01High-Level Concept
Farmhold Acres is a cosy medieval online farming life sim where every player owns and develops their own rural holding. The player can grow crops, raise animals, gather resources, craft useful goods, upgrade their land, complete NPC contracts, and take part in a living market economy.
The game is designed to be fully enjoyable as a solo farming/life sim first. Players should be able to progress at their own pace even if nobody else is online. As the community grows, player-to-player systems such as market listings, buy orders, farm visits, auction houses, guild projects, and player contracts gradually become more important.
The world is not modern. There is no electricity, no industrial machinery, no cars, no phones, and no modern technology. Production is powered by hand tools, animal labour, water wheels, windmills, charcoal, kilns, forges, looms, presses, and other medieval or early pre-industrial methods.
The game should feel warm, grounded, social, and practical. The player is not a chosen hero saving the world. They are one of many ordinary folk trying to build a life, work their land, improve their craft, trade with others, and become part of a growing rural economy.
02Design Pillars
Solo-First
The game must be fully playable alone from day one.
- Start a holding
- Grow crops & raise animals
- Sell goods to NPCs
- Complete NPC contracts
- Upgrade buildings
- Progress skills without any other players online
Online-Enhanced
The world should feel alive because real players exist in it.
- See each other in shared public areas
- Buy & sell on the market board
- Post or fulfil contracts
- Join seasonal events
- Form guilds & visit holdings
- Contribute to town projects
NPC-Backed Economy
At launch, NPCs keep the economy functional and predictable.
- Basic seeds, tools & repairs
- Building services & starter animals
- Reliable buy/sell at known prices
- Fallback contracts always available
NPCs keep the floor stable. Players raise the ceiling.
Player-Owned Holdings
Each player owns their own private holding — home, business, and progression hub.
- Crop fields & pastures
- Orchards & managed woodland
- Workshops & crafting stations
- Barns, coops & storage
- Player stalls & farmhouse interiors
Medieval Craft & Trade
The world revolves around medieval production chains that create natural economic dependencies.
- Wheat → flour → bread
- Wool → cloth → clothing
- Ore → bars → tools
- Wood → planks → furniture
- Milk → cheese
- Clay → pots, bricks & tiles
Cosy but Meaningful Progression
Relaxing, but never empty. Short, medium, and long-term goals always exist.
- Harvest this crop · tend today's animals
- Complete today's contract
- Save for a barn upgrade
- Reach higher crop quality
- Become a master craftsperson
- Help complete a town project
03Target Player Experience
The ideal player thought process should be:
"I'll just log in and tend my holding."
Then they discover: crops are ready · animals need care · the carpenter posted a good wood contract · someone listed cheap charcoal · the blacksmith needs iron ore · a festival starts soon · their tool is ready for repair · a new building upgrade is affordable · a friend invited them to visit their farmhold.
This creates the "one more task" loop that makes farming/life sims compelling.
04Core Fantasy
The fantasy of Farmhold Acres is not power, combat dominance, or conquest. It is owning a piece of land, turning rough ground into something useful, building a home, becoming skilled at a trade, supplying a village economy, seeing your work matter, and being part of a world full of other working folk.
"This is my holding. These are my goods. This is my place in the world."
05Game World
5.1 Setting
The game takes place in a rural medieval region known as Farmhold Acres — a wider farming district made up of player holdings, a central market town, farmland, woodland, rivers, pastures, quarries, mills, roads, seasonal fairgrounds, guild buildings, and communal resource areas.
5.2 Tone
Warm · Rustic · Medieval · Grounded · Cosy · Slightly storybook · Not childish · Not grimdark · Not high-fantasy (unless added carefully later). There can be mystery, folklore, superstition, old ruins, strange woods, and seasonal traditions, but the main tone is domestic and practical.
5.3 Technology Level
✓ Allowed
- Hand tools
- Watermills & windmills
- Forges, kilns & bellows
- Looms & spinning wheels
- Cider & wine presses
- Smokehouses & charcoal pits
- Animal & horse carts
- Candles & oil lamps
- Wells, rain barrels & irrigation
✗ Not Allowed
- Electricity
- Engines & cars
- Modern factories
- Modern firearms
- Phones & computers
- Plastic
- Modern industrial machinery
5.4 Magic
The base design does not require magic. If added later it should be subtle: seasonal blessings, rare enchanted seeds, folk charms, weather shrines, old forest spirits, quality bonuses, ritual festivals. It should not turn the game into a combat-heavy fantasy RPG unless that becomes a deliberate expansion.
06Player Identity
6.1 Character Creation
At launch: name, gender/presentation, skin tone, hair style & colour, basic clothing, starting outfit colour, optional beard, and a simple portrait. Later: profession clothing, hats, aprons, cloaks, boots, guild badges, festival outfits, and cosmetic titles.
