A "hickory omelette" but for Steel
Hello fellow farmers, imagine this: 20% of your steel production every 10 minutes. As for the name, it could be named "Cast Iron Omelette". Thank you very much.
Submitted by Pepepopo on Jun 4th 2026
Discussion: 1 Comments
Keep worms maxed
A farm supply upgrade like iron works, but for worms to keep them maxed in inventory. Could be 'Bait shop' or something like that
Submitted by Bre1218 on Jun 15th 2026
Discussion: 0 Comments
Tower Parapets for Event Items
I was thinking about event items, especially frozen fish, and thought it might be interesting if there were little offshoots on the Tower, like a parapet, that could be traversed with event item mms. They'd be off to the side, so not blocking general Tower progression, not time locking the main path, but still allow rewards for the efforts of players to bulk mm event items. Even if there wasn't any kind of artifact at the top of the parapets, just having nice climbing rewards that could help with mming or gming other event items (looking particularly at the really hard ones like witches' cauldron) would be pretty cool. You could also consider a collectible prize like a trophy or unique belt or Buddy doll or something at the top of each parapet.
Submitted by Rii on Jun 10th 2026
Discussion: 2 Comments
Prime Day Off Voucher w/ Roomba’s Nest
Would be great to be able to feed Day Off Vouchers to Roomba’s Nest as a way to “schedule” them. If I know I won’t have service on, say, this Friday. I could prime the voucher to avoiding missing chores or have to buy them after the fact.
Submitted by pneumonia on Jun 10th 2026
Discussion: 1 Comments
Chores Autoclaim like Hut
Borgen’s Hut currently auto claims at reset, which is amazing. Would be great to have completed Daily Chores do the same, with rewards auto claiming at the end of the month.
Submitted by pneumonia on Jun 10th 2026
Discussion: 0 Comments
Daily antlers
So I was looking over antler production from the raptors and you just void so many everyday. I produce 135.000 but only have 15.000 inventory.
Maybe there could be a farm supply perk (or series of farm supply perks) to be able to collect antlers a few times a day or have it collect automatically at set intervals daily.
This way we might get a bit more use out of them.
Submitted by TheGrimReaper on Jun 3rd 2026
Discussion: 1 Comments
A craftable item made from a FISH!
Big Mouth Buddy (Billy) Bass... is an animatronic singing prop, representing a largemouth bass mounted on a wooden plaque.
Items needed...
[ ] 1 wooden plank
[ ] 1 kill switch
[ ] 1 largemouth bass
[ ] random other items...small spring, gears, transistor, machine part or other stuff
[ ] tool of choice
Thanks for reading and hitting that like button.
Happy Farming;-)
Submitted by CorettaUMusic on Jun 18th 2026
Discussion: 1 Comments
Minimum inventory
The ability to have a minimum amount of inventory constantly. It would be nice if I could quick sell my items while leaving x amount in my inventory. (mainly so I can reap the rewards with the PHR's)
Submitted by Kaiser Nell on Jun 13th 2026
Discussion: 2 Comments
Auto Restock Seeds Farm Upgrade
It would be great if there was a way to either buy all seeds or to have seeds automatically be bought like iron/nails upgrade.
Submitted by opikali on Jun 17th 2026
Discussion: 1 Comments
Notification for @'s
an ! icon to appear on the chat box icon in the corner to indicate you have been @ed and maybe it switches you to the chat
Submitted by weeb on Jun 19th 2026
Discussion: 0 Comments
Our Little Fungi Farm~
Similar to e.g. Sawmill, Quarry, where they gives us materials after an hour, I would like to see a fungi farm that produces mushroom automatically ~ The production output can be increased with silver
Even better if it churns out mushroom paste too but that's for dev to decide :P
I hope the building wouldn't cost too much =)
If it can be beginner friendly, I would say priced at somewhere 100k/300k/500k/800k/1.5m/2.5m
If it's a building deemed mid tier,
I hope price range would be between 100m~200m/250m
Submitted by ElviraSteam on Jun 8th 2026
Discussion: 6 Comments
Finish the rich storylines
Strange companions…but, wait…what? How does it end? How will we ever get our revenge? Or at least put Ric in his place, remove his fangs, take away his dark magic, cleanse him, anything! Anything but where it was left…hanging.
Far away…did you really just end that questline at the beginning of a terrible storm at sea with the entire crew sensing great doom?? And what’s up with the pirates we’re following? What really happened to the Thomases? Why???
