Acre

Acre

Farm at night. Trade with real players.

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.

The loop is the product.

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.

Farm in the rain
Dock at dusk

Neighbors, board, mine.

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.

How you actually play

No wallet wall on day one. Learn the farm first.

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.

Soft coin

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.

Side work

Fishing is a timing bar. The mine has floors and risk. Craft burns crops and ore so goods don’t pile forever.

Where stuff is

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”.

Hired hands

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.

Server says so

Growth, energy, fish hits, and mine rolls live on the server. Your browser draws the farm — it doesn’t invent loot.

How people make money here

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.

Ways to take $ACRE home

  • Sell harvest / craft / gear to other players on the market
  • Own land and collect rent from people who farm it
  • Win seasonal tournaments funded by entry fees
  • Buy $ACRE on the open market when you need it — and sell when others need yours

What that usually looks like

  • Casual evening farmer — soft coin first; small $ACRE from player trades when the market wants your crop
  • Land + hired hands — spend $ACRE on rent/automation, earn it back from renters and surplus sales if you run the yard well
  • Trader / landlord — bigger swings: buy low from tired farmers, sell into craft demand, stack plots

No fixed paycheck

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.

Who pays whom

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.

Numbers we’re publishing

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.

$ACRE in one page

Utility token for the premium layer. Fixed supply story — no gameplay mint.

You spend it on

Premium seeds, tool repair, daily farmer rent, land, upgrades, market fees, tournament entry.

You get it from

Other players (sales, rent, prizes). Never from “harvest = token” or NPC buyback in $ACRE.

Why it can hold demand

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

We’re building this in public.

Quiet updates on X. Jump in, break a hoe, tell us what felt dumb.