6.2 Player Role
The player is a new settler or inheritor of a small holding within Farmhold Acres. They begin with a small cottage, basic tools, some seeds, a small amount of money, overgrown land, limited storage, and access to the market town.
6.3 Progression Identity
Players should become known for what they do: reliable farmer · skilled woodsman · master shepherd · fine toolmaker · famous brewer · market trader · decorator · guild organiser · seasonal festival winner. The game should support identity through both mechanics and cosmetics.
07World Structure
7.1 Private Holding Instances
Each player has a private holding instance. It is persistent and saved server-side. Crops, buildings, decorations, animals, and stored items belong solely to that player. Other players cannot enter unless invited or permitted — preventing resource-stealing and griefing.
7.2 Shared Public Areas
Market town · Market hall · General store · Blacksmith · Carpenter · Livestock trader · Tavern/inn · Guild hall · Notice board · Fishing dock · Forest entrance · Mine/quarry entrance · Festival grounds. Players can see and chat with each other in all of these.
7.3 Semi-Shared Resource Areas
Some resource areas (forest, riverbanks, fishing docks, quarry, mines, foraging woods) may be shared or instanced. The recommended approach: a shared entrance/lobby with private or party-based instances for actual resource gathering, using personal loot or carefully respawning nodes. This prevents overcrowding and resource competition.
08Core Gameplay Loop
8.1 Daily / Session Loop
- Check crops, animals, machines, and mail
- Water or tend crops
- Feed and care for animals
- Collect produce
- Start processing goods
- Review contracts or market prices
- Visit town — sell goods or buy supplies
- Gather resources, craft, decorate, fish, or mine
- Start long-term production timers
- Log off with progress continuing safely
8.2 Progression Loop
- Produce goods
- Earn money
- Buy tools, seeds, animals, materials, or buildings
- Improve production
- Unlock better goods
- Increase reputation and skill
- Access new systems
- Become more specialised
8.3 Economy Loop
- Raw resources are produced
- Resources are processed
- Processed goods are sold to NPCs or players
- Money is reinvested into holdings, tools, buildings, and upgrades
- Better holdings produce higher-value goods
09Time, Seasons & Persistence
9.1 Real-Time vs. Game-Time
This is an online browser game — it should not require all players to sleep to advance time. The recommended model uses a shared server clock, real-time crop/production progression, a visible day/night cycle for atmosphere, meaningful seasons, and timers that continue while players are offline.
9.2 Suggested Time Scale
| Setting | 1 In-Game Day | 1 Season | 1 Year |
|---|---|---|---|
| Fast (launch) | 1 real hour | 7 real days | 28 real days |
| Slow (cosy MMO) | 2 real hours | 14 real days | 56 real days |
9.3 Offline Progress
The server should not simulate every farm every second. Instead use timestamp-based calculations: record when a crop was planted and watered, define growth intervals, and calculate elapsed state when the player loads their holding. This is scalable and efficient.
9.4 Sleep
Sleeping is not required to advance the global day. Possible uses: restore stamina faster, trigger a personal daily summary, end a private session, apply farm calculations, set respawn/home point, or allow story events.
10Stamina & Energy
10.1 Purpose
Stamina prevents players from endlessly farming, mining, and gathering in a single session. It creates meaningful choices without feeling punishing.
10.2 Stamina Actions
Costs Stamina
- Tilling soil
- Watering crops
- Chopping trees
- Breaking rocks / mining ore
- Fishing
- Harvesting large crops
- Using heavy tools
- Clearing land
Free Actions
- Walking
- Talking to NPCs
- Trading
- Decorating (light)
- Managing inventory
- Visiting town
- Market browsing
- Chatting
10.3 Stamina Recovery
- Eating food
- Sleeping/resting
- Visiting the tavern
- Certain drinks
- Better tools reducing stamina cost
- Skill improvements
10.4 Avoiding Frustration
Players should always have non-stamina activities available: market trading, planning the farm layout, visiting other farms, chatting, managing crafting queues, NPC conversations, decorating, and reading contracts.
11Holdings
11.1 Definition
A holding is the player's owned land and production base. It includes land, buildings, crops, animals, storage, crafting stations, decorations, and access permissions — the player's home, business, and progression hub.
11.2 Starting Holding
Every player starts with a basic homestead: small cottage · small field area · some trees · stones/weeds/debris · basic tool shed · small storage chest · shipping crate or sell box · path to town.
11.3 Holding Types
| # | Type | Focus | Best For |
|---|---|---|---|
| 1 | Homestead | Balanced, mixed | New players, flexible playstyle |
| 2 | Woodland | Trees, wood, charcoal, herbs | Woodcutters, suppliers |
| 3 | Pasture | Animals, dairy, wool, fertiliser | Animal keepers, food producers |
| 4 | River | Fishing, clay, reeds, pottery | Fishers, potters, irrigators |
| 5 | Workshop | Crafting, processing, trade | Smiths, carpenters, traders |
11.4 Homestead
Strengths: Medium crop space, small animal capacity, basic trees, flexible layout, good for new players. Weakness: No strong specialist bonus.