As you might be able to tell I’m very invested in these stories. Maybe others who play are too?
Submitted by Oopsalot on Jun 20th 2026
Discussion: 0 Comments
Minor QOL - My Inventory opens w/ collapsed sections by default
- When selecting an item from the My Inventory page then returning back the page resets it’s state and the scroll position.
I believe the page opening with all menus closed/collapsed by default would make navigating to & from My Inventory more pleasant.
Submitted by Ty64 on Jun 5th 2026
Discussion: 2 Comments
There should be a corn day~
This is just a fun/funny idea I came up with because of how many corn we require for quests
On Corn day:
-Every corn grown on that day will only take 3-5 minutes to mature
- double chance for double, or even triple output
- Corn storage: let us have a warehouse where we can store unlimited amount of corn, and only corn can be stored there (maybe keep it at cap of 10,000 / 100,000 if its going to game breaking :o)
Hopefully it won't be too game breaking
- Corn Carnival : some items can be purchased using corn, rofl
Thanks for reading!
Submitted by ElviraSteam on Jun 11th 2026
Discussion: 2 Comments
Craftable beer
The ability to craft beer would be nice, maybe as a farm addition when you reach a certain level or crop size. Hops could be processed similarly to feed or sugar and then aged like wine.
Submitted by Bre1218 on Jun 17th 2026
Discussion: 0 Comments
Seeds dropdown
I'd like a toggle in settings to swap between the seeds being planted sorted alphabetically (current default) or sorted according to growth time (as in the seed store). It'd help in choosing crops of appropriate grow length. (as opposed to always having to open the seed store to review times and remember the lists are arranged differently and taking note of what letter the timer I'm looking for starts with)
Submitted by Zsaasz on Jun 1st 2026
Discussion: 1 Comments
Very Minor QOL - “Explore The Area” be retitled “Go Exploring”
- The consistent theming of “Go into Town”, “Go Fishing”, “Go Exploring”, “Go Mining” seems more coherent.
Either that or retitle the other “Go” selections.
Please consider, thanks so much.
Submitted by Guest on Jun 10th 2026
Discussion: 0 Comments
Heart-shaped Gem for Mailbox
Please, the mailbox price climb is so brutal
Mailbox-shaped Gem
Submitted by weeb on Jun 5th 2026
Discussion: 0 Comments
Separate Chat for Conversions
As the player base continues to grow (especially with the Steam release!), I think we should reconsider adding a chat exclusively for conversions. It is such a specific type of exchange that technically doesn't have a defined space to exist right now. I currently see people advertising for/looking for conversions in both trade chat and giveaways, which really just clogs up both.
Pros: For converters, it would make it easier to sort through the customer queue. For people wanting conversion, it would give them a simple, dedicated spot where they can check for activity, rather than posting every 5 minutes in the existing chats (which would leave them free to post other trades).
Cons: Another chat to create and manage for the staff/mods. Also, if people are watching a different chat channel, they may miss conversion opportunities posted in this one (although this is true if you bounce between any chat as is).
I think it would be a valuable addition to the daily flow of the game!
Submitted by Kyrios Christos on Jun 4th 2026
Discussion: 1 Comments
Pine Board Link
A little suggestion (or request): I think it would be really nice and helpful if we could get a link for Pine Board from the Saw Mill - like the one for Flour in the Flour Mill and Feed in the Feed Mill, next the where it shows the current number in your inventory. That way if it gets maxed we can go right to it without having to type it in or scroll down to it. Thanks!
Submitted by Sheri on Jun 20th 2026
Discussion: 0 Comments
Highlighted farm animals excluded from bulk slaughter
Highlighted profile featured cows/pigs should be 'locked', excluding them from the bulk slaughter perk selection choice.
Imagine my disappointment when my first-ever pig, whom I had custom-named and highlighted as soon as I bought them way back when, was included in the selection of pigs I made through my newly bought bulk slaughter perk. :( My bad for assuming they were safe from the baconator. (yes, i did pay the gold just to save my og pig)
I'm sure there's a fair share of other players who have also assumed the same as me, and were disheartened to realize that their favourite pig/cow was going bye-bye, so I feel like this little QOL tweak would be appreciated.
Submitted by Scrukine on Jun 12th 2026
Discussion: 0 Comments
Roomba - Day off voucher option
Now, that beta players can get Day off Voucher in Lost and Found it would be nice to be able to set up roomba to use it.
