Unity farm RPG in the works

Noxethus

Farm, flirt, feed animals, read the weather, and try not to waste the whole day before the shops close.

Crops change by season

Dialogue changes with hearts

Weather changes the day

Festivals mark the year

Nox character medallion artwork

What you do

Run the farm. Deal with the town.

Each day is simple on paper: work the field, check the weather, care for animals, talk to people, sell what you can, sleep, repeat. The trouble is deciding what gets done first.

4

seasons

10

core NPCs

8

festivals

6

main areas

What is being built

Farm sim systems, not filler.

The site copy follows the current build plan: crops, animals, weather, town NPCs, festivals, tools, saves, and tests.

Seasonal Farming

Spring potatoes, summer regrow crops, fall pumpkins, winter limits, and a greenhouse to work toward.

Weather Rules

Rain waters the field. Snow shuts crops down. Fog and storms change how the day plays.

Town Relationships

NPCs keep schedules, remember gifts, gossip, gain hearts, and react when you ignore them.

Festival Days

Eight town events break up the year and give you reasons to prep ahead.

Better Tools

Bronze, Silver, Gold, and Mystrile tools make farm work faster and less draining.

Farm, Town, Ore Runs

The day moves through the farm, house, town, beach, mountain, and underground routes.

Year structure

Every season changes the plan.

The calendar changes what grows, who is outside, which shops are open, and what the player should do next.

Spring

New field, first friends, quick wins.

Potatoes, strawberries, carrots, early town routines, and the first harvests that get the farm moving.

Summer

Rain, storms, and bigger harvests.

Tomatoes, corn, peppers, harder weather rolls, and regrow crops that start paying off.

Fall

Fall money starts here.

Pumpkins, eggplant, fall potatoes, harvest events, and the last hard field push before winter.

Winter

Snow days are for chores you skipped.

Outdoor crops pause. Animals, ore runs, gifts, and house upgrades move to the front.

Build plan

Each stage has to play right.

Every stage ends with a short play test and a save/load check before the next batch of work starts.

Stage 1

One Satisfying Day

Plant, water, sleep, harvest, talk, travel, save, reload.

Stage 2

Seasons

Each season changes crops, weather, and how the farm plays.

Stage 3

Money And Animals

Shipping rewards, animal care, product quality, and shop stock.

Stage 4

Town NPCs

Schedules, hearts, gifts, gossip, and dialogue tiers.

Stage 5

Festivals And Tools

Town events, closed shops, short scenes, and better tool tiers.

Stage 6

Marriage And Year 2

Spouse routines, rivals, house upgrades, and longer-term goals.

Devlog

Build notes from the farm.

Coming soon

Build notes and screenshots will show up here.

When there is a new test pass, art pass, or town update, it can go here.