11.5 Woodland Holding
Strengths: Faster tree growth, more trees, higher hardwood chance, charcoal pits, sawpit/sawmill upgrades, better foraging. Weaknesses: Less open crop space, harder early layout, needs tool upgrades. Produces: Wood, hardwood, planks, charcoal, sap, bark, mushrooms, herbs, fence posts, beams.
11.6 Pasture Holding
Strengths: More grazing land, happier animals, higher-quality animal products, better manure/fertiliser, lower feed costs. Weaknesses: Less crop space, more daily care, animals have upfront cost. Produces: Milk, eggs, wool, hides, cheese, butter, fertiliser, animal feed by-products.
11.7 River Holding
Strengths: Better fishing access, reed and clay gathering, water-based crops, easier irrigation, good for pottery and fishery paths. Weaknesses: Irregular land shape, less building space, possible seasonal flooding. Produces: Fish, reeds, clay, water herbs, bait, smoked fish, pottery materials.
11.8 Workshop Holding
Strengths: More workshop space, faster crafting, better quality crafted goods, more storage, specialist machines earlier. Weaknesses: Limited raw resource production, more dependent on NPC/player market, requires supply chain planning. Produces: Tools, nails, hinges, buckets, barrels, furniture, chests, loom parts, cart parts, repair kits, processed goods.
12Farm Access & Visiting
12.1 Farm Privacy
Holdings are private by default. The owner controls access settings per visitor.
12.2 Permission Levels
| Role | Visit | Help | Harvest | Storage | Build |
|---|---|---|---|---|---|
| Visitor | ✓ | — | — | — | — |
| Friend | ✓ | Optional | — | — | — |
| Helper | ✓ | ✓ | Optional | — | — |
| Trusted Helper | ✓ | ✓ | Optional | Optional | — |
| Co-owner | ✓ | ✓ | ✓ | ✓ | ✓ |
12.3 Invite Flow
- Player clicks another player in town → selects "Invite to Holding"
- Other player receives invite popup → accepts or declines
- On accept, they load into the owner's holding with permissions applied
- Owner can kick guests at any time
12.4 Guest Activities
Visitors Can
- Walk around & chat
- Use emotes
- View decorations
- Inspect public stall
- Sign guestbook
- Take screenshot/photo
- Trade (if enabled)
Visitors Cannot
- Steal crops or chop trees
- Move decorations
- Empty storage
- Sell owner's goods
- Release animals
13Crops
13.1 Basic Crop Loop
13.2 Crop Attributes
Each crop defines: ID, name, season, growth time, growth stages, water requirement, base yield, quality chance, seed cost, sell price, processing compatibility, required soil type, and optional special requirements.
13.3 Crop Categories
Grains · Vegetables · Fruits · Herbs · Flowers · Fibre crops · Root crops · Orchard crops · Rare crops
13.4 Example Crops by Season
| Season | Crops |
|---|---|
| Spring | Turnip, Cabbage, Onion, Lettuce, Peas, Flax, Lavender, Chamomile |
| Summer | Wheat, Barley, Beans, Tomato, Melon, Cucumber, Grapes, Sunflower |
| Autumn | Pumpkin, Carrot, Beetroot, Apple, Pear, Hops, Rye, Mushrooms |
| Winter | Hardy herbs, Cabbage variants, Glasshouse crops, Stored root vegetables (no normal field growth without upgrades) |
13.5 Crop Quality
Quality affects sell price, contract eligibility, cooking results, crafting outputs, NPC preferences, and market value. Common → Fine → Excellent → Masterwork fits the medieval tone best.
13.6 Crop Failure
- Crop grows slower if not watered
- Crop quality decreases if neglected
- Crop dies if season changes and crop is incompatible
- Pests may reduce yield unless scarecrows/herbs are used
- Frost or drought may affect certain crops
14Animals
14.1 Animal Loop
14.2 Animals & Products
| Animal | Products | Phase |
|---|---|---|
| Chicken | Eggs, feathers | Launch |
| Duck | Duck eggs, feathers | Launch |
| Goat | Goat milk | Launch |
| Cow | Milk, manure | Launch |
| Sheep | Wool, manure | Launch |
| Pig | Truffles, manure | Later |
| Bees | Honey, wax | Later |
| Rabbit | Wool | Later |
| Horse / Donkey / Oxen | Transport & labour | Later |
14.3 Animal Needs
Shelter · Feed · Water · Cleanliness · Care/petting · Space · Protection from bad weather
14.4 Animal Happiness
Happiness affects product quality, production frequency, breeding chance, rare product chance, and contract rewards.
