
The home farm: pond, yard and the first fields 
Fields, treelines and a stream running through the farm 
Evening over the yard — the work does not stop at dusk
You run a farm. One yard, a few fields, machinery you can afford and a season that does not wait for you.
Work the land, buy the next field, add the next machine, hire when the work stops fitting into the day. How deep you go is up to you — set the year up and let it run, or take every machine yourself and squeeze the day for what it is worth.
What is in it
- A farm, not a base
- Fields, machinery, buildings, workers and money. Everything you own costs something to keep, and the farm is only as good as this year.
- Real time, and the season sets the pace
- The work has to be done when the field is ready, not when you get round to it. Falling behind in spring is still felt in autumn.
- Grow it field by field
- Start with the home yard and work outward — more land, bigger machines, buildings that let you do what you could not do before.
- Micromanage as much as you like
- Give an order for the whole season or drive a single machine across a single field. Both are a valid way to play.
- Every field, every job
- Plough, cultivate, sow, fertilise, spray, harvest. Pick the crop, pick the fertiliser and the dose — the cost per hectare and for the whole field is on the menu before you agree to it.
- Machinery you buy, keep and wear out
- Tractors, combines and implements, each with its own capacity and fuel use, parked in a shed that only holds so much. Engine hours are counted per machine.
- A yard that fills up
- Machinery shed, stores, a cattle barn, and further out the elevator, the station and the old industrial site — all modelled in the state they would be in for the year you are playing.
- The books are open
- Income, costs, land owned, money, assets, livestock and yield per crop, written down for every year and drawn as graphs. Milestones come with deadlines; achievements do not.
- Real countryside, not a tile grid
- 1024 hectares built from real map data — real roads, real terrain, fields in the shapes they actually have.
On screen

The year laid out: when to plough, sow, fertilise and harvest each crop — miss the window and the work waits a season 
Contracts fix the price before harvest. A good year and you lost out; a bad one and you were saved 
The machinery shed: power, working width, age and condition of every machine, with repair and resale prices 
Processing: turn milk into curd cheese, butter or sour cream, build a mill or an oil press, and choose who you sell to 
The cowshed: how many animals, how much feed they eat and how long the barn holds out 
Tractors and combines, from the old workhorses to the newer ones
At a glance
| Engine | Godot 4.6 |
|---|---|
| Players | Single player |
| Platform | PC |
| Status | In development |
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Devlog posts about this game
Devlog #1 - A real place, a real clock, and everything that was quietly broken
5 October 2026
Where Reap or Rot actually stands: a 692-field map built from real Lithuanian geodata, a district that farms itself, and the long list of things my own tests caught me getting wrong.