stardew-valley game sourced
Stardew Valley
A farming and life sim in which the player restores an inherited farm over four 28-day seasons, splitting a daily energy budget among crops, animals, mining, fishing, and friendships with Pelican Town's residents.
core loop
plan the day -> spend energy watering, harvesting, mining, or fishing -> sell crops and artisan goods -> buy seeds, tools, and buildings -> gift and talk to villagers -> complete Community Center bundles -> new areas and seasons open
design notes
Eric Barone built Stardew Valley alone over about five years in response to Harvest Moon, keeping its seasonal crop calendar and town relationships while leaving the long-term structure open-ended. Each day is bounded by an energy bar refilled each morning and a clock that forces sleep, so play is a daily allocation problem across farming, foraging, fishing, mining, and socializing. Friendship is a point stock (250 points per heart, 10 hearts for most villagers) that loses 2 points per day without conversation and accepts two gifts per week, with birthday gifts worth eight times as much. Community Center bundles make collection the main progression gate.
relations
17 stored edgesCollection goals
Community Center bundles ask for sets of crops, forage, fish, and artisan goods; completed rooms repair town infrastructure and unlock areas, and the museum collects minerals and artifacts.
Crop cultivation
Seasonal seeds need daily watering (rain or sprinklers substitute) and grow through stages over set day counts; most crops must be harvested before the season changes.
Daily action budget
An energy bar refills each morning, drains with tool use, and is restored by food; the clock forces bed by 2 a.m. or the player passes out and loses money.
Relationship values
Each villager has a friendship stock of 250 points per heart up to 10 hearts; it decays 2 points per day without talking, takes two gifts a week, multiplies birthday gifts by 8, and unlocks heart events.
Seasons
Four 28-day seasons gate which crops grow, which fish and forage appear, and which festivals occur.
Agent skills
Farming, foraging, fishing, mining, and combat levels rise with practice and unlock recipes and professions.
Animal husbandry
Barns and coops house animals that produce eggs, milk, and wool when fed and cared for; animals cannot be slaughtered.
Hand crafting
Recipes turn gathered materials into sprinklers, fences, machines, and bombs.
Production chains
Kegs, preserves jars, and other machines convert crops and animal products into higher-value artisan goods over fixed processing times.
Quality tiers
Crops and animal products come in normal, silver, gold, and iridium quality.
Romance and family
Twelve marriage candidates regardless of player gender; spouses help with chores, and couples can have children.
Villager requests
A help-wanted board posts item, fishing, and slaying requests from townspeople.