Chance to get bonus canned goods from a batch
Batch Canning: Adds processing slots to run more recipes at once
Bee Upgrades (Bees Tab)
Production: Busy Bees, Super Frames, Nectar Efficiency and Swift Gatherers make more honey, faster
Golden Honey: Royal Jelly, Queen's Blessing and Golden Touch raise the Golden Honey chance
Crop Yield: Meadow Magic and Flower Power raise the pollination bonus for your crops
Winter Hardiness: Bees keep producing honey through the winter
Features
🌦️ Environmental Systems
Four Dynamic Seasons: Spring, Summer, Fall, Winter - each lasting ~90 days
Seasonal Crop Bonuses: Each vegetable grows faster in its favorite seasons
Winter: Crops grow at 10% speed unless you own a Greenhouse
Heatwave: -30% in Summer; in Spring and Fall, summer crops grow 10% faster and the rest 30% slower; +20% in Winter
Snow: Stops growth unless you own a Greenhouse
🏅 Achievements
65 Achievements: Across farming, wealth, progression, canning, bees, visits from Dunkin, Stanley and Ferdinand, the factory floor, Hostile Takeovers, Legacies, guild mastery and all four seasonal events
Rewards: Money, knowledge, Holiday Cheer, Candy Corn, Petals, Tickets, Archie outfits, a cocoa recipe and permanent crop bonuses
Permanent Bonuses: Frost Fertilizer (+5% winter crop yield), Harvest Moon (+5% fall crop yield), April Showers (+5% spring crop yield) and Summer Sun (+5% summer crop yield)
💾 Save & Progression
Auto-Save System: Progress saves to localStorage automatically every 30 seconds
Export/Import: Timestamped save files for backup and sharing
Offline Progress: Crops grow and auto-harvest, bees make honey, the Merchant sells with the Merchants' Futures, and the seasonal events keep running while you're away (the farm credits up to 8 hours, or 12 with the Engineers' Night Shift)
Background Tabs: The game catches up when you return to a hidden tab, canning included
Backward Compatibility: Seamless migration when new features are added
Event Persistence: Seasonal event progress saves separately and persists across farm expansions
📚 Player Experience & Accessibility
In-Game Help: Help pages explain each system with strategy tips, and a first-harvest tutorial gets you started
Pause Button: Pause the whole game from the header; the button glows while paused
Event Log: A running record of harvests, sales, weather, unlocks, achievements and event activity
Archie: Shows up now and then; click him for bonus money, plus Holiday Cheer, Candy Corn, Petals or Tickets during events, with streak multipliers and sound effects 🐕. Choose his look in Settings, including winter, fall and spring outfits earned from achievements
Accessibility: 100+ ARIA labels, keyboard navigation with focus trapping in modals, screen reader announcements for toasts, achievements and visits, 4.5:1 contrast on tabs and header buttons, alt text on images, landmark regions and a mute control for sound effects
Roadmap
Root Cellar: Somewhere for finished jars to rest and gain value before they sell
🎮 New Player Guide
Start Simple: Begin with Radish and focus on Fertilizer upgrades for faster growth
Use the Help System: Click the "Info" button in the header for guides on each system
Manual vs Auto: Manual harvesting gives full experience and knowledge; auto gives half - balance active play with idle progression
Plot Management: Watch plot warnings! Don't fill all plots with Additional Plots or you can't unlock new crops
Weather Awareness: Check the weather icon and plan around seasonal bonuses for your crops
Sell Strategy: Set valuable crops to Hold on their beds to stockpile them for canning, and leave cheaper ones on Sell
Canning Strategy: Once unlocked, balance selling raw crops vs. processing them for higher profits
Pick a Guild: At Farm Tier 5, sample a few upgrades, then join the Growers for farming, the Preservers for canning, the Engineers for machines that run the farm or the Merchants for trade
Save Management: Use the Settings panel to export saves regularly as backups
🔧 For Developers
React + TypeScript: Modern React 19 with full TypeScript support and strict mode
Vite Build System: Fast development and optimized production builds
Game Clock: one GameClock steps every system once per second, in a fixed order, so React renders once per step (useGameTick subscribes)
Catch-Up: useOfflineProgress replays time away and hidden-tab time, capped at 8 hours (MAX_OFFLINE_MS); canning catches up through utils/canningSimulation.ts
State Management: Centralized game state with localStorage persistence and ref-based access patterns
Component Architecture: Modular BaseTab system with reusable upgrade panels; the seasonal events share EventUpgradesPanel and utils/eventUpgrades.ts
Error Handling: A top-level error boundary shows the error and a Retry button instead of a blank page
Test Suite: Comprehensive tests with Vitest, Testing Library, and coverage reporting
Build Commands:
npm run dev - Start development server
npm run build - Production build with type checking; leaves images the game never loads, like Archie's full-size originals, out of dist
npm run test - Run test suite in watch mode
npm run coverage - Generate test coverage report
npm run lint - Run ESLint checks
npm run typecheck - Type-check the app, the tests and the Vite config
npm run check - Type check, lint and run all tests, the same checks CI runs
Commit checks: npm install points git at .githooks/, whose pre-commit hook runs npm run check. A failing check stops the commit. GitHub Actions runs the same checks plus a production build on every push to main and on pull requests.