Submitted by suchtla on Jun 1st 2026
Discussion: 0 Comments
New crafts (Straw hat, wind chimes, dream catcher)
I love One Piece and would love to be able to craft Luffy's straw hat.. a farmer needs one working in the fields all day.. recipe could be something like straw, cloth, red dye, sewing needle, twine.
I also think wind chimes would be a beautiful craft. There could be different variations - like wooden chimes, or steel chimes, fancy chimes could have embellishments.
Speaking of embellishments - dream catchers could use all different types of feathers and gems for charms. They would be so pretty...
Also please please please let me craft blue and purple scarves..
Submitted by Avalynn D. Javelin on Jun 4th 2026
Discussion: 0 Comments
Let us revive Buddy's goldfish
Buddy did nothing wrong. His goldfish didn't deserve to die.
I've been banging on Star's door for hours, asking if he knew a spell for Goldfish-re-life-ification, but he keeps going on about "necromancy is forbidden". But this isn't necromancy! It's fish-omancy. Perhaps Captain Thomas knows a way from his world...
Submitted by 0range on Jun 23rd 2026
Discussion: 1 Comments
Ability to improve drop odds
An item that is rare from a location, or craft able from rare things that decreases in odds to find, or increases in cost to craft every one you use, but when you use it the odds of finding a selected item go up. So you aren't getting skull coins very often and you use this item that increases it's odds and then you get them more often but the cost of the item you used increases so you can't just constantly use them to increase odds to an insane amount.
Submitted by Couraged on Jun 4th 2026
Discussion: 0 Comments
Fish Flakes in inventory
Why are Fish Flakes not in the 'Fish & Bait' section, but in the 'Items' section?
Submitted by Emberstone Collector on Jun 18th 2026
Discussion: 2 Comments
Minor QOL - “Hold Home” Reconfiguration
- The links/actions within the menu are not ideal, the ability to reconfigure which links are present would be great.
Either that or at least have them listed in alphabetical order.
Please consider, thanks so much.
Submitted by Ty64 on Jun 3rd 2026
Discussion: 1 Comments
Raptor incubation
I would desperately like to second the suggestion below allowing us to hold the unhatched raptors from automatic incubation. I usually stop all incubation around the twentieth of each month so I'm able to have the new baby types coming out the next month. Maybe just a button to 'incubate all hatched raptors' so they can keep growing while the eggies wait? Idk cheers!
Submitted by Itsmcgee on Jun 21st 2026
Discussion: 0 Comments
Guild System
Guild system would be fit this game. There could be quest for guild members and they can donate items to complete them. We can level up the guild and unlock daily rewards for members.
Submitted by ozerme on Jun 2nd 2026
Discussion: 1 Comments
Improvement / Help needed Active requests
Not sure if this has been suggested before, but I would love to see some improvements to the Help Needed requests in the mobile app.
As someone who tends to forget things almost immediately, I really appreciate features that help me keep track of my progress. Because of that, I think the current request system could be made much more user-friendly.
One improvement I'd love to see is the ability to navigate directly between requests while in the quest view. For example, adding left and right arrows to move to the previous or next request, along with a simple indicator showing the total number of requests and which one you're currently viewing (e.g., "2/8"). This would make it much easier to review and manage multiple requests without constantly going back to the main list.
Additionally, it would be very helpful if the main Help Needed page could display a small preview of what is required for each request, similar to how Daily Chores are shown. I understand that some requests may require a large number of items, so displaying everything might not always be practical. However, even showing a few item icons or a condensed overview would make it much easier to quickly identify what is needed and prioritize tasks.
Overall, these changes would greatly improve usability and make tracking progress feel much smoother, especially for players who rely on visual reminders and efficient navigation.
Submitted by Emzi on Jun 15th 2026
Discussion: 0 Comments
Hickory omelette but for steel
The steel drought ever worsens and I worry if my children will be fed. Please milord, offer us salvation.
Submitted by Dad friend on Jun 22nd 2026
Discussion: 0 Comments
Fix setting to reduce/turn off farm animations
I would like to be able to reduce/remove animation for feeding fish as it affects my motion sickness.
Currently the option to turn off farm animations in settings has no effect on it (or whrel of borgen) and I am unable to scroll down on the page to hide the animation (like I do on wheel of borgen).