14.5 Ethical Tone
Keep animal systems cosy and non-cruel. The game may include hides/leather through NPC systems or abstracted ranching, but avoid graphic slaughter mechanics unless the tone changes.
15Gathering
15.1 Woodcutting
Gathers: Wood, hardwood, bark, sap, branches, resin, mushrooms, wild herbs. Tools: Axe, saw, billhook. Woodland holdings produce more and better wood.
15.2 Mining & Quarrying
Resources: Stone, clay, limestone, copper ore, iron ore, coal, gems, salt, sand, slate. Tools: Pickaxe, hammer, chisel. Quarry/mine areas use shared entrances with private gathering instances.
15.3 Foraging
Items: Berries, herbs, mushrooms, flowers, nuts, roots, wild greens, medicinal plants. Supports: Cooking, herbal remedies, dyes, animal feed, NPC gifts, contracts.
15.4 Fishing
Sources: River, pond, lake, sea/docks, marsh, mine pools. Variables: Time, season, weather, bait, rod quality, location. Products: Fresh fish, smoked fish, fish oil, bait, shells, river weeds, rare catches.
16Crafting & Production
16.1 Crafting Philosophy
Crafting should be central. Raw resources become more valuable through processing. The player should feel they are building a working medieval economy, with each production chain creating economic dependencies on other players and NPCs.
16.2 Production Categories
Food processing · Toolmaking · Woodworking · Smithing · Pottery · Textiles · Brewing · Animal goods · Construction materials · Decorations
16.3 Crafting Stations
Workbench · Forge · Anvil · Furnace · Charcoal pit · Kiln · Loom · Spinning wheel · Cheese press · Butter churn · Smokehouse · Drying rack · Millstone · Watermill · Windmill · Cider press · Wine press · Tanning rack · Carpentry bench · Pottery wheel · Storage barrels
16.4 Processing Chains
17Tools
17.1 Basic Tools
Hoe · Watering can or bucket · Axe · Pickaxe · Sickle · Hammer · Fishing rod
17.2 Tool Progression
| Quality Tier | Material | Notes |
|---|---|---|
| 1. Crude | Wood / Stone | Starting tier |
| 2. Common | Copper | Early upgrade |
| 3. Fine | Iron | Important milestone |
| 4. Excellent | Steel | High-end |
| 5. Masterwork | Masterwork Steel | Prestige tier |
17.3 Tool Durability
- Durability decreases with use
- Low durability reduces efficiency
- At 0%, tool becomes unusable until repaired (never permanently destroyed)
- Better tools degrade slower
17.4 Repair
NPC blacksmith always repairs basic tools. Player smiths can eventually repair cheaper/faster, improve max durability, add small modifiers, and craft specialist tools.
17.5 Tool Modifiers (Later)
| Modifier | Effect |
|---|---|
| Lightweight | Lower stamina use |
| Sturdy | Slower durability loss |
| Broad | Affects wider area |
| Sharp | Faster cutting |
| Balanced | Faster action speed |
| Fine-grip | Better quality chance |
18Buildings
18.1 Building Philosophy
Buildings should represent meaningful progression. A new building should unlock new production, more storage, more animals, better processing, new trading options, or better aesthetics.
18.2 Core Buildings by Stage
| Stage | Buildings |
|---|---|
| Early | Cottage, Tool shed, Storage chest, Small barn, Small coop, Well, Workbench, Sell box, Fence |
| Mid-game | Larger barn, Larger coop, Granary, Smokehouse, Cheese room, Workshop, Forge, Pottery kiln, Loom house, Root cellar, Drying shed, Apiary |
| Late-game | Watermill, Windmill, Large workshop, Manor farmhouse, Guild storehouse, Player stall, Glasshouse/walled garden, Master forge, Large warehouse, Trade cart yard |
18.3 Building Upgrades
Buildings upgrade in tiers. Example barn: Small Barn → Sturdy Barn → Large Barn → Great Barn. Each tier adds animal capacity, storage, a production quality bonus, weather protection, and a visual upgrade.
18.4 Construction Materials
Buildings require: wood, planks, stone, nails, clay bricks, thatch, roof tiles, hinges, rope, cloth, and money — directly supporting the crafting economy.
