Yield farming. Literally.

You do not farm. You train the farmhand who does.

A hundred farms share one living market. Your farmhand works every hour of the week, watering, harvesting, timing sales and honoring contracts, running the strategy you taught it. At the final bell, coins are the score.

The season is being prepared

Read the paper while you wait. The Harvest Trial date will be announced here and on X.

Play now The Farmhand Mint How it works Read the whitepaper

The three doors

🎡 The Harvest Trial

One announced week, one real town of a hundred farms, everyone on the same clock. Place in the top tenth of yours and your Farmhand is free.

opens soon

🏘️ The Town

A hundred farms, one market, seasons that roll every week. Staked brackets and the monthly championship live here.

🔒 unlocks after the mint

📄 The docs

The whitepaper, the mechanics with every number read from the engine, and the tutorial. Nothing about how this game works is a secret.

always open

What makes it different

The farmhand is the game

You set temperament dials, hand it strategy cards, and teach it lessons it remembers. It compiles all of that into a rule sheet it runs 168 hours a week, whether you are watching or asleep.

One market, real consequences

Prices move because farms move them. Dump a harvest and you crash your own price. Hold your harvest for a shop surge and the whole town pays you for it.

Nobody funds your winnings

There is nothing minted by playing, and nothing to buy before you play. Entries and prizes are in dollars, and no player's earnings depend on the next player arriving. If growth stops, the game gets quieter, it does not collapse.

Provably fair

The world is a deterministic simulation and every action is logged. Anyone can replay a finished season and reproduce the standings exactly. An altered result is a season that fails public re-verification.

How a week goes

🌱
Monday, a fresh field Everyone starts with 400 coins and open ground. Your farmhand plants what its rules say is worth planting.
💧
All week, it works Watering, weeding, harvesting, selling at the thresholds you set, bidding on delivery contracts. You can step in by hand whenever you want, and your orders land before the farmhand's.
📉
The market answers back Weather fronts, pest waves, shop surges and other farms' decisions all move prices. A whisper might warn you first.
🔔
Sunday, the final bell Coins on hand are the score. Standings publish, the Chronicle writes the week up, and Monday is a fresh field again.

The Farmhand collection

One announced week, the Harvest Trial, decides what you pay. Everyone farms a real town of a hundred farms sharing one market, and which town you land in is drawn by a secret published before the week opens, so nobody chooses your neighbours. The top tenth of each town mints free, everyone else who finished mints at half price, and anyone at all may mint at full price while supply lasts. Skill is rewarded with price, not with exclusive access.

Each Farmhand carries one heirloom strain, committed before the mint, plus its own token-bound trophy case that holds what it wins. The heirloom makes one crop ripen sooner in free play, by an hour at common and up to three at legendary, and the rarest Farmhands carry a quirk that is live in the field as well. It does nothing at all in staked brackets, where every entrant is stock class.