Submitted by Loct on Jun 1st 2026
Discussion: 1 Comments
Something I miss
I miss how game updates used to have goofy little rewards attached to them if you opened their full link. They were fun. And I know it sounds silly but it was like a small gesture given for taking the time to stay informed and keep learning and for Liking the continued hard work put into the game by the dev(s) :)
Here's an update, things have changed, have a popcorn :p
Submitted by Rocko42 on Jun 23rd 2026
Discussion: 1 Comments
Unification
there could be some unification in the layouts,
like
Item-Mastery and Inventory (i like the mastery page better, since the inventory always jumps back to all registers open)
usage counts in Bank, raptor fight, meals, grapejuice vet (i like red velvet, where defalut is 1 but when you tap it you can freely enter a number without deleting the default)
Grapejuice on max default only produces accidental grapejuicing, bank is a hazard to type in the desired number, raptor fight items also should jump back to default in my opinion… same with gifting and mailibg items… it is just all over the place and imo it would be neat if it was uniform
Submitted by ThoHo on Jun 14th 2026
Discussion: 0 Comments
Craftworks - Setting the amount to craft
An improved and advanced version of craftworks where there's a dropdown list of quantities we can select how many we want that item to be crafted,
It could be 10, 100, 1000, 10,000, max inventory
(or a number we could type in)
Default it will be to craft to max inventory (which is our usual craftworks)
But if we could specify the amount we want, and then it would move on, it's gonna be a super huge QOL~
Submitted by ElviraSteam on Jun 13th 2026
Discussion: 0 Comments
Fish Flakes should not interfere with muscle memory
Getting a fish flake randomly causes the large net launcher to be pushed over, which causes the player to waste it when they just wanted to quickly launch some nets and move on. I've now wasted three of them because I put them in my storehouse and somehow get more without realizing
Submitted by SkylorBeck on Jun 18th 2026
Discussion: 0 Comments
Top Donator List For Temple Chains
A simple list showing the top 10 donors for each temple chain. Either like community center with no counts, or like daily explores with count totals visible to others :)
Submitted by Adder on Jun 3rd 2026
Discussion: 1 Comments
Major QOL - More Collapsable Menus & Sort/Hide Options Across Whole Game
- As more features/items are added to the game it’s UI is beginning to feel cluttered + certain game navigation paths are becoming tedious - especially on a slower device w/ a smaller screen.
Having the ability to collapse, sort, and arrange more parts of the game (similar to the functions in My Inventory and Farmer’s Market) could alleviate this severely.
Please consider, thanks.
Submitted by Ty64 on Jun 18th 2026
Discussion: 0 Comments
Temple Reset Item
An item to reset a temple chain more than one time per day. Kind of like apple turnovers.
Submitted by relzek on Jun 5th 2026
Discussion: 0 Comments
day off voucher - intended uses
day off voucher doesn't really make me feel like i took a day off. i have to log in on the day to use the voucher, which seems against the point (in item name only) and it usually only takes a few minutes to do the chores anyways (after a certain point in progression)
i propose either being able to use day off vouchers BEFORE or AFTER a certain date
- before: say up to 3 days in the future, to prevent monthly chore skimming (fri/sat/sun as an example)
- after: say "missed chore day token" use-case, would not be eligible for "forgiveness chores"
Submitted by mice-stro on Jun 19th 2026
Discussion: 1 Comments
Pinning Crafting Requirements
I would love the ability to pin the crafting requirements to the bottom of the screen, maybe with a counter to how many I would be able to craft with the ingredients I currently have. This will help farmers know how much they need to collect to reach their specific crafting goal. For example: Fishing nets!
Submitted by OncomingStorm on Jun 4th 2026
Discussion: 0 Comments
xkcd Chat Command
A chat command like "/xkcd 123" to provide a link directly to the xkcd comic specified by the number. The comics are free to be shared noncommercially with attribution. This would mainly benefit Ffff and myself, since we like to share these, but could be fun for all players. Afterall, there's an xkcd for (almost) anything.
There would need to be a blacklist implemented for comics not in the spirit of the Farm RPG CoC however, to prevent the generation of a link in those cases.
Submitted by Nicho on Jun 23rd 2026
Discussion: 0 Comments
Chat lottery should scale with active player count
The chat lottery is a fun system (that we all lovingly call rigged), but it does not scale currently. With the recent steam release increasing the player count, this just makes it even less likely to win.
I'd propose each hour, pick 1 winner for every X number of active chatters to mitigate this (1/100? 1/1000? I have no point of reference for what would be balanced!)
For example, if there's 100 players chatting, 1 winner is selected that hour. If there's 200 players chatting, 2 winners are selected that hour.
This system would also have the benefit of automatically balancing the lottery during peak and off hours and further encourage chat participation.