19Economy
19.1 Philosophy — Scaling by Population
| Population | Experience |
|---|---|
| 1 player | Fully playable solo farming sim |
| 10 players | Market begins to be useful |
| 50 players | Specialisation becomes valuable |
| 200 players | Economy feels alive |
| 1,000 players | Guilds, auctions, bulk trade, and player supply matter |
19.2 NPC Shops
General store · Seed merchant · Blacksmith · Carpenter · Livestock trader · Fisher · Herbalist · Miller · Innkeeper · Clothier/weaver · Potter
19.3 NPC Pricing Reference
| Item | NPC Buys For | NPC Sells For |
|---|---|---|
| Wood | 1g | 5g |
| Stone | 1g | 6g |
| Wheat | 4g | 15g |
| Flour | 12g | 40g |
| Iron Bar | 50g | 180g |
| Basic Hoe | — | 300g |
| Basic Axe | — | 350g |
Players can undercut NPC sell prices or offer better-quality goods.
19.4 NPC Contracts
NPC contracts guarantee demand. Examples: Carpenter needs 100 wood · Inn needs 20 eggs · Blacksmith needs 10 charcoal · Weaver needs 15 wool. Contracts should expire, pay above basic NPC value, provide reputation, and scale with player level.
19.5 Player Market Board
Features: fixed-price listings · item quantity · price per item · listing duration · listing fee/tax · search · filters (type, quality, price, quantity, seller, expiry, holding type) · sort · NPC price comparison · sale notifications · cancel listing.
19.6 Buy Orders
Buy orders let players request goods without requiring live interaction:
Need: 200 Oak Planks
Price offered: 4g each
Expires: 24 hours
19.7 Auction House (Later)
For masterwork tools, rare seeds, rare animals, high-quality goods, collectibles, festival cosmetics, unique furniture, and recipes. Do not use for common bulk goods at launch.
19.8 Dynamic NPC Supply
If player supply is low → NPC stock increases. If player supply is healthy → NPC stock decreases. If an item is oversupplied → NPC buy prices may drop. If scarce → NPC contracts pay more. This lets the economy transition naturally from NPC-backed to player-led.
19.9 Inflation Control — Gold Sinks
Building upgrades · Tool repairs · Market listing fees · Auction fees · Cosmetic items · Furniture · Animals · Land expansion · Guild projects · Transport upgrades · Festival stalls · Carefully used taxes or town dues.
20Reputation & Skills
20.1 Skills
| Launch Skills | Full Skill List |
|---|---|
| Farming | Farming |
| Gathering | Animal Care |
| Crafting | Woodcraft |
| Animal Care | Mining/Stonework |
| Fishing | Fishing · Foraging · Cooking |
| Trading | Crafting · Smithing · Carpentry · Trading |
20.2 Skill XP
Players gain XP by doing related tasks: harvest crops → Farming XP · feed animals → Animal Care XP · chop trees → Woodcraft XP · craft tools → Smithing XP · sell through market → Trading XP.
20.3 Skill Rewards
Levelling skills unlocks: recipes · efficiency bonuses · stamina reduction · quality chance · new buildings · tool use improvements · contract access · titles.
20.4 Reputation
Reputation is split by group: town, carpenter, blacksmith, market, guild, festival. Higher reputation unlocks discounts, special contracts, recipes, cosmetics, better NPC trust, and new story events.
21NPCs
21.1 NPC Purpose
NPCs provide: economy support · tutorial structure · story flavour · reliable shops · contracts · basic progression · world personality.
21.2 Core NPCs
| NPC | Role |
|---|---|
| The Steward | Town administrator. Introduces holdings, contracts, and town projects. |
| The General Storekeeper | Sells seeds, basic supplies, simple food, and household goods. |
| The Blacksmith | Sells and repairs basic tools. Introduces durability and upgrades. |
| The Carpenter | Builds and upgrades farm structures. Sells basic wood and construction items. |
| The Livestock Trader | Sells animals, feed, and animal care supplies. |
| The Innkeeper | Buys food goods, gives cooking quests, hosts social events. |
| The Market Clerk | Manages market board, auction house, and trading tutorials. |
| The Miller | Processes grain and buys wheat/barley. |
| The Herbalist | Sells herbs, remedies, and seasonal plant knowledge. |
| The Fisher | Teaches fishing and posts fish contracts. |
21.3 NPC Relationships
NPC friendship benefits: new dialogue · recipes · discounts · story scenes · special orders · cosmetics. NPC marriage is optional and later. In an online game, NPC romance should not be the main focus unless designed carefully.
22Quests & Contracts
22.1 Quest Types
Tutorial quests · Personal progression quests · NPC friendship quests · Daily/weekly contracts · Town projects · Seasonal event quests · Guild quests · Player contracts
22.2 Tutorial Quest Chain
- Clear five weeds
- Till three soil tiles
- Plant three turnip seeds
- Water crops
- Harvest crops
- Sell crops
- Buy more seeds
- Repair a tool
- Visit the market board
- Complete first NPC contract
22.3 Contract Example
Contract: Timber for Repairs
Posted by: Carpenter
Need: 50 Wood
Reward: 200g + Carpenter Reputation
Expires: 12 hours
22.4 Town Projects
Shared server/community goals. Examples: repair old bridge · build market shelter · restore watermill · open forest road · expand docks · build festival grounds · repair town walls · construct guild hall. Players contribute resources and receive reputation, rewards, and unlocks.
