Devlog · Case Study · Released, still in development
PIE'S FARM
A cozy idle farming sim starring a very good dog. Pie plants, waters and harvests on her own — you decide what the farm becomes. Built solo in Godot 4.6.
- PLAYABLE IN BROWSER
- GODOT 4.6
- SOLO DEV
▶ PLAY IT ON ITCH.IO Free · runs in the browser
PIE · IDLE · 4 FRAMES
- 23 crops in the roster, each with its own seed art
- 6 playable systems, from bots to land expansion
- 44 GDScript test scripts keeping refactors honest
- 2 currencies — coins at pickup, treats from converting
01 · The game
A farm that runs itself
Pie's Farm sits in the "second-screen idle" genre pioneered by Rusty's Retirement: the farm ticks along at the bottom of your day while you work, and rewards a glance every few minutes. The player never controls Pie directly — they plant seeds, place structures and buy land; Pie and her helper bots do the walking, watering and hauling.
The economy splits into two currencies. Coins pop the moment a crop leaves the soil and buy land, patches and structures. Treats only come out of the Treat Converter — a machine that wants three different crops at once, quietly nudging players to diversify what they plant.
THE CORE LOOP
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1 · PLANT
Drag-plant seeds across soil patches.
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2 · WATER
Pie or a water bot keeps soil wet from the well.
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3 · HARVEST
Coins pop instantly at pickup.
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4 · CONVERT
Three different crops in the converter become treats.
GROWTH
STAGES
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SEED -
STAGE 1 -
STAGE 2 -
STAGE 3 -
STAGE 4 -
+COINS
Twenty of the twenty-three crops have their four growth stages drawn; the rest still run on placeholders. Coins pay out at pickup — instant feedback, no trip to a sell bin.
02 · Systems built so far
Six systems, all playable
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PIE + HELPER BOTS
Autonomous carriers share one task pool with strict priorities: harvest beats restock beats water. Bots dock, charge and path on the tile grid.
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TREAT CONVERTER
Three slots, three different crop types, a 45-second churn — treats out. Carriers reserve slots at pickup so two bots never race for one.
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WATER WELL
Watering draws from placed wells. Well placement becomes a layout puzzle: coverage versus walking distance.
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MAP EXPANSION
Locked land sits behind fences with for-sale signs, rubble and an old truck. Buy a parcel and Pie clears it for farming.
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SHOP + PROGRESSION
Crops unlock by total harvests; new unlocks glow in the shop until revealed. Patch prices scale with how much land you own.
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SAVE + AMBIENCE
Full save/load of the farm state, plus an effects layer — butterflies, drifting petals, splashes — and an audio manager with mixable buses.
03 · Art evolution
Grey boxes to a living farm
Everything shipped as generated placeholder art first — a script draws flat-colour stand-ins so systems are never blocked on sprites. Final pixel art comes from an AI-assisted pipeline (PixelLab + prompt batches kept in the repo), imported and wired by tooling scripts.
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THE FARMHOUSE
PLACEHOLDER
CURRENT
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HARVEST BOT
PLACEHOLDER
CURRENT
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TREAT CONVERTER
PLACEHOLDER
CURRENT
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CARROT CROP
PLACEHOLDER
CURRENT
04 · The art, in full
Every sprite in the farm
The whole art set, boarded out: cover art, branding, Pie's animation states, the crop roster and the robot crew. Click any board to open it full size.
- IDLE · 4 FRAMES
- WALK · 4 FRAMES
- BARK · 4 FRAMES
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COVER ART
The cover: Pie on the doorstep, the well, the first planted rows — the game in one frame.
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KEY ART & BRANDING
itch.io cover, logo lockup and the mascot pose set.
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CHARACTER ANIMATION
Pie across 13 states and 8 directions — idle, walk and bark shown here.
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CROPS & GROWTH
23 crops, each with a seed icon and a 32×32 shop preview; 20 have their full four-stage set drawn.
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BOTS & STRUCTURES
The harvest drone in 8 directions, docks, buildable structures and the land-expansion props.
05 · Under the hood
Tested like software, because it is
The codebase is signal-driven GDScript: a GameState autoload owns currencies and progression and emits granular signals; UI and world nodes subscribe rather than poll. All carrier behaviour — Pie and every bot — flows through one task pool with strict priorities (harvest > restock > water), so adding a new worker type is a data change, not new AI.
Forty-four GDScript test scripts cover the economy, crop growth, pathfinding, save/load and even the generated UI theme. Repetitive work is automated: scripts generate placeholder art, styleboxes, the pixel theme, and import crop sprite batches.
- STATE GameState autoload: currencies, harvest counts, unlock thresholds — all signal-emitting.
- TASKS One TaskPool for every carrier; priority-ordered, reservation-based, interrupt-safe.
- WORLD TileGrid + A* pathfinder; managers per structure type (bots, converters, wells, construction).
- UI Generated pixel theme + styleboxes from a single palette file — 30 colour tokens, one source of truth.
- TESTS 44 test scripts: economy math, growth timing, save round-trips, task arbitration.
06 · Progress so far
Milestones
- PHASE 01 CORE LOOP Tile grid, pathfinding, plant–water–harvest with Pie as the only worker. Save system landed here too — persistence from day one.
- PHASE 02 AUTOMATION Water and harvest bots with docks, and the shared task pool that arbitrates who does what.
- PHASE 03 ECONOMY REWORK Coins moved to pickup-time, treats moved behind the converter. The house became storage instead of a sell point.
- PHASE 04 WELLS + LAND Water wells as placeable infrastructure, then map expansion: locked parcels, pricing curve, clearing crews.
- PHASE 05 ART + FEEL Placeholder art replaced across the board; particles, ambient critters, audio, floating reward pops.
- PHASE 06 FIRST RELEASE HTML5 build exported and shipped free on itch.io — the first public playable, in-browser with no download.
- NOW POLISH PASS Crop roster balancing, shop UX (unlock reveals, info popups), and folding feedback from the live build back in.
07 · What's next
The road to players
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NEXT
PLAYTEST ROUNDS
Structured playtests against the live build — focused questions, watched live, rather than open-ended "what did you think".
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THEN
STEAM PAGE
Store page up early to accrue wishlists; Steam Playtest in monthly 48-hour rounds.
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OCT 2026
STEAM NEXT FEST
One shot per game, ever. A polished 20–40 minute demo that ends on a hook, submitted for the October fest.