Submitted by 0range on Jun 8th 2026
Discussion: 0 Comments
A library for the books~
Basically a library that can keep track and store our books, and we get rewards for completing that collection~
Submitted by ElviraSteam on Jun 7th 2026
Discussion: 0 Comments
Bamboo Field
A farm addition to passively produce bamboo over time. Requires unlocking swamp or maybe a swamp related quest line to unlock. Preferably more reasonable price for upgrades than the oak production
Submitted by relzek on Jun 21st 2026
Discussion: 0 Comments
More accessible for screen reader users
Hi, I am a screen reader user,
I use VoiceOver which is in every iPhone and most visually impaired/blind people use.
Although the game is mostly accessible with some patients, I find some things very time consuming to do or find out simple things,
I’ve been playing for over a year and with my decreasing eyesight it’s becoming more of a struggle to play. VoiceOver tends to find items on the screen, which aren’t there. Because of a new screen that has appeared. For example, if you are on the page where you can choose to select the wheel or go to the bank VoiceOver will sometimes give you the option to select place to go to the fishing location or tower on the main page,
This happens even more when you press on the pop-up tab under left where you can select Settings and things.
Another thing which can cause some time and frustration is when you have the pop-up in the middle of the screen where you get told an action is done and you click on okay or similar one after being at the farm and you can click on okay or go back to farm.
I understand you might not want to remove these, but if there was a easy place to find that button or be aware that message needs to be confirmed and an easy other way to find it without being able to see the screen would be extremely helpful possibly it only appears for 10 seconds before automatically being confirmed with a sound notification.
My other suggestion would be for when we have help request/storylines and items we have not got the exact amount for,
So for example, if we need 5000 carrots and we only have 1000 instead of that item being somewhere in the list could it be automatically put at the top? VoiceOver does not always read the amounts properly and instead of having to go into each one to find out what one still needs to be done we could know automatically or possibly this could be split into two very obvious lists.
Thank you for reading and your consideration
Submitted by Enigma on Jun 18th 2026
Discussion: 0 Comments
Craftable Pocket Watch
I know Small Bolts just became craftable and I love it. It would be great if we could do the same with Pocket Watches.
Submitted by OncomingStorm on Jun 21st 2026
Discussion: 1 Comments
Quest Item Management & Tracking Improvements
When a quest item requirement has been fulfilled, it should automatically move to the bottom of the quest item list. This would keep outstanding requirements at the top, making it much easier to see what still needs attention without constantly scanning completed items.
Additional quality-of-life improvements:
* Collapsible item sections
* Separate items into Needed and Fulfilled groups.
* Allow each section to be expanded or collapsed independently.
* Items amount colors for tracked/quest items
* Orange = still needed
* Green = requirement fulfilled
* Red = item inventory is full (current behavior)
* Better tracked quest navigation
* Tapping a tracked quest item should open that item’s page, similar to tracked masteries.
* Tapping and holding the item should return to the quest and automatically scroll to that specific requirement.
* Partial quest turn-ins
* Allow players to deposit required items into a quest before all requirements are complete.
* This would prevent players from having to hold onto quest items indefinitely and keep track of what still needs to be turned in.
* Example: Garnet Rings are often both giftable and required for quests. It would be helpful to contribute them to a quest as they are obtained without losing track of future requirements.
These changes would make long quests easier to manage, reduce inventory micromanagement, and improve overall quest tracking.
Submitted by opikali on Jun 17th 2026
Discussion: 0 Comments
Temple Reset Item
An item to reset a temple chain more than one time per day. Kind of like apple turnovers.
Submitted by relzek on Jun 21st 2026
Discussion: 0 Comments
Descriptions
I think that having a descriptions of items say what they do could be a lot helpful. (Pardon my gramer)
Submitted by iwantfreebeans on Jun 15th 2026
Discussion: 0 Comments
Minor QOL - Veggie Juice Icon Link in My Farm
- The Veggie Juice Icon in My Farm (under crops) does not link to the item’s details.
If this could be adjusted to do so that’d be truly appreciated.
Please consider, thanks so much.
Submitted by Ty64 on Jun 2nd 2026
Discussion: 0 Comments
Sell /Give Button directly in Workshop list
I would like to suggest another "Quality of Life Upgrades" item.
To gain mastery, you have to give/sell a lot of items so you can make room to craft more. Right now, when in workshop view, you always have to enter item details to do so. This are two extra actions and wait time for the screen to load.
