Hi, I'm Dan, and I've been building Farmshore alone for almost a year
I started Farmshore in January. It's November, and this is the first devlog. I kept telling myself I'd start one once there was something worth showing. There has been for a while now, so here we go.
The Kickstarter is coming up soon, and I'd rather you see the real work, rough edges included, than only a polished trailer. So this first post is the basics: what Farmshore is, how it got here, and what to expect from this page.
What Farmshore is
You get a stretch of tropical island, a few planter beds and a lot of sky. You plant, you water by hand (tilt the can, watch the soil darken), and you harvest. You build a home from snap-together pieces. Days turn into nights, storms roll in, and your character actually gets soaked in the rain.
You can play alone or with friends in online co-op, all in one shared world.
Then there's the gate on the far side of the island. Step through it and you're in the city: traffic, crowds, rain on the asphalt. Right now the city is where the action lives. There's City Strike, objective rounds with and against bots, and, after dark, Hide & Dodge, a hide-and-seek battle royale played in the dark with flashlights.
Where it's going
The full game ties the two halves together. Fresh food from your farm is worth a lot in the city. The catch: selling it on the street there is against the law.
You start with a street stall and work your way up to wholesale deals and, for the brave, the black market. Then you go (mostly) legit, with storefronts and a restaurant of your own, stocked from what you grew that morning. That's the part the Kickstarter is for.
How it got here
Farmshore began in Unity. Partway through the year I made the hardest call so far: I started over from scratch in Unreal Engine 5.
Most farming games go for pixel art or a cartoon look. I wanted the opposite: real light, real weather, and an island that looks like somewhere you'd actually want to live. Starting over hurt, but I don't regret it for a second.
Since then the free demo has gone up on Steam, and the people playing it have helped me find a long list of bugs. I design the systems, write the code and stitch everything together myself. It's a lot for one person, which is exactly why I want to do it in the open.
What this devlog will be
Short posts, every week or two:
- what I built, with GIFs
- what broke, and how I fixed it
- what's coming next, and what I'm still unsure about
If you have questions or ideas, the Discord is the best place to reach me. I read everything.
How you can help
- Follow Farmshore on Kickstarter. Tap "Notify me on launch" and Kickstarter will email you the moment it goes live.
- Play the free demo on Steam and tell me what you think. A wishlist helps more than you'd expect.
- Get the devlog by email with the box below.
Thanks for reading. See you in the next one.
Dan