HEARTVALE

BROWSER FARMING GAME IN 3D · NOTHING TO INSTALL

Six chapters playable · 27 contracts

The farm is already there.Make it yours again.

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.

Grey means it isn't yours yet.

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.

Low-poly farmland at dusk: ploughed strips of crops, red barns, a water tower, wind turbines and mountains behind.
COOPERATIVE LANDYOURS

Six kinds of work, one farm.

A farmer in a straw hat working a tilled bed with a hoe, young crops and yellow checkmarks around the plot.01

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.

Firs and broadleaf trees on a green lawn, with a tilled field, a red barn and a silo behind.02

Clear the old wood

Fell wild trees for timber, pull the stumps, plant firs of your own. They keep growing while the tab is closed.

A green combine harvester parked in the machine yard, with trucks and grain silos behind it.03

Put iron on the ground

Plough, seeder, harvester, tractor and trailer. Every machine is earned, and every machine changes what a field feels like.

A red barn with a grey roof beside a blue silo, the village and a wind turbine in the distance.04

Fill the barn

Grain is three things at once: a crop you sell, feed for the herd, and the reason you need a trailer at all.

A wooden market stall with buckets and sacks on and under the table, beneath a hanging Market Stall sign.05

Sell four ways

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.

A wooden sign reading Old Homestead, Locked, behind a dark gate and fence at the homestead.06

Earn the deed

Coins alone never open new land. The Cooperative wants reputation behind them, and a contract behind that.

Two boards at the cooperative.

Mara Bell keeps two lists, and they pay you differently.

The cooperative work board at Mara Bell's shop: the Founder's Ledger order with its six deliveries and a reward of 2700 Coins and one point of Farm Reputation.

Cooperative work

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.

The trade orders board at Mara Bell's shop: a bakery order for 12 Wheat paying 90 Coins, with no Farm Reputation and a new order replacing each one you fill.

Trade orders

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.

Six deeds between you and the whole farm.

Aerial view of the whole Heartvale valley at dusk: crop fields, barns, orchards, meadows and roads laid out between wooded hills.
  • NORTH FIELDLarge-scale grain farming.
  • GARDENSHigh-value crops & Select harvests.
  • MACHINE YARDTractors, trailers & heavy equipment.
  • LIVESTOCK MEADOWSBuild your herd. Produce Milk, Eggs & Wool.
  • MARKET DISTRICTTrade premium goods with other farmers.
  • OLD HOMESTEADRestore the heart of Heartvale.

Nothing on this farm is wasted.

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.

  • FEED THE FLOCK
  • THE FLOCK GROWS
  • MANURE FILLS THE HEAP
  • THE BARREL FEEDS THE GARDENS
  • SELECT HARVESTS
  • WOOL AND COINS BUY MORE SHEEP

And then the yard fills up.

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.

Two ripe tomato plants side by side in the field, the left one marked with a tick and the right one with a star.

Some harvests come out better than others.

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 other farms are your customers.

A market district of wooden stalls stacked with produce crates, with price boards above them.

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.

50–70
lots on the board
Golden Grain
the only currency here

Golden Grain is earned by selling Select produce.

Golden Grain buys a wardrobe, not an advantage.

Twenty-six looks and twenty-six accessories, and not one of them makes the work go faster.

The wardrobe shop at a market stall: a grid of look cards — Market Trader, Little Sprout, Night Owl, Farmhand and Ranch Hand at 20 Golden Grain each — a large preview of the mouse-coat farmer on the right, and an equipped panel reading Golden Grain 300.
The wardrobe at the market stall. Bram Holt keeps it, and every card can be tried on before you spend a grain.
The wardrobe's accessories tab — rows of hats with their prices in Golden Grain, and the character preview beside them.
The accessories tab. Hats, glasses and gloves go on top of whatever look you are wearing, and they stay on when you change it.

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.

A farm that waits for you.

A flock of sheep grazing across fenced green meadows beside a farm track.

Most farming games punish you for having a life. Heartvale does not.

NEVER

No animal starves. Ever.

NEVER

Nothing you grew spoils while you are away.

NEVER

No penalty, no decay, no catching up.

INSTEAD

Feed the herd once and the timer starts. The shipment is ready when it is ready, and it waits as long as you need.

A timer should invite you back. It should never punish you for leaving.

From one yard to the whole valley.

The restored homestead in full colour: repaired farmhouse, planted gardens and grazing animals in warm evening light.
Small farmer
Local supplier
Field operator
Mechanized farmer
Livestock owner
Regional trader
Owner of Heartvale Farm

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.

Heartvale, as it stands.

Mara Bell runs the Cooperative shop. She buys, she sells, and she decides what you are ready for.
The first machine that makes a field feel small.
Every machine drinks. Keep the barrels filled, or the field waits.
Six hundred units of grain, and something to carry it in.

Questions.

The farm was never gone.It is yours again.