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foxes

the guide

The Resort Allotment

thirteen things you can put in the ground, seventeen rows to put them in, and one rule that decides the shape of the whole feature: nothing dies while you are away.

13 crops · 17 rows · 4 places · a 20-minute island day · every number as authored

the point of it

a second income, and a reason to walk back

a field you plant and forget is a vending machine with a delay on it. a field that grows faster when you come by is a place — and coming by is a skate across the resort, which is the game.

so the allotment is built around one decision, and everything else follows from it. an unwatered day is simply not credited. the crop does not die, it does not wilt, and it does not go backwards: it is waiting exactly where you left it whenever you come back, and ripe produce keeps in the ground indefinitely.

the island's day is twenty real minutes. three days is an hour. a crop that died after three unattended days would convert the farm into a leash — you would come back from the best hour you had all week and be shown a dead field and told it was your fault. that is a punishment for playing the game.

The player's house on the lower terrace: a round-doored burrow with a fenced lawn, flower beds, a birdbath and a lantern.
13crops
17rows
20real minutes to a day
0ways to lose a crop

there is no hunger bar and there never was. nothing here drains and nothing here punishes. food is a new way up the rest ladder the game already had, and not a new way down. a player who never eats anything is in exactly the position they were in yesterday, which is the test this had to pass.


the seed shelf

thirteen crops, seven you can eat

the five flowers are for giving and for selling, and one of them is a perennial that pays like a thoughtful present every two days once it is established. the pumpkin is food and is also the size of a chair, so it is not eaten either.

wide table — scroll it sideways for the rest of the columns. tap a crop's name for what it is actually like.

crop kind seed days again yield each coins / day settled rested as a present
food 151 31633+6 everyday
food 252every 2 3242436+8 everyday
food 352every 2 2301330+7 everyday
food 303 33525+14 everyday
food 553every 2 3321448+10 everyday
food 403every 2 3342151+9 everyday
food 604 115023+22 thoughtful
food 705 140066 treasured
flower 202 22212 everyday
flower 302 22813 everyday
flower 353every 2 226626 everyday
flower 454every 2 1951347 thoughtful
flower 904 117020 thoughtful

reading the two rate columns

coins / day is the first cycle, net of the seed: what one row hands you per island day counting the seed you paid and the days you waited for the first harvest. it is the honest number for a crop you plant once.

settled is what the six regrowers are worth per island day once the plant is in and coming round on its own. the seed is already paid for, so the whole harvest is profit and the clock is the regrow rather than the full grow. it is the number that matters if you are going to keep the row.

the seven crops with no regrow have no second number, because for them the two are the same.

where the values sit

crop values sit inside the gift shelf's existing bands rather than between them — everyday 12 to 35, thoughtful 90 to 190, treasured 380 to 900 — because a shop with two pricing schemes on it is a shop nobody can read.

and the produce is a real item on that shelf: a tomato you grew is the same object as a tomato you found, so it can be carried, given, sold, or eaten with no special case anywhere.


the ground

seventeen rows, in four places somebody already had a reason to stand

whererowswhat is therewhy there
the field8 a fenced field with a shed, a scarecrow, a water butt and its own seed stand at the gate on the foothill collar, north-east, where the flat ground runs out and the mountain starts. it is the last flat thing before the range, which is where a field would be — and you roll onto it off the top terrace's lawn without a step anywhere.
your yard4 four rows along the south of the fox den's lawn inside your own fence, clear of the flower beds, the birdbath and the lantern — and deliberately colliderless, so build mode can still put furniture anywhere on the lawn, including on top of them.
the marketplace3 three rows on the west lawn behind the stalls, with a seed rack of their own the market is where produce goes. three rows behind the stalls is the shortest true sentence about that.
the park clearing2 two rows inside the national park's dirt loop, by the picnic tables ridge sage's own catalogue line says the rangers put it in by the trailheads and it spread, so the park keeps a couple.

two seed counters, and that is on purpose. the stand at the field's gate and the rack in the marketplace sell the same thirteen packets at the same prices, and neither one moves a coin itself — they both ask the same single system. without the second one, four rows in your own back garden would be gated behind a hike up the north approach every time you wanted a different seed.

a row's crop is saved under the row's own hand-written id, never under an index into anything that could be reordered. renaming a row would lose whatever was growing in it, so nothing ever renames one.


the clock

watered days, not elapsed days

01

a crop ripens after a number of watered days

not a number of days that went past. the row counts the days it had water, by rain or by hand, and the plant wants however many it wants. skip a day and you lost a day of growth. that is the entire cost of neglect, and there is no other one.

02

seeds go in wet

the day you plant counts as a watered day. you are not asked to plant something and then immediately water the thing you just planted.

03

rain waters every outdoor row, free

the island already rolls clear, overcast and rain, and that roll already drives fishing and the rare sighting windows. a rainy day is now a free day of growth for every row on the island. a player who never touches a row still farms. they farm slowly, which is the correct difference.

04

one press per row, or one press at the barrel

there is no watering can, no water meter, no well to walk to and nothing to refill — a can with twelve charges in it would be the chore, not the watering. and the water butt in the field waters every thirsty row on the island in one press, from where you can see what you are watering.

