Farm Simulator: build a farm that runs itself
An automated farm that runs in your browser. You do not click to sow. You decide what to grow, what to build, and what to turn the surplus into — the farm handles the rest, including while you are away.
The loop: one bottleneck at a time
This is not a game about clicking more. Every stage shows you exactly what is holding the farm back. Solve it and the next constraint appears immediately.
- 1
Four plots, sown and harvested by hand. It gets old fast — so you buy a seeder and it replants for you.
- 2
Crops grow slowly — a sprinkler lifts growth to 1.35×.
- 3
Ripe crops rot in the field with nobody to gather them — that is what the harvester is for.
- 4
Fully automated, the real problem shows up: the market cannot absorb it. Fill one good’s sales channel two days running and dumping decay cuts its quota to 70%.
- 5
So you are pushed into a mix. Six crops means six separate quotas, and far more total sales than going all-in on one.
- 6
When the mix hits its ceiling too, a fermenter turns surplus produce into artisan goods worth 1.9–3× — though artisan goods only get 0.32× the market quota.
- 7
Only once that is full does clearing new land pay off: every plot adds 120 to the market’s daily purchasing value. Expanding is also expanding your sales channel.
The economy: every profitable channel has a ceiling
Most farming games have a monotonically increasing economy: more output, more coins. Not here. Each good has a limited daily purchase quota — a value target starting at 1,200 and rising 120 per cleared plot, divided by unit price to give the units sellable that day (floor 6, cap 80).
Production always exceeds quota. Surplus is the normal state, not a mistake. The game is in how you allocate it: spread across more crops, feed the processing chain, or let it sit in storage and pay the overage fee.
Dumping decay stops single-crop steamrolling. If one good’s daily sales exceed 35% of the value target it logs a high-occupancy day; two in a row multiply its quota by 0.7, and two quiet days clear it automatically. It is a temporary brake, never a permanent price cut.
In-season crops get 1.6× demand, so seasonality acts on the demand side rather than on growth. Sales also pay 6% commission and 2–3% logistics — waived entirely for farms of eight plots or fewer, because the early curve is best backfilled by a scale threshold rather than by raising prices across the board.
Net worth uses a liquidity basis: stock sellable within seven market days counts at full price, the rest at 40%. Goods you cannot sell should not be booked at full value, or a farm with a stuffed warehouse and no cash would read as richer than a healthy one.
Growth systems: how the farm keeps climbing
Farm level advances on experience, and experience only comes from three things you already do: harvesting, selling and fermenting — no separate currency to grind. Each level raises the market quota base by 8% (and lifts the per-good unit cap with it), opens two more plots, and unlocks higher tiers of gear and buildings. Running the farm well turns directly into being able to grow it bigger.
Gear and buildings each have three tiers. A tier-3 seeder cuts seed cost by 30%, a tier-3 sprinkler pushes growth to 1.9×, a tier-3 harvester adds 25% yield; the silo climbs from +300 to +2,000 storage, the shed from +1 to +3 fermenter slots. Every tier also raises upkeep — automation is never free.
Soil quality runs 1 to 5. Fertilising raises it a step at a time and multiplies that plot’s yield up to 1.75×. The point is not the number: it is the trade-off between deepening the land you have and clearing more. Deepening adds no seed cost and no market pressure; clearing raises the ceiling. Without it, expansion has only one path and you never make a choice.
Orders are the third outlet for surplus. Direct sales are capped by the daily quota, artisan goods by their own smaller quota; when both are full, stock just piles up. An order bypasses the daily quota entirely, takes a whole batch at once and pays 2.2× — but the quantity is a multiple of the quota and it expires, so it rewards planning capacity ahead, not selling on impulse.
Crop reference table
Eight crops, with seed cost, price and grow time scaling together. Times are in game hours: one game hour is five real seconds, a game day is two minutes, a season is seven days.
| Crop | Seed | Price | Grow | Season | Unlock |
|---|---|---|---|---|---|
| Carrot | 10 | 26 | 8h | Spring / Autumn | 0 harvests |
| Wheat | 30 | 85 | 14h | Summer / Autumn | 6 harvests |
| Lavender | 70 | 210 | 20h | Spring / Summer | 20 harvests |
| Tomato | 150 | 480 | 30h | Summer | 45 harvests |
| Sunflower | 320 | 1050 | 42h | Summer / Autumn | 90 harvests |
| Corn | 700 | 2400 | 60h | Autumn | 160 harvests |
| Pumpkin | 1500 | 5400 | 84h | Autumn / Winter | 260 harvests |
| Strawberry | 3200 | 12000 | 120h | Spring | 400 harvests |
Buildings and automation
Each device removes a labour bottleneck; each building removes a capacity bottleneck. Anything you build appears permanently in the scene — money spent has to leave a visible mark on the world.
Seeder
500Replants automatically after harvest
Sprinkler
800Growth speed ×1.35
Harvester
1200Harvests crops the moment they ripen
Water Tower
1500Halves sprinkler upkeep, +5% growth
Silo
1800Storage cap +300
Barn
2500All device upkeep −40%
Shed
4000Fermenter slot +1
Greenhouse
6000No off-season growth penalty
Windmill
9000Processing time −20%
Frequently asked questions
- Does this farm simulator need a download or an account?
- Neither. It runs entirely in the browser and your progress is stored in your own device’s local storage. Nothing is uploaded and there is no account system.
- Does the farm keep producing after I close the page?
- Yes. When you return, growth, processing and sales are recalculated for the real time you were gone and summarised in a welcome-back report. Offline catch-up is capped at twelve hours — without a cap, coming back after a long break would blow past every capacity constraint in the design.
- Why can’t I sell my crops?
- Because the market only buys so much per day. The market panel shows each good’s remaining quota. If it is flagged as dumping decay, you filled the same channel two days running and the quota has temporarily dropped to 70%. Spreading across several crops, or fermenting the surplus, opens it back up immediately.
- Do I need a powerful graphics card?
- No. The scene has four quality tiers and steps between them automatically based on measured frame time. Grass is instanced and culled by on-screen pixel size, the cloud field is baked into a texture, and shadows are projected soft blobs rather than a shadow map. Mid-range laptops and recent phones hold 60fps.
- How is this different from Stardew Valley?
- Stardew is about your hands-on labour and exploration. This is about judgement and allocation. You never click an individual plant — you decide what to grow, what to build and what to do with the surplus, then watch those decisions play out over the following game days. It is closer to an idle management game that happens to live in a real valley.