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

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.
Art so far
Farm art, character art, and game assets.



Devlog
Build notes from the farm.
Build notes and screenshots will show up here.
When there is a new test pass, art pass, or town update, it can go here.