Your ship smashed against the reefs. The wreck on the sand is all that's left of her, and the only way off this island is to build a new boat with your own hands.
That's your goal — but there's no rush and no way to lose. There is no health, no damage, no combat and no game over in FarmCoast. Nothing on this island can hurt you.
Between you and that boat lies a whole life: fields on the grass, melon patches on the sand, fruit trees, sheep and chickens, a fishing rod, a spear for the sharks in the bay, a trade ship, and two people who'll work for you if you keep them fed.
Head inland and find Tyler the farmer. He runs the quest board and will guide you the whole way, one gift at a time.
Nothing is hidden behind guesswork — Tyler's board always shows what's next. Your first hour splits into two trails that run side by side.
Hiring the guard is the moment the island wakes up: Nixon's trade ship arrives, a farmer shows up looking for work — and the heat kicks in (see §5).
From here the island opens right up: animals, ore and iron, metal tools, cloth and sails, and finally the slipway where your boat gets built.
| KEY | ACTION |
|---|---|
| WASD / Arrow keys | Move around the island |
| Space | Use your current tool, talk to Tyler, or use a building |
| 1 | Hoe / Metal Shovel (till & clear soil and sand) |
| 2 | Seeds (plant) |
| 3 | Watering Can |
| 4 | Harvest (Sickle) |
| 5 | Fishing Rod |
| 6 | Axe (chop trees) |
| 7 | Pickaxe (mine stone & ore) |
| 8 | Fishing Spear (hunt sharks) |
| Tab | Cycle to the next seed (with seeds selected), or switch the hoe between "dig" and "clear" |
| I | Open your Inventory |
| B | Open the Build menu |
| R | Flip the shape of a corner while laying paths |
| Esc | Cancel or close the current menu / build mode |
There are also on-screen buttons for the Map and the Settings panel (music & sound volume, mute).
Farming is the heart of FarmCoast — and here the island has a rule you won't find on a mainland farm: the ground decides what grows.
Grass — ordinary soil. Four crops.
| CROP | SEED | SELLS FOR |
|---|---|---|
| Tomato | 5 | 8 |
| Cabbage | 10 | 25 |
| Pumpkin | 25 | 80 |
| Cotton | 45 | 25 |
Beach sand — three crops, and the sand must be tilled first.
| CROP | SEED | SELLS FOR | CAN PLANT FROM |
|---|---|---|---|
| Watermelon | 80 | 200 | Any level |
| Prickly Pear | 70 | 150 | Level 8 |
| Pineapple | 110 | 250 | Level 10 |
All three beach seeds sit on Nixon's shelf from the start — nothing in the shop is locked behind a level. The check happens when you plant: watermelons go into the sand at any level, prickly pears from Level 8 and pineapples from Level 10. Try earlier and the game will simply stop you with a message like "Pineapple unlocks at level 10".
A beach crop will not go into grass, and a field crop will not go into sand. Cotton grows on soil, not on sand — it's a field crop despite everything else about the boat being a beach affair.
The grove on the grass is entirely fruit — Apple, Peach, Lemon and Orange. Which tree stands where is fixed, so you'll learn your own orchard. Chop a tree with the axe and 3 fruits fall. Down on the beach, Bananas come from the palms.
Every fruit restores +1 energy. Bananas do double duty — they feed your hired farmer, and they go into bread.
Every so often a seed grows into a rare version. The base chance is 5%, but tomatoes come up rare 20% of the time — your starter crop is also your most generous.
| RARE ITEM | WHAT IT OPENS |
|---|---|
| Rare Tomato | Road Charge (+10) — and unlocks roads |
| Rare Prickly Pear | Walkway Planks (+10) — and unlocks the walkway |
| Rare Watermelon | Your clothes — ends the heat (see §5) |
| Rare Pumpkin | The Sheep Barn, and the Metal Axe |
| Rare Cabbage | Pumpkin seeds at the market |
| Rare Fish | Cabbage seeds at the market |
| Golden Egg | The Pickaxe — the whole ore branch |
Hold onto your rare finds. Almost every one of them is worth far more as a key than as a sale.
Energy is the fuel for everything you do.
What things cost:
| ACTION | ENERGY |
|---|---|
| Chop a tree | 2 (metal axe: 1) |
| Till / dig | 2 (metal shovel: 1) |
| Mine | 2 |
| Plant | 1 |
| Water | 1 |
| Harvest | 2 with a Sickle, 6 by hand |
| Cast a fishing line | 5 |
| Throw the spear | 2 |
| Milk or shear a sheep | 3 |
Getting it back:
Energy keeps regenerating while you're away, so you come back to a full tank.
It's not subtle, either: until you're dressed, your character is walking around the island stripped to the waist.