23Social Systems
23.1 Chat
Channels: Local · Town · Trade · Guild · Private message · System notifications. Moderation tools are required.
23.2 Friends
Add/remove friend · Online status · Invite to holding · Visit permission · Whisper/chat
23.3 Guilds (Post-MVP)
Guild chat · Shared goals · Guild hall · Guild storage · Guild market stall · Guild projects · Guild rankings · Guild professions
23.4 Farm Showcases
Public visiting · Guestbook · Likes/favourites · Seasonal showcase board · Farm screenshots · Decoration contests
24Market & Trading UX
24.1 Market Board UI
Sections: Browse listings · Sell item · Buy orders · My listings · Price history · NPC comparison · Filters (item type, quality, price, quantity, seller, expiry, holding type).
24.2 Listing Schema
seller_character_id · item_id · quantity · quality
price_per_unit · expires_at · listing_fee · market_tax · status
24.3 Taxes & Fees
Listing fee — small upfront cost to prevent spam.
Sale tax — percentage when sold, controls inflation.
Auction fee — higher for rare goods.
24.4 Direct Trading (Later)
Nearby only · Both players confirm · Any change resets confirmation · Server validates all items · Trade logs stored.
25Player Safety & Anti-Griefing
25.1 Server Authority
The server must validate all inventory changes, market purchases, trades, crop harvesting, building placement, tool use, money changes, and contract fulfilment. Never trust the client for item or money ownership.
25.2 Farm Protection
Protected from unauthorised players: harvesting · chopping · building · moving items · opening chests · selling goods · releasing animals · using expensive machines.
25.3 Market Abuse Prevention
Track: suspicious trades · rapid price manipulation · item duplication patterns · multi-account abuse · bot-like behaviour · unusual wealth transfers.
25.4 Moderation Tools
Mute · Report · Block · Chat logs · Admin warnings · Temporary bans · Permanent bans · Trade investigation logs
26User Interface
26.1 Core HUD
Character portrait/name · Money · Stamina · Current tool · Hotbar · Time/day/season · Weather · Notification area · Chat · Mini-map or map button
26.2 Inventory
Item grid · Stack count · Quality indicator · Tooltip · Sort · Split stack · Move to chest · Use/drop/sell
26.3 Tool Hotbar
Tools · Seeds · Food · Common items · Quick swapping
26.4 Building Mode
Grid placement · Rotate object · Move object · Confirm placement · Show invalid placement · Preview footprint
26.5 Market UI Principles
- Make prices clear — show whether player or NPC is seller
- Show cheapest listing prominently
- Show item quality and quantity at a glance
- Show tax/fees before confirming purchase
27Art Direction
27.1 Visual Style
2D pixel art or clean 2D illustrated tile art · Warm palette · Medieval countryside · Clear silhouettes · Cosy detail · Readable UI.
27.2 World Visuals
Wooden beams · Thatched roofs · Stone paths · Market stalls · Fields · Fences · Lanterns · Watermills · Carts · Wheat · Tools · Cloth banners · Workshop signs
27.3 UI Style
Rustic · Wooden · Parchment-like · Clean · Not cluttered · Easy to read on desktop and mobile.
27.4 Logo Direction
Wooden sign · Cream serif title text · Wheat decoration · Crest with farm scene · Warm rustic palette. Should communicate: farming, medieval countryside, warmth, ownership, community, craft.
28Audio Direction
28.1 Music Style
Cosy · Rustic · Medieval-inspired · Gentle · Loop-friendly · Not too orchestral or dramatic.
Instruments: Lute, harp, flute, recorder, fiddle, dulcimer, hand drum, soft strings, mandolin, gentle bells.
28.2 Track Types
Main menu · Morning farm · Evening farm · Market town · Tavern · Woodland · Rainy day · Winter · Festival · Workshop · Fishing · Mine/quarry · Night ambience
28.3 Key Sound Effects
Hoe soil · Water crops · Harvest crop · Chop wood · Mine stone · Open chest · Coin gain · Market sale · Animal sounds · Door open · Craft complete · Hammering · Forge · Windmill · Rain · Birds
29Technical Design
29.1 Recommended Stack
| Layer | Technology |
|---|---|
| Frontend | TypeScript + PixiJS |
| Backend | Node.js |
| Networking | WebSockets |
| Database | PostgreSQL |
| Cache/Session | Redis (optional) |
| Hosting | Linux VPS or dedicated server |
29.2 Client Responsibilities
Render maps · Handle input · Display UI · Animate sprites · Send action requests to server · Light movement prediction. Never authoritatively create items or money.
