A science fiction farming simulation game set in a small community at the base of a space elevator during the days and seasons leading up to your departure for the moon.
Players receive 2-3 seeds daily, growing crops with minimal intervention. Distinct Rainy and Dry seasons challenge farming strategies. Players can upgrade tools like hoes and watering cans to reduce energy expenditure. Farming serves as a background rhythm rather than the primary gameplay focus.
Each in-game day lasts roughly 15-20 minutes with limited energy for actions. Players must choose between watering crops, exploring town, or talking to NPCs. Rainy days automatically water crops, creating natural gameplay pauses. 'Off' days encourage players to explore and interact rather than work constantly.
No tutorial guides player actions. Players uncover mechanics by experimenting in the small, detailed town. Hidden interactions exist in unexpected locations like the sewers and forest paths. Exploration feels organic and driven by player curiosity.
Six to eight deeply characterized townspeople with complex backstories. Conversations reveal layers of character motivations and world-building. Potential romantic interactions add depth to relationship mechanics. Dialogue feels naturalistic and avoids typical video game exposition.
Economic growth directly connects to purchasing a moon ticket. Player chooses when to leave, creating emotional narrative tension. Progression feels intentional and tied to character development.
Minimalist mechanics create space for player reflection. Atmospheric design prioritizes mood over traditional game objectives. Challenges genre conventions of farming simulations. Focuses on creating a sense of communal belonging.
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