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The GameFarming

Farming

Farming is the heartbeat of the Roblade economy: it turns Gold and time into produce and XP, and it is the engine that feeds everything else on your territory. Every crop grows on your own land in the shared world, in real time, whether you are watching or not. This page covers the full loop, the crop ladder, how many plots you can work at once, and where your harvest goes.

The farming loop

The loop is simple and repeats endlessly:

  1. Buy seeds with Gold in the shop. Seed purchases are confirmed with an EIP-712 wallet signature, like other significant economy actions.
  2. Plant a seed on an empty tile of your own land — one crop per tile.
  3. Wait while the crop advances through visible growth stages on a real-time timer.
  4. Harvest. The crop’s produce goes into your warehouse, you earn XP, and the seed is returned to you — ready to plant again.

Because the seed comes back at harvest, a seed is a one-time purchase per crop slot: your recurring investment is land space and time, and your recurring return is produce and XP.

21 crops across 20 levels

There are 21 crops, unlocking steadily from player level 1 to level 16 across the game’s 20 levels. The ladder follows one clear rule: early crops are fast and cheap; late crops are slow and far more rewarding.

  • At level 1 you start with Pumpkin, Corn and Mushroom — quick crops in the 15–25 minute range that keep a new farm busy and level you up fast.
  • The mid game introduces crops like Bubble Berry, Crystal Grass and Prism Wheat, with growth times measured in hours rather than minutes.
  • The late game runs through exotics such as Lava Pepper, Frost Grape, Dream Mushroom, Iris Sunflower, Pulse Cactus, Cloud Cotton, Gravity Radish, Rift Bean, Zodiac Vine, Void Berry and finally Ring Pumpkin at level 16 — crops that grow for many hours and pay out enormous XP.

Two worked examples show the spread. A Pumpkin seed currently costs about 3 Gold, grows in roughly 15 minutes, and harvests 2 produce plus 5 XP — perfect for checking in often. A Star Core seed (level 6) costs about 60 Gold, grows for roughly 8 hours, and harvests 12 produce plus 340 XP — a crop you plant before logging off. At the top of the ladder, Ring Pumpkin stretches toward a full day of growth for nearly 2,000 XP per harvest.

Numbers shown here are illustrative. The live game is always the source of truth — values may change as the economy is rebalanced. See Changes and Rebalancing.

The practical takeaway: match your crops to your schedule. Fast crops reward active play; slow crops reward planning. Most established farms run a mix.

How many plots you can farm

Your farm capacity is tied directly to your territory:

  • Maximum farm plots = 2 × your land tiles + your house bonus.
  • Each crop occupies exactly one tile, so capacity is also a question of physical space between your buildings.

The house bonus comes from your home. Every player has one house, upgraded in place through five stages, and each stage raises your farm cap — from +2 extra plots at the first house up to +20 at the fifth. Upgrading your house is therefore one of the most direct ways to scale your farm; see Buildings & Workers for the upgrade path, and World, Land & Territories for expanding the land itself.

Where produce goes today

Harvested produce is stored in your warehouse as that crop’s own material — pumpkins, corn, prism wheat and so on — with a cap of 999 per material, alongside your other resources.

Today, produce has one main destination: feeding your ranch animals. Every animal on your territory eats specific crops to start its production cycle, converting your harvest into wool, eggs, milks and rarer goods. This makes farming and ranching two halves of a single production chain — the crops you choose to grow determine which animals you can keep fed. See Ranching for exactly which animals eat which crops, and Resources & Economy for how those materials flow onward.

What’s next for farming

Two directions are in development — not live today:

  • Selling produce for Gold. Crop produce is intended to become directly sellable, giving farms a second income route beyond feeding animals.
  • Processing and shops. Longer term, produce is intended to feed processing buildings and shop-style gameplay, turning raw harvests into finished goods.

Until these arrive, plan your fields around your ranch: grow what your animals eat, and treat XP as farming’s universal payout. For where these features sit on the schedule, see the Roadmap.

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