A farming game about growing too big

Start with a plot.
Finish with an empire.

One field. One rusty hoe. Everything after that you build yourself β€” more land, better machines, mills and factories, and the supply chains that turn a sack of wheat into a fortune.

Free to start Β· Plays in your browser Β· No download

From dirt to dynasty

Nothing is handed to you. Every acre, every machine and every factory is paid for with a harvest you grew yourself.

  1. Season 1

    Start with one small plot

    A patch of dirt, a rusty hoe and a handful of seed. Work the soil by hand, watch the weather, and bring in your first harvest.

  2. Season 2

    Buy land and machines

    Trade profit for acreage. Swap the hoe for a tractor, then a combine, and farm in a day what once took a month.

  3. Season 3

    Build the production chain

    Raw crops are worth pennies. Mill your wheat, bake the flour, bottle the milk β€” every step you own is margin you keep.

  4. Season 4

    Grow into an empire

    Run whole regions of fields, factories and warehouses. Watch the market, sell high, and reinvest every last coin.

Wheat is cheap. Bread is not.

Selling raw crops keeps the lights on. Owning every step from seed to shelf is how farms turn into industries.

  • Seed1c
  • Wheat8c
  • Flour30c
  • Bread95c
  • MarketProfit

And that is one crop. There are a great many crops.

A farm that pushes back

Realistic enough to plan around, forgiving enough to enjoy. The systems are simple on their own β€” it is stacking them that gets interesting.

Crops that behave

Soil quality, water, seasons and rot all matter. Plant the right thing at the right time or lose the field.

Tools worth saving for

Every upgrade is a real decision. Hand tools, ploughs, irrigation, harvesters β€” each one changes how you farm.

Land to expand into

Buy the field next door, then the valley, then the far side of the river. Space is the resource everything else needs.

Factories and refining

Mills, dairies, bakeries, presses and canneries. Feed them your own harvest or buy inputs from other farms.

A market with a mood

Prices move with supply and season. Flood the market and watch it crash β€” or hold your grain until winter bites.

Logistics that bite

Storage fills up, wagons only carry so much, and goods left in the rain go bad. Growing means moving things.

The soil is not going to turn itself.

Grab a plot, plant something, and see how far you can push it.