Day on the farm
Hoe → water → seed → wait → pick. Energy runs out; the bed ends the day. Seasons are 28 days. Wrong season? That seed stays locked.
Acre
A browser farm sim on Solana. Free to start. Soft coin runs the day. $ACRE buys speed, land, and hired hands — and moves between players, not out of a treasury faucet.
Plant, water, sleep. Fish when you feel like it. Dig when you need ore. Come back tomorrow because the yard looks different — not because a quest screamed at you.
Pip wants dewleaf. Mira watches your cast. The cave goes deeper than you planned. Same cozy register as the games you already love — our map, our people, our art.
No wallet wall on day one. Learn the farm first.
Hoe → water → seed → wait → pick. Energy runs out; the bed ends the day. Seasons are 28 days. Wrong season? That seed stays locked.
Shipping bin and NPC shop pay soft coin. Buy basic seeds, eat the loop. Soft coin stays in the game — it is not cash out.
Fishing is a timing bar. The mine has floors and risk. Craft burns crops and ore so goods don’t pile forever.
Yellow stall = buy seeds. Brown bin = sell harvest. Bed = sleep. Open Map (M) if you get lost. Hover a plot to see days left or “READY”.
Pay daily $ACRE rent, one farmer per plot. They work worse than you. Miss rent and they stand down. Automation is a bill, not a cheat code.
Growth, energy, fish hits, and mine rolls live on the server. Your browser draws the farm — it doesn’t invent loot.
Acre is a player economy. You earn when other players pay you — for crops, gear, land rent, or tournament pots. The game does not print $ACRE for logging in or harvesting.
There is no “$X per day guaranteed.” Prices move with what players buy. Skill, timing, and land matter more than grinding hours into a faucet.
Players who want speed and land fund the people who farm and trade well. The treasury takes fees — it does not salary you for playing.
Concrete $/day ranges land here once we finish a live season with real trades. Until then: play the farm free, watch the market board, don’t bank on hype screenshots.
Utility token for the premium layer. Fixed supply story — no gameplay mint.
Premium seeds, tool repair, daily farmer rent, land, upgrades, market fees, tournament entry.
Other players (sales, rent, prizes). Never from “harvest = token” or NPC buyback in $ACRE.
Recurring rent + repair + premium seeds. Land is a hard cap on how many farmers you can run. Goods get consumed in craft and town projects.
Token launch is a separate ops step. The farm already runs on soft coin so we can prove people come back before we turn the dial.
Acre
Quiet updates on X. Jump in, break a hoe, tell us what felt dumb.