Pick a crate of lager, shandy or cider and we will knock 50% off a box of crisps. Take the crate
A design document, not a product

Farming.

Forty chapters of television have used Tractoring, Sheeping, Porking, Unfarming, Council-ing and Counselling, and have never once used the plain word. So it is free, and it belongs to the only thing big enough to need it: a farming game whose signature mechanic is that the farming goes wrong.

6 stages in the loop
1 in 6 cycles that go wrong
£0 spent building it
0 loot boxes

There is no game

This is a design document published as a website. There is no game, no build, no publisher and no release date. Every cost, headcount and duration on these pages is an estimate with its working shown, produced by an unsolicited third party with no licence, no endorsement and no relationship with anybody named on it.

How it would actually be built

The core loop

Plant, Tend, Cock It Up, Harvest, Trade, Build.

Six stages, one season, and about forty minutes of attention spread across a fortnight of real time.

Plant

Choose a crop, a field and a date, and pay for the seed before you know anything. Three to five minutes of real attention, and every trade-off stated before you commit.

Tend

Six input windows across the season. Nitrogen, fungicide, slugs, the flag leaf spray that costs the most and does the most. Missing one costs yield and nothing else.

Cock It Up

One cycle in six goes partly wrong. One in twenty goes badly wrong. Seven times out of ten you can see exactly why, and there is nothing on sale that makes it less likely.

Harvest

The number arrives with its working shown — establishment, tillers, ears, the weather record, and every decision you took. A bad harvest teaches; a mysterious one only annoys.

Trade

Sell it, store it, or forward-sell part of it before you know what you have. Three routes, no correct answer, and a price series driven by in-game supply rather than a dice roll.

Build

Turn it into a grain store, a shop, a brewery, a pub. Everything goes through Alan, everything runs over, and the overrun is capped and disclosed.

Cocking It Up is the whole point.
The differentiator

Cocking It Up is the whole point.

Every farming game on the market is a machine for turning time into an ascending number. Crops grow, barns fill, the number goes up, and the only variable is how fast. Nothing ever fails, because failure tests badly and the retention team can see it in the graph within a week.

This farm’s entire public identity is the opposite. The first commercial batch of lager was thrown away for being merely fine. A batch of cider was recalled with a statement that began "we completely cocked up", and sales went up afterwards. The farming made a hundred and forty-four pounds in year one and lost about five thousand in 2024–25. That is the brand, and a game built on it that cannot fail is not built on it at all.

So failure is a stage of the loop rather than an accident inside one. It has a rate, a cause, a salvage path and a share card. What it does not have, anywhere, is a price — nothing sold in this design reduces the chance of it, because the moment failure becomes purchasable the honesty becomes a monetisation surface and the whole thing curdles.

1 in 6
partly wrong
1 in 20
badly wrong
£0
the price of avoiding it
Plainly

What this is, and what it emphatically is not.

What it isWhat it is not
Status A design document rendered as a website A product, a build, a demo or an announcement
The failure A stage of the loop, with a stated rate A random punishment you can pay to avoid
The money Coins from harvest, and a premium currency for time and hats Loot boxes, card packs, or any randomised paid reward
The multiplayer Asynchronous, parish-scale, cooperative Real-time, global, or competitive against strangers
The beer Absent. There is no Hawkstone anywhere in it A brand integration waiting for the right rating
The children Assumed to be present, and designed for accordingly An edge case handled in the terms and conditions
The rights None. Nothing here is licensed or endorsed A pitch, a proposal or an approach to anybody
Sequenced, not chosen

The three stages of building it, if anybody ever did.

Stage 1 — licence inStage 2 — the Chapter GameStage 3 — native mobile
Cost £50,000–200,000 £250,000–600,000 £2m–5m
Duration 3–9 months 6–12 months 18–30 months
People A licensing conversation and a producer 6–10 20–40
Risk Lowest here by a distance Real but survivable Company-threatening
What it proves That the audience turns up at all Retention, economy and the loop Nothing new — it scales what Stage 2 proved
Gate to the next Any measurable uptake D1 retention 45%+ and D30 20%+ There is no stage four
Wondering

The questions this page gets first.

Four questions, and the first one is the important one.

No. It is a design document written as a website by an unsolicited third party. There is no build, no publisher, no licence and no release. Every figure on these pages is an estimate with its working shown.

Because forty chapters of television have used almost every gerund available and never used that one. It is the largest unused word in the naming system, and it belongs to the largest unbuilt thing.

No. CAP rule 18.15 prohibits alcohol advertising in any medium where more than twenty-five per cent of the audience is under eighteen, and a farming game would not survive that test. A zero per cent version is caught by the same threshold under CAP 18.18 to 18.24.

There is none. The player vote is free to enter, rewards a cosmetic of no value, cannot be cashed out and is framed on judgement rather than chance, which is what keeps it outside the Gambling Act 2005.

Start with the loop.

Six stages, the numbers behind each, and the one that no other game in the category has.

Next along the route

The core loop

Carry on
Basket Book the pub Plot a field Join the list Bother us

Snooping, briefly.

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