05

the island's own day is the only timer

nothing in the growth code reads real time. the only thing that moves a crop forward is the island's day turning over — and that day count persists, exactly as the moon and the tides do, so a crop cannot be rerolled by quitting either.

it does not die, it does not wilt, and it does not go backwards. it simply did not grow that day.

a harvest you have no room to carry leaves the row standing rather than destroying anything. produce never rots in the ground. there is no timer on food in your bag, no spoilage, no penalty for carrying something you never eat, and no moment at which the game asks you for a sandwich.


eating

food feeds the rest ladder, and that is the whole mechanic

the resort already had a rest ladder, and the skate controller already read it. a food crop adds to it. no second meter was invented, and the HUD never grows a new timer.

reststatewhat it does
70+well restedtricks score ten percent more, and one more unit of top speed
25 – 69finenothing
under 25sleepyone and a half units off your top speed

the ceiling is 85, and a bed still beats a sandwich

eating tops you up to eighty-five and no further; a night in the den is what takes you to a hundred. two reasons, and the second is the real one: a bag of radishes should not retire the bed, and eating at the ceiling would silently destroy the thing you ate. a twenty-four-coin present is not something the game gets to eat on your behalf — so at the ceiling the fox simply does not eat it, says so, and you still have it.

why not just make it a weak power-up

because a weaker cola boost is a cola boost. the brief was a gentler, longer, cheaper cousin of the seven power-ups, not an eighth pickup, and those three words point straight at the rest ladder.

score x2 +100% on combos · 15 seconds · a pickup you found well rested +10% on tricks · hours · a tomato

same axis, two orders of magnitude apart in both directions. a player who eats before a trick line set themselves up; a player who pops a power-up spent something.


the year

fourteen-day months, seven of them, ninety-eight days to the year

the date is a pure function of the island's day count. there is no second clock and nothing about the date on the save, so there is nothing that can drift out of step with the island's own time. delete the calendar and the island keeps perfect time.

opening

days 1 – 14

crossing

days 15 – 28

bunting

days 29 – 42

longstay

days 43 – 56

lanterns

days 57 – 70

repairs

days 71 – 84

turnover

days 85 – 98

why fourteen

because founders day already ran every seventh day, and any month length that is a multiple of seven pins that holiday to the same dates forever — here, the seventh and the fourteenth of every month, in every year, for as long as the island runs. a thirteen-day month would have let the resort's one standing holiday wander across the planner, which is how you end up with two calendars arguing.

seven months because this game counts in sevens, and because seven against thirty-four residents lands where it needs to. all thirty-four have a birthday, no two share one, and no month is empty — that is one every 2.88 days, or roughly one an hour of real play, so the feature shows itself inside a first session while any one resident's day stays genuinely annual.

and they are not seasons

the month names are labels, not forecasts. the island already has weather, and weather is what a crop answers to. a second system that also decided what grows or what falls out of the sky would fight the one that already works, and the loser would be the player trying to work out which of them killed the pumpkins.

a month of 14 days is 4 hours 40 minutes of play. a year of 98 is 32 hours 40, or fourteen weeks exactly.

nothing branches on a month. nothing may. if a month ever needs to change the world, it is a season, and the answer is no.


the economy

a second income, not a replacement

eight rows of pumpkins is about 530 coins per island day — per twenty real minutes — against a bucket of ordinary fish at 150 to 250. roughly two buckets for eight button presses and a five-day wait.

that is in line rather than ahead, which was the bar. nothing on this page beats going fishing by enough to make fishing pointless.

whatcoinsnotes
eight rows of pumpkins~530per island day, at steady state
a bucket of ordinary fish150 – 250the journal is here
a route trainer's purse100 – 250once each, and there are about two hundred of them
a fox duel150post-game, repeatable
canvas daypack — 10 slots250the first backpack
resort pack — 15 slots600
outfitter's haul — 20 slots1200the last one

the bulk till refuses to sell anything treasured, and says so

the sell-everything button at the stand handles the everyday haul and leaves the good one alone. a treasured crop is an afternoon's errand and somebody's loved present — selling one by accident is not a trade, it is a loss.

and it distinguishes an empty bag from a bag holding only the good stuff, because otherwise the refusal reads as a bug to somebody standing there with a pumpkin: "only the good stuff in there. that one goes by hand."

coins, gems and style points — what each of the three actually buys →


two things that are not right yet

two honest notes

the numbers were balanced against a twelve-minute day

every rate on this page was set against an island day of twelve real minutes. the clock is now twenty. the numbers were left exactly as authored rather than quietly re-scaled, because a silent re-tune is how a balance pass becomes unreviewable — the whole table would have moved and nobody would have been able to say against what.

what it means in practice: a row earns the same coins per island day and an island day is longer, so the farm is slower in real time than the day it was tuned for. it is a known number waiting on a playtest rather than a mystery.

the residents do not have opinions about the crops yet

presents are a real system: every resident has one thing they love and one thing they cannot stand, and everything else lands somewhere on a scale. the thirteen crops arrived after that table was written, so twelve of the thirteen currently land as a polite neutral — the fox takes it, says something unbothered, and the friendship moves by the default amount.

that is fixable in an afternoon by assigning them at random, and it is not going to be. giving thirty-four characters real opinions about thirteen new objects is authorship, not a patch, and doing it badly would be worse than the neutral.

both of these are the kind of thing a page like this normally leaves out. they are here because a guide that only lists the good numbers is not a guide.

the list

tell me when it ships

one email, when there is something to play. no newsletter, no schedule, nothing else, ever.