Playtest #1◆ 24 August 2026◆ grow / tend / reap

FarmatronField Manual

You're FARMATRON 9.1. Big Farm-a is watching the numbers.

A farming card roguelite. You work a small field with a hand of cards; clear ground, plant, water, harvest. At the end of every season HQ checks your numbers against a quota you either hit or you don't.

You play
FARMATRON
Length
20–40 min
Year 1
3 seasons
Feedback
This page

Section 01

Play it cold

Don't ask me anything before or during. If you get stuck that's the most useful thing that can happen; note where it was, then keep going or stop. Your call.

Stage 1

Spring

8 turns

Stage 2

Summer

8 turns

Stage 3

Fall

8 turns

Section 02

The rules in one breath

  1. 01Eight energy a turn. Cards cost energy. Unspent energy doesn't carry over.
  2. 02Every season has two requirements: harvest a number of crops, and hit one side objective; volume, preservation, or value. Miss either and the run ends.
  3. 03Ground goes wild → cleared → tilled → planted. The hoe walks it forward, the watering can grows what's on it, the scythe takes it off.
  4. 04Crops only grow on turns they're watered. Unwatered isn't fatal, just stalled.
  5. 05Overnight, things happen to your field. Some of them are bad.

Section 03

Controls

To do this
Press this
Play a card
Click the card, then click a tile — or drag the card onto the tile
Put a card back
Right-click, or Esc
Grab a tool
Q watering can W hoe E scythe
Rotate a multi-tile target
R
End the turn
Space, or the End Turn button
Open the market mid-season
M — costs 5 energy, once per season
Open tool upgrades
T
Skip dialogue
Esc
Pause, settings, quit
Esc with nothing selected

You don't need this in front of you; the pause menu's Guide tab has a How to play page and the full key list.

Section 04

What makes it hard

Fall is a challenge for FARMATRON.

"Grow more" answers most of this game. Plant harder, harvest more, hit the number. But every season pairs its harvest count with a second objective, and some of them ask you to preserve instead — lose no more than a few crops. Growing more doesn't help you lose less. Your deck might not support that.

If that's where it falls apart for you, that's the part I want to hear about. How it felt, not just that it happened.

Year 1 is what I'm asking for. This build doesn't stop there; if you're still enjoying it after Fall, keep going into Year 2.

Section 05

What to report

In rough order of how much it helps me.

  1. 01The first moment you were confused. Where you were, and what you thought was true that wasn't.
  2. 02The first place you got properly stuck.
  3. 03Anything you tried to click that didn't respond. Including things that aren't buttons but look like they should be.
  4. 04How losing felt. Cheated, fair, boring, sudden?
  5. 05Anything you did on purpose that the game didn't seem to notice.

Half-formed reactions mid-run beat a tidy write-up afterwards; I'd rather have "wait, why did that die" in the moment than a summary that's forgotten it.

Section 06

Sending run logs

Every run writes a log. When you're done, attach the newest two files to your report; a run_*.jsonl and its matching run_*.summary.json.

macOS

~/Library/Application Support/Godot/app_userdata/grow-tend-reap/runs/

In Finder: Cmd Shift G, paste, Enter.

Windows

%APPDATA%\Godot\app_userdata\grow-tend-reap\runs\

In Explorer: paste into the address bar, Enter.

These files are also your progress. Score, the almanac, trophies, and the other two farms all come out of them; the game reads your finished runs rather than keeping a separate save. Don't clear that folder unless you mean to start over.

They're also how I see what actually happened. A log tells me where difficulty spiked, which cards you never played, and what you tried that didn't work — patterns I can't get from watching one person play once. Plain text; open one if you're curious. Nothing personal in there, just what happened on the farm.

Section 07

If something goes wrong

Esc → the Debug page:

  • Reset to first boot — wipes saves and cutscene history, start over clean.
  • Cutscenes seen — uncheck one to watch it again.
  • Unlock all characters — Bean and Tilly normally unlock by finishing a run; flip this on if you want to see the other two farms. Takes hold when you quit back to the neighborhood.

Section 08

Send a report

Straight to me. No account needed, and you can attach your run logs right here. Prefer to talk it out? discord.gg/dwZ8FxFUW3 — one thread for the whole playtest, post as you go.

Where you were, and what you thought was true that wasn't.

Including things that aren't buttons but look like they should be.

Drop the newest run_*.jsonl and its matching run_*.summary.json. Up to 10 files, 20 MB each.

Drag files here