29.3 Server Responsibilities
Authentication · Character state · Movement validation · Map instances · Farm state · Crop calculations · Inventory · Economy · Market board · Contracts · Chat · Anti-cheat validation
29.4 Core Database Tables
users · characters · holdings · holding_tiles · buildings
crops · animals · inventories · item_stacks · chests
skills · quests · contracts · market_listings · buy_orders
transactions · npc_relationships · friends · guilds
chat_logs · audit_logs
29.5 Tile State Schema
{
"holding_id": 102,
"x": 12, "y": 8,
"terrain": "tilled_soil",
"crop_id": "turnip",
"planted_at": "2026-06-29T12:00:00Z",
"watered_at": "2026-06-29T13:00:00Z",
"fertilizer_id": "basic_compost",
"object_id": null
}
29.6 Crop Calculation (Timestamp-Based)
Do not run constant background simulation. Compute on demand when the player loads or interacts with their holding.
29.7 Instance Types
Player holding · Public town · Resource instance · Festival instance · Guild hall. Each instance server manages: connected players, map state, entities, movement, chat range, and interactions.
29.8 Scaling Path
Initial server can be simple. Later: split map instances across processes · Redis pub/sub for chat and presence · queue market transactions · cache static item data · database transactions for economy changes · worker jobs for contracts and maintenance.
30Data Design Examples
30.1 Item Definition
{
"id": "wood",
"name": "Wood",
"category": "resource",
"stack_size": 999,
"tradable": true,
"base_sell_price": 1,
"npc_sell_price": 5
}
30.2 Crop Definition
{
"id": "turnip",
"name": "Turnip",
"season": ["spring"],
"growth_hours": 6,
"stages": 4,
"seed_item_id": "turnip_seed",
"harvest_item_id": "turnip",
"base_yield": 1,
"quality_chance": {
"common": 0.75,
"fine": 0.20,
"excellent": 0.05
}
}
30.3 Market Listing
{
"id": 5501,
"seller_character_id": 42,
"item_id": "wood",
"quantity": 200,
"quality": "common",
"price_per_unit": 3,
"expires_at": "2026-06-30T12:00:00Z",
"status": "active"
}
30.4 Contract
{
"id": 9001,
"issuer": "carpenter",
"required_item_id": "wood",
"required_quantity": 100,
"minimum_quality": "common",
"reward_gold": 350,
"reward_reputation": { "carpenter": 5 },
"expires_at": "2026-06-29T20:00:00Z"
}
31MVP Scope
31.1 MVP Goal
It is fun to log in, tend your holding, produce goods, sell them, buy upgrades, and feel like you are part of an online rural world.
31.2 MVP Features
- Account login & character creation
- One starting holding · tile-based movement
- Basic farm map & public town map
- Chat · inventory · tools
- Soil tilling · planting · watering · crop growth · harvesting
- Selling to NPC · buying seeds · basic NPC shop
- Basic contracts · save/load
- Simple market board with NPC listings
- Other players visible in town
31.3 MVP Crops
Turnip · Wheat · Cabbage · Onion · Flax · Pumpkin
31.4 MVP Items
Resources: Wood · Stone · Wheat · Turnip · Cabbage · Onion · Flax · Fibre · Basic planks
Tools: Hoe · Axe · Pickaxe · Sickle · Watering can/bucket
31.5 MVP Buildings
Cottage · Storage chest · Sell box · Small field · Tool shed · General store · Blacksmith · Carpenter · Market hall
31.6 MVP Exclusions
Marriage · Large guild systems · Complex animals · Auction house · Combat · Full crafting tree · Player-run shops · Advanced weather disasters · Massive world map · Multiple holding types. Keep first version focused.
32Development Roadmap
Solo Farming Prototype
Goal: prove the core single-player loop is fun.
- Farm map & movement
- Inventory
- Tools
- Plant/water/harvest
- Sell goods & buy seeds
- Save/load
Medieval Holding Systems
Goal: make it feel like Farmhold Acres.
- Holding upgrades
- Basic buildings
- Resource gathering
- Simple crafting
- NPC contracts
- Reputation & more crops
Online Town
Goal: introduce shared online presence.
- Public town map
- See other players
- Chat
- NPC shops in town
- Market building
- Friends list
Market Board
Goal: asynchronous player economy.
- Player listings
- NPC listings
- Buy orders
- Price comparison
- Sale notifications
- Listing fees
Holding Visits
Goal: social farming.
- Invite to holding
- Visitor permissions
- Guestbook
- Farm showcase
- Kick guest
Animals & Processing
Goal: deepen production chains.
- Chickens, cows, goats
- Barns & coops
- Cheese & eggs
- Wool processing
- Animal care skill
Specialised Holdings
Goal: variety and player identity.
