Work the land by hand
Till, plant, water, harvest. Watering is not busywork: watered crops come up Select, and Select is what the good orders ask for.
BROWSER FARMING GAME IN 3D · NOTHING TO INSTALL
You inherit Heartvale: a whole working farm that belongs to somebody else. A yard, an orchard, and the right to buy the rest of it back — field by field, contract by contract.
Locked land is not empty land. The fields are sown, the machines run, the herd grazes — under the Cooperative's name, not yours. You can walk to the fence and watch it happen without you.
Bring the Cooperative coins, reputation and a signed contract, and the deed changes hands. The colour comes back with it.

Till, plant, water, harvest. Watering is not busywork: watered crops come up Select, and Select is what the good orders ask for.
Fell wild trees for timber, pull the stumps, plant firs of your own. They keep growing while the tab is closed.
Plough, seeder, harvester, tractor and trailer. Every machine is earned, and every machine changes what a field feels like.
Grain is three things at once: a crop you sell, feed for the herd, and the reason you need a trailer at all.
The Cooperative always buys, at the lowest price. Orders pay better but ask for a specific load. The market stall pays a premium for Select goods. And the Farmers' Exchange: trade with other farmers for Golden Grain.
Coins alone never open new land. The Cooperative wants reputation behind them, and a contract behind that.
Mara Bell keeps two lists, and they pay you differently.

The farm's own work, one order at a time. Each one pays Coins and a point of Farm Reputation — and Reputation is what opens the next parcel of the valley to you.

Standing orders from the trades of the valley: the bakery, the oil press, the greengrocer. Better coin than your own stall, no Reputation, and a new order takes the place of every one you fill.

Feed the flock grain from your own barn and it grows: five head at the start, a hundred when the meadows are full. What the flock leaves goes to the heap, the heap fills the barrel, and the barrel feeds the gardens. Manured and watered ground gives Select produce — and Select is worth more than anything you can grow without the herd.
Tam Reed keeps the flock while you are away. No animal starves.
The last deed brings the hens with it. Grain gets you eggs; Select corn makes them golden. Twenty-four golden eggs, three thousand coins and a name the Cooperative trusts open the cowshed — and fifteen cows turn the same grain into milk. Nothing new to learn: it is the barn, the feed and the timer you already know.

A tick above a plant means it is ripe. A star means Select.
Two things make a Select crop, and both are work. The bed has to be fed with manure from the barrels — without it, no star, ever. And the crop has to grow in wet ground: let the soil run dry for more than a few seconds of its growing time and the star goes out for that harvest, however much you water it afterwards. A ploughed bed holds water longer, which is how the tractor earns its keep.
Select is what the Farmers’ Exchange trades in — it is how you come by Golden Grain. It is also how the flock grows: ten Select vegetables buy the next lambs, where plain grain only keeps the sheep in wool.

The Farmers' Exchange opens once the Cooperative trusts you. Between fifty and seventy lots stand on the board at any hour, listed by other farms and priced in Golden Grain. Put your own Select produce on the shelf, name a price inside the corridor the market allows.
Golden Grain is earned by selling Select produce.
Twenty-six looks and twenty-six accessories, and not one of them makes the work go faster.


Looks are costumes and nothing else. A crown and a gold suit will not plough a field any faster than blue overalls. Accessories go on top of a look — hats, glasses, headphones, a clown nose — three slots and twenty-six pieces to fill them with.
Golden Grain never buys reputation, quests or story progress.

Most farming games punish you for having a life. Heartvale does not.
No animal starves. Ever.
Nothing you grew spoils while you are away.
No penalty, no decay, no catching up.
Feed the herd once and the timer starts. The shipment is ready when it is ready, and it waits as long as you need.

At the start you have a hoe, a patch of dirt and no money, standing at the fence of a farm that runs perfectly well without you. At the end the geometry has not changed at all. Everything else has.