The cure is Tyler's: bring him 1 Rare Watermelon and he gives you clothes plus 3 Cotton Seeds. Clothes wear out slowly (1 point per 10 energy spent, 30 points in all) and Tyler mends them for 1 Cotton or 1 Wool. There's no "clothes" item in your bag — being dressed is simply a state you're in.
Later, 4 Cotton lets Tyler dress the guard and the farmer too, and dressed workers stay fed half again as long.
You earn XP by farming and completing quests. There are 20 levels, and levelling up raises your maximum energy — that's its job. Almost everything else in the game is unlocked by bringing an item, not by hitting a number. The two exceptions are the Prickly Pear and Pineapple seeds, which want Level 8 and Level 10.
| TOOL | WHAT IT DOES |
|---|---|
| Axe | Chops trees for wood, branches and fruit |
| Hoe | Tills and clears soil and sand |
| Pickaxe | Mines stone and ore |
| Sickle | Makes harvesting far cheaper (2 energy instead of 6) |
| Watering Can | Waters crops to speed growth |
| Fishing Rod | Lets you fish |
| Fishing Spear | Drives off the sharks in the bay |
Two of your tools upgrade. The Stone Axe becomes the Metal Axe, and the Hoe becomes the Metal Shovel. Metal tools halve their energy cost and last twice as long (durability 30 → 60).
You earn them from Tyler, and the price is always iron plus a rare crop — 3 Iron + 1 Rare Pumpkin for the axe, 2 Iron + 1 Rare Tomato for the shovel. These are the reward for a farm that's running well.
Four tools wear down and eventually break: the axe, pickaxe, hoe and sickle. The spear never breaks and is never used up.
When something breaks, take it to the right bench — and they are not interchangeable:
Tyler will also repair your stone axe as a repeatable quest if you bring him 5 branches and 5 stone.
Fishing is a calm way to earn, and it's woven into Tyler's early quests.
What's on the line: Blue Fish 35%, Green Fish 20%, Orange Fish 5%, and the jackpot Red Fish at 4%. About a tenth of casts bring up junk, and a quarter come up empty.
The Red Fish is your key to Cabbage seeds at the market. Ordinary fish are worth trading too — Tyler swaps 5 fish for 5 Tomato Seeds, over and over.
Three sharks patrol the bay on fixed routes. They cannot hurt you — there's no damage in this game. What they do is scare off trade: while they're circling, Nixon won't do business.
Fins go to Tyler: the first 2 buy your 3 Watermelon Seeds, and after that it's a standing trade — 2 fins for 2 seeds, as often as you like.
Two people will work for you on this island. Neither wants wages — they work for food, and they work on real-world time, including while you're offline.
Hire him in person, down on the sand, for 1 Watermelon Juice. That single bottle changes the island: the trade ship arrives, a farmer appears, and the heat begins.
He throws a spear at any shark within 9 tiles every 7 seconds and hits about 40% of the time — enough to keep trade open.
Feed him: 1 bottle of juice = 10 minutes on duty (15 if he's dressed). Let him go hungry and he stops working, the sharks return — and Nixon hides below deck, closing the market until the bay is safe again.
Hire him from Nixon for 150 gold. He works his own patch of beach sand, checking in every 3 seconds, and he runs a tidy little loop: carry ripe watermelons to the Juice Press → harvest what's ready → water → till fresh sand → plant.
Two things to know. He only handles watermelons, and he won't touch the rare, sparkling ones — that bonus stays yours.
Feed him: 1 Banana = 15 minutes, 1 Pineapple Juice = 60 minutes (he'll always reach for the juice first). Dressed, those times run half again as long. Hungry, he wanders off to wait.
Open the Build menu with B. New buildings appear as you progress — some after a certain point in the story, others once you've built something else first. They cost resources and take a little time to finish.
| BUILDING | WHAT IT'S FOR | WHEN IT APPEARS |
|---|---|---|
| Woodwork Table | Crafts planks, repairs wooden tools | Your first build |
| House | Rest here to restore energy | After your first harvest |
| Juice Press | Presses fruit into juice — beach sand only | Tyler's 150 gold gift |
| Well | Energy back twice as fast; unlocks watering | After the ship arrives |
| Repair Bench (DIY Table) | Repairs metal tools | After the ship arrives |
| Chicken Coop | Houses chickens that lay eggs | Story flag |
| Sheep Barn | Houses sheep for milk and wool | 1 Rare Pumpkin |
| Mill | Grinds pumpkins into flour | Level 3 |
| Stone Oven | Bakes flour into bread | Level 3 |
| Metal Oven | Smelts ore into iron | Level 4 |
| Cheese Machine | Turns milk into cheese | Level 8 |
| Loom | Weaves cotton and wool into canvas | With the slipway |
| Slipway | Build your boat here — water's edge only | 10 walkway tiles |
The Juice Press is the only building in the game that must stand on sand, and the Slipway is the only one that must touch the water.
