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Harvest Through Time

  • 3d
  • farming
  • simulation
  • top-down
  • casual
  • time-progression
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About Harvest Through Time

In **Harvest Through Time**, step into your decades-spanning farm where you plant crops, raise livestock, and watch your homestead evolve. Navigate through the '60s and beyond, upgrade your equipment, and adapt your strategies as the world changes around you.

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Alex Sabelka built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Harvest Through Time yet. Play it, then tell Alex Sabelka what you would add next.

Make your own game

Harvest Through Time was built by Alex Sabelka with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Harvest Through Time opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Harvest Through Time

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-based 3D top-down farming simulation called “Harvest Through Time.” Use a perspective camera looking down at a small family farm, with a softly lit low-poly/cartoon style, simple geometric farm structures, green grass, soft shadows, and a muted natural color palette. The camera should follow a controllable farmer from an elevated angle; support WASD and arrow-key movement plus a touch joystick, with movement constrained to the farm area. The farmer is a small stylized figure made from a blue capsule-like body and a brown cylindrical brimmed hat, initially positioned near the lower middle of the farm.

The farm scene should include a large rectangular grass ground plane, six crop plots arranged in two rows of three near the center-left. Each plot is a dark brown rectangular soil bed. Place a simple farmhouse on the right side, with a pale tan box-shaped wall, a dark reddish-brown four-sided roof, and a brown barn door. Include a blue pond toward the left/back area, a wooden tool bench near the plots, several low-poly oak trees around the perimeter (including a fall-colored tree), and wooden plank fences running along the north and south edges. Add low-poly livestock near the house: one cow, one pig, and one chick, with idle animation if available. Use directional and hemisphere lighting, ambient fog, and shadows.

Implement the core time-and-farming loop. Start in year 1960 with 
20 cash and zero harvests. A plot is selectable only when the player is within roughly 2.2 world units; the HUD must identify whether the nearest plot is “in range” or “walk closer.” The Plant crop button costs
0, marks the nearest empty plot as planted, and displays a toast such as “Seeds planted.” Do not allow planting on an already growing plot or when cash is below
0. The Harvest button works only on a nearby planted plot whose crop is mature; it sells the crop for $35 plus $4 for every decade elapsed since 1960, increments Harvests, clears the plot, and displays “Harvest sold at the roadside stand.” Give useful failure toasts: “Walk closer to a plot,” “This plot is already growing,” “Not enough cash for seeds,” “Plant something first,” and “Not ready — advance the year.” The Advance 1 year button increments the year by one. For every planted plot, increment its crop age; when age reaches 2, mark the plot ready to harvest. Each year also grants $8 plus
per livestock animal as barn income. Show a toast like “Welcome to [year] · livestock earned [livestock income].” Visually represent planted crops inside the plot as small rows/clusters of upright stems: initially three stems, adding two more per age level; use bright green stems while growing and golden stems when ready. Planted soil should become darker/wet-looking, while empty plots remain brown. The world should visually shift with time: use a green-gray background and fog in the early era, gradually transitioning toward a cooler blue-gray by later decades; change the farmhouse wall to a more modern pale blue-gray from 2000 onward, and retain the reddish roof until the future era styling specified by the game. Keep the setting otherwise recognizable as the same farm. Add a fixed responsive HUD overlay. In the upper-left, show a dark translucent rounded panel with the title “Harvest Through Time,” subtitle “A family farm, 1960 → tomorrow,” the current era label (1960–1979 “Founding years,” 1980–1999 “Growing with the times,” 2000–2019 “Modern expansion,” and 2020 onward “Future farming”), Cash, Harvests, Livestock count, Barn income per year, and nearest-plot range status. Include the instruction “Move with WASD / arrows or the touch joystick. Walk close to a plot, then plant or harvest.” At the bottom-right, show three rounded buttons: green “Plant crop,” gold “Harvest,” and pale “Advance 1 year.” Make the buttons touch-friendly and rearrange them across the bottom on narrow screens. Center short toast notifications near the top, fading out after a moment. Preserve the clean uncluttered 3D view and the family-farm-through-time theme.

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