genre

Use when

Designing a cozy farming/life sim whose pull is a routine of small plans paying off within an honest calendar.

Farming / Life Sim

What it is. A calendar and a plot of land. You plant, water, wait, harvest, sell, and reinvest across seasons — a routine of small chores whose payoff arrives on a schedule you can read. Optional threads (relationships, foraging, upgrades) braid around the core crop loop.

Player fantasy / why it’s fun. “I made a plan on Monday and by harvest it came true.” The pull is gentle solvency: no fail-screen looming, just plans that resolve. Calm isn’t the absence of goals — it’s goals that are reachable, a to-do list that closes itself one satisfying day at a time.

Pillars

  1. Plans that can come true. The calendar is a hard inequality, not a vibe: season length ≥ longest growDays + harvest slack. Every crop the game sells must fit the season it’s sold in.
  2. The player knows what the bot knew. Surface the critical numbers — nights left in the season, days to ripen — on screen. Knowledge the diligent bot needs to win is knowledge the player needs to plan.
  3. One predicate sets the whole mood. “Ripe crops survive the season turn” (or don’t) is a single rule that defines the genre’s entire emotional register — forgiving vs. punishing. Choose it deliberately.

The loop stack

LayerThe beat
MomentA chore: plant / water / harvest / feed. Small, tactile, done.
EncounterA day: spend energy/time on the plan, watch it advance a step.
SessionA season: the plan matures; you reinvest the yield.
MetaThe year and beyond: upgrades, relationships, land, mastery.

Essential systems

SystemWhy this genre needs it
system-resource-loopsGather→convert→spend (seed→crop→cash→seed) is the beating core; bottlenecks (energy, water, space) are the pacing.
system-session-structureDay / season / year nesting sets session length and the calendar arithmetic every plan is checked against.
system-economyFaucets (harvest) and sinks (seeds, upgrades) must keep reinvestment strictly better than hoarding.
pattern-pacing-and-tensionPeaks (harvest day, festival) and valleys (the mid-season wait); the calm needs a rhythm, not a flatline.
system-collectiblesRecipes, shipped items, friendships — the open-ended goals that pull without pressure.
system-onboardingThe first day must teach plant→water→wait→harvest by doing, on one short crop.

Content & difficulty model

Signature-mechanic seeds

Common pitfalls

Anchors

Verify

Diligent bot wins by day N; no-water-no-growth; wither honesty; reinvest-vs-hoard delta; golden year → design/FUN.md §15 · Farming/life sim. Design the calendar and loop here; prove the inequality there.

Composes with

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.