Sixteen tiles. Seven turns. Eight weeks.

Buy elements, drop them next to each other, and end the turn. Chickens eat feed. Scrap fuses into gears, gears into engines. Milk meets a press and becomes cheese. Build it well enough and you can stop touching it, so it runs on its own.

When turn 7 ends, your net worth has to meet the week's target - cash on hand plus your board. You are never forced to tear a chain down to make rent.

Every chain is a promise, not a guess

The arrows on the board are a replay of the turn you are about to end. The game resolves the coming turn on a copy of the board and draws exactly what it did, so nothing on screen is a prediction. Chains are drawn end to end: two producers dropping output that combines is shown both with production arrows and the merge between them, all the way through.

Progression is crafting, not waiting

Every run opens with the same starters - Chicken, Cow, Pig, Sheep, Feed, Seed, Water, Scrap, Log. Everything else has to be made before the shop will stock it.

71 elements, 79 recipes, 20 perks, across four main threads: Animals, Crops, Mechanical, Carpentry. Shop unlocks reset each run, but your knowledge about  new discoveries are permanent and you can fill in a discovery tree that remembers every recipe you have ever found.

The board is the constraint

Targets rise faster than any single line can grow, and bought ingredients inflate per week - so buying Feed starts to cost more than what it makes. It might be necessary to make a building that makes it sooner than later. More money has to come from better products, never more of them.

Controls

  • Buy & place — drag a shop card onto an empty tile, or tap the card then the tile
  • Move / swap — drag a piece onto another tile
  • Sell — drag a piece onto the sell bar
  • Switch a connection — tap a dashed arrow between two tiles
  • End turn — the button, or Space / Enter (press again to fast-forward)
  • Discovery tree — 🌳 or T · Mute — M · Close — Esc

Mouse, touch and keyboard all work. Nothing is hover-only. Plays in the browser, no installation.

This is the demo

Clearing week 8 beats it and unlocks endless mode, where targets keep climbing until the market wins. Find every recipe to finish 100% of the game. In the future there is a room for many ideas: Cake runs (reach the target product in a fastest way), Fishing and Orchard progression trees, new seasons with environmental restrictions, new recipes and much more...

As for now game supports two languages: English and Polish. It is built in TypeScript and Three.js. Every model, every sound effect and the music are generated at runtime - there are no external assets, so the whole game loads in about 285 KB. Progression saves in your browser.

This is a passion project of a solo developer - the prototype can contain mistakes and errors. I would really appreciate comments regarding idea and gameplay. Thank you very much for your time and be safe!

Published 4 days ago
StatusPrototype
PlatformsHTML5
AuthorVoid Logic
GenreSimulation
TagsAutomation, Farming
AI DisclosureAI Assisted, Code

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