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Stardew Valley

A farming and life simulation game released in 2016.

stardewvalley.netApp Store5 sources7 tips

Where Stardew Valley comes up5 episodes and tests

GCreator of Game Maker's Toolkit, game designer and video essayist testThe History of Every Video Game GenreGcreator of Game Maker's Toolkit, with the designer of Islanders and Thronefall testHow to find amazing game ideasGcreator of Game Maker's Toolkit testHow Video Game Economies are DesignedGcreator of Game Maker's Toolkit testImproving Games for Those with Cognitive Disabilities | Designing for DisabilityGcreator of Game Maker's Toolkit testHow to Keep Players Engaged (Without Being Evil)
In short

Stardew Valley revived Harvest Moon's style rather than cloning it, and it drove the farm game boom. It keeps players hooked with a long-term goal of turning a messy plot into a farm, backed by short milestones, a money-to-tools loop, and sprinklers replacing hand watering. Lesson: start from a proven game, then add optimisation puzzles, self-expression and accessibility options. The sources give no sales figures.

At a glanceStardew's money loop makes farm growth feel exponential
  1. 1Earn a little incomeCrops bring in the first money
  2. 2Buy better tools and seedsIncome pays for upgrades
  3. 3Income risesUpgrades raise what the farm earns

From Mark Brown on Stardew Valley

What was said about Stardew Valley

1How the farm loop keeps players playing

  • A distant farm dream holds players, short milestones keep them moving. The implicit goal is to turn a messy plot of land into a profitable farm. Along the way the community centre, new buildings and house upgrades act as nearer milestones.

    Mark Brown argues the long-term dream is what carries players through repetitive work: "it's that dream that can sustain many hours of toil, hard work, and, to be honest, kinda repetitive gameplay."

  • Players design their own farm and plan around seasons and partners. Stardew Valley lets players lay out the farm however they like and make strategic choices about crops, animals, seasons and romantic partners.

    Building things your own way gives players something to be proud of, and the planning means "You're not just trudging mindlessly towards the goal, but making strategic choices to help you get there faster."

  • Money buys better tools and seeds, which earn more money. The seeds and tools economy is a positive feedback loop: a little income buys upgrades that raise income, so growth feels exponential.

    Mark Brown calls this loop "at the heart of lots of engaging games" and compares it to looting monsters to upgrade in Monster Hunter: World.

  • Hand watering first makes the sprinklers that replace it feel earned. Players water crops by hand early on, then build sprinklers that do it automatically.

    Starting with manual labour and then automating it taps a strong urge: "the desire to create an optimised system that works on its own is very potent." Factorio follows the same path from hand digging to machines.

  • Spoiling crops turn the resource loop into a scheduling puzzle. Because crops spoil, players have to plan their schedule, which makes the economy an efficiency problem rather than a grind.

    It is grouped with Factorio and Satisfactory as games where resource loops become optimisation puzzles instead of waiting.

2Reviving Harvest Moon and starting a farm game boom

  • Eric Barone revived a style he felt its own series had abandoned. Barone felt Harvest Moon had gotten progressively worse since the PS1, so he built a game in its style. It is not a reskinned clone, because his own influences took it somewhere new.

    Mark Brown and Jonas Tyroller list it alongside Satisfactory (Factorio in first person) and Subnautica (Minecraft underwater) as games that remixed an existing one: "everything is a remix!"

  • Its success drove a wave of farm games. Stardew Valley drove the farm game boom and inspired games such as Coral Island and Fields of Mistria.

    It sits in two genres at once, counting as both a management sim and a life simulator.

3The adjustable falling snow

  • Letting players change the snow pattern reduces sensory overload. Stardew Valley lets players change the falling snow effect, a regular moving pattern that can overwhelm some players.

    Sensory overload mostly comes from quick flashes and regular moving patterns and affects people with autism, migraines and photosensitive epilepsy. The advice is to identify such features and let players switch them off.

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