- Woodland holding
- Pasture holding
- River holding
- Workshop holding
- Special bonuses
Auction House & Rare Goods
Goal: late-game prestige economy.
- Auction bidding
- Masterwork tools
- Rare recipes
- Quality-based goods
- Player prestige items
Guilds & Town Projects
Goal: community-scale progression.
- Guilds & guild hall
- Shared projects
- Town upgrades
- Seasonal events
33Monetisation
✓ Good Monetisation
- Cosmetics & clothing
- Decorative building skins
- Extra character slots
- Farm decoration packs
- Cosmetic pets & mount skins
- Premium emotes
- Supporter badge
- Optional convenience-only subscription
✗ Avoid
- Buying gameplay power
- Buying high-quality tools
- Resources affecting the market
- Paid crop speed boosts
- Paid market domination
- Paid production advantages
Recommended model: free-to-play base · cosmetic shop · founder packs · supporter subscription · seasonal cosmetic passes. The economy must remain fair at all times.
34Risks & Solutions
| Risk | Solution |
|---|---|
| Empty player economy | NPC shops, contracts, market listings, solo progression, and dynamic NPC supply ensure the game works at any population. |
| Scope creep | Launch with crops and market basics. Add animals, special holdings, and guilds incrementally. |
| Economy exploits | Server-authoritative inventory, database transactions, trade logs, listing validation, anti-duplication checks, admin audit tools. |
| Too much waiting | Short and medium timers, offline progress, multiple concurrent activities: contracts, gathering, crafting, decorating, trading. |
| Too similar to Stardew Valley | Medieval setting, browser online world, holdings vs. simple farms, NPC-backed/player-led economy, market board focus, specialised land types, craft production chains, no modern tech. |
35Unique Selling Points
Farmhold Acres is a cosy medieval online farming sim where you build your own holding, grow and craft useful goods, and trade through a living market economy.
In Farmhold Acres, every player owns a rural holding in a growing medieval farming district. Play at your own pace, grow crops, raise animals, gather timber, craft tools, complete contracts, and sell goods through a market economy backed by NPCs and shaped by players over time.
36Example: First Hour Player Flow
- Player creates account & character
- Player arrives at their small overgrown holding
- The Steward explains basic tools
- Player clears weeds → tills soil → plants turnip seeds → waters crops
- Player visits town
- General store introduces seed buying · Carpenter explains building upgrades · Market Clerk explains market board
- Player returns when crops are ready → harvests → sells some to NPC
- Player completes first contract → buys more seeds
- Player sees another player in town — realises the world is shared
- Player starts planning their holding's future layout
37Example: Mid-Game Player Flow
A player with a Woodland Holding logs in.
- Checks tree growth
- Chops mature trees
- Collects mushrooms and herbs
- Converts logs into planks
- Burns low-grade wood into charcoal
- Checks market prices → sells charcoal on market board
- Accepts carpenter contract for planks
- Buys a fine axe from another player
- Visits town fair
- Invites a friend to view their woodland layout
- Saves money for a sawmill upgrade
38Example: Late-Game Player Flow
A workshop player logs in.
- Collects completed iron fittings from the forge
- Buys hardwood from market board · buys charcoal via buy order
- Crafts Excellent Iron Hoes → lists basic tools on market board
- Auctions one Masterwork Sickle
- Repairs tools on NPC contract · contributes nails to town bridge project
- Visits guild warehouse → decorates shopfront
- Checks reputation rank → plans next production chain
39Naming & Branding
39.1 Title: Farmhold Acres
"Farmhold" suggests owned rural land. "Acres" suggests many small plots. Together it describes a populated farming region — catchy, to the point, and it supports the multiplayer idea of many holdings in one region.
39.2 Tagline Options
- Build your holding. Grow your trade. Live among the folk. (Recommended)
- A cosy medieval online farming sim.
- Grow, craft, trade, and settle your land.
- Your holding. Your harvest. Your place in the market.
- A farming life sim in a living medieval economy.
40Final Design Summary
Farmhold Acres should begin as a strong solo farming/life sim foundation and gradually grow into a living online economy.
The most important design decision is to avoid depending on players too early. NPC shops, contracts, and fallback systems must make the game complete even with low population. Once enough players are active, the market board, buy orders, auction house, farm visits, and guild projects can take over more of the experience.
The game's identity should be clear:
- Medieval, not modern
- Farming and craft, not combat-first
- Online, but not forced-social
- Player economy, but NPC-backed
- Cosy, but mechanically deep
- Accessible in the browser
- Built around holdings, not just farms
The strongest version of this game is not merely "Stardew Valley online". It is:
A cosy medieval online life sim where every player owns a holding, contributes to a growing rural economy, and helps shape Farmhold Acres through farming, craft, trade, and community.