Raw goods are useful; processed goods are worth far more. Every machine works on a timer — start a batch, come back when it's done.
| RAW MATERIAL | MACHINE | PRODUCT | TIME |
|---|---|---|---|
| 2 Wood | Woodwork Table | 1 Plank | 30 sec |
| 2 Pumpkin | Mill | 1 Flour | 5 min |
| 1 Flour + 1 Banana | Stone Oven | 3 Banana Bread | 2 min |
| 1 Milk | Cheese Machine | 1 Cheese | 15 min |
| 2 Ore | Metal Oven | 1 Iron | 2 min |
| 3 Watermelon | Juice Press | Watermelon Juice | 5 min |
| 2 Prickly Pear | Juice Press | Cactus Juice | 5 min |
| 3 Pineapple | Juice Press | Pineapple Juice | 5 min |
| 2 Cotton | Loom | 1 Canvas | 4 min |
| 1 Wool + 1 Cotton | Loom | 1 Canvas | 2 min |
| 3 Canvas | Loom | 1 Sail | 5 min |
The Juice Press and the Loom are the two machines where you choose the recipe — everything else has one job.
Two things worth noticing:
The juices aren't merchandise. None of the three can be sold for a single gold coin. They're fuel for people: watermelon juice hires and feeds the guard, pineapple juice is the farmer's premium ration, and cactus juice is the best energy drink you'll ever hold. Same story with Canvas and Sail — they exist for one purpose only, and it's parked at the slipway.
Wool halves your weaving time. Cotton alone works, but a sheep in the barn cuts every canvas from four minutes to two — which is why the Sheep Barn is worth the rare pumpkin it costs.
Two animals live on this island — chickens and sheep. (No cows: this is an island.)
Two hens live in the Chicken Coop, and their feeder takes pumpkins. Collect and you get 3 eggs at a time. Roughly one collection in ten turns up a Golden Egg — and Tyler trades that egg for your Pickaxe, which opens mining, ore, iron, the sickle and every metal tool that follows. The whole industrial half of the game hangs on one lucky hen.
Sheep live in the Sheep Barn and give you both milk and wool, each on its own 10-minute cooldown. Every interaction costs 1 Cabbage, so keep a field of it going.
Tyler and his board are your guide from the wreck to the boat. The board holds 7 quests at a time out of a pool of 25, and it refills itself — there's always something to do.
Quest rewards are progress, not pay. Tyler hands out tools, seeds and abilities; gold comes from selling to Nixon. (He does give you 150 gold once, to get your Juice Press built, because at that point in the story there's nowhere else to earn it.)
Some quests are one-time story beats. Others are permanent taps you can run forever:
The Story tab keeps a journal of every conversation you've had, in case you want to reread how you got here.
There are no shops on this island. There is one trade ship, anchored off your beach, and Nixon trades from its deck — but only once you've hired the guard and the sharks are handled.
The ship has four counters:
Two crops are gated behind a rare "pass":
The unlock is temporary. Open the market holding the right rare item and the crop unlocks — and that item is spent. Buy as many seeds as you can afford right then, because the moment you close the market window the crop locks again and you'll need another rare item next time. Stock up while the window's open.
Three things you can lay across your land. Two are decoration. One is the road to the ending.
All three connect up automatically as you place them, so corners, junctions, rails and posts line up on their own. Open the Build menu (B), pick the mode, click tile by tile, press R to flip an awkward corner, use Erase to take pieces back, and Esc when you're done.
Everything converges here.
1. Earn the slipway. Grow prickly pears on the sand, wait for a rare one, trade it to Tyler for walkway planks, and lay 10 tiles of walkway along your beach. The Slipway unlocks — place it at the water's edge.
2. Gather the three things a boat needs.
| PART | WHERE IT COMES FROM |
|---|---|
| 20 Planks | Wood → Woodwork Table |
| 10 Iron | Ore → Metal Oven (pickaxe first, from a Golden Egg) |
| 1 Sail | Cotton (+ Wool) → Canvas → Loom → Sail |
The sail is the long one: 3 canvas make a sail, and each canvas is 2 cotton — or 1 wool and 1 cotton in half the time. That's your cotton field, your sheep, and your loom, all feeding one piece of cloth.
3. Build her. Bring it all to the slipway and launch:
And then keep going. Finishing the boat doesn't end the game — press Continue farming and the island is still yours, fields and all.
Happy farming! See you at Tyler's board.
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