I would love to be able to sell/give directly within the workshop list view. This would make it much more convenient.
Submitted by Herrderb on Jun 4th 2026
Discussion: 0 Comments
Minor QOL - Fish and Chips count visible at top of My Kitchen instead if the bottom
- Currently when the Fish and Chips meal is active a count of remaining uses appears at the bottom of My Kitchen.
With multiple ovens / small device screen that counter is often off-screen & requires an extra scroll to view, which can become tedious.
If this counter was visible at the top instead this would be, in comparison, more satisfactory and efficient.
Please consider, thanks so much.
Submitted by Ty64 on Jun 10th 2026
Discussion: 0 Comments
Icon suggestion for craftworks sets
Love the new craftworks set customization! However, I think the list of available icons could do with some expanding; for instance, I specifically missed being able to set a Tower icon for my "mastery" set (the set of whatever masteries I'm currently working on for the next tower levels). I'm sure there's other in-game icons that players would want to use, like maybe a silver or bank icon for their money-making crafts.
Submitted by prplmkyfr on Jun 15th 2026
Discussion: 0 Comments
User Profile page Notes
A little text square when viewing user profiles that would allow me to take notes on whatever I want but mostly, for one example, when people change their Username, I can still see who they were or what we've talked about in chat. Doesn't even have to be a large one. Example:
@Strategeist: Likes music, runs ((Hot potato)) giveaways, sometimes funny. Mostly not.
I'm confident this amount of additional data for every user will have zero impact on server performance. I accept commission in ((100 gold)) increments.
Submitted by Strategeist on Jun 8th 2026
Discussion: 0 Comments
Modular Quick Meal Menu
I think being able to customize the quick meal menu per player would be a nice QoL. Late game players may have no need for earlier meals such as Onion Soup while mid game players may be less likely to use meals like Cabbage Stew or Lemon Cream Pie due to lack of necessary resources so they may not want those meals in their quick meal menu. Not to mention some players who chat frequently may like the ability to quick use the meals with chat effects.
Submitted by SaintSethe on Jun 7th 2026
Discussion: 1 Comments
Very Minor QOL - “Explore The Area” be retitled “Go Exploring”
- The consistent theming of “Go into Town”, “Go Fishing”, “Go Exploring”, “Go Mining” seems more coherent.
Either that or retitle the other “Go” selections.
Please consider, thanks so much.
Submitted by Ty64 on Jun 10th 2026
Discussion: 0 Comments
Player icon for being the first to MM an item
Broccoli King shared this idea in chat and I really love it, and wanted to make sure it made it here.
In their words, "we need emblems based on what we MMd, that way we know who spent 50 pj to MM flying machine"
Submitted by CherryColaCryptid on Jun 5th 2026
Discussion: 0 Comments
Quick Give
I've accidentally given my entire inventory full of LN away because the "craft" and "give" buttons sometimes shift depending on the information for each item. I would LOOVVEE an option to turn Quick Give off for certain items, similar to hiding items from your workshop. Please, I've lost nearly 50k LN by my own mistakes, thanks!
Submitted by McYeeters on Jun 13th 2026
Discussion: 1 Comments
Mailbox Improvement
The ability to close your mailbox and set a whitelist for only allowing certain people to send you stuff would be nice.
Submitted by KtheRogue on Jun 13th 2026
Discussion: 0 Comments
Top donator list for Meals and Fishing
A simple list showing the top meals cooked each day and the player with the most cooked of each
A simple list showing the top fishers and fish caught in each fishing zone similar to the exploring one
Please and thankyou!
Submitted by weeb on Jun 3rd 2026
Discussion: 0 Comments
Minor QOL - Toggle “Hold Home” menu from hold to double tap
- The time to hold the Home icon and activate the menu is considerably slower than simply double tapping instead.
The ability to change how it is activated via My Settings would be greatly appreciated.
Either that or reduce the hold time (if possible).
Please consider, thanks so much.
Submitted by Ty64 on Jun 2nd 2026
Discussion: 0 Comments
Multifactor Authentication
Having the option to configure an MFA code for our logins, such as any of the Microsoft/Google Authenticator apps, or even sending a code to my email. This would make me feel a lot better about the security on my account, in case a password is ever compromised. Maybe if this could be a setting that we can opt in to set up, if desired. I want to protect my Farm by any means possible! I deal with pushback from users in my job that do not want anything to do with MFA, so I understand that it might not be feasible for applying it to all users, especially new accounts, but as Farmers start to get some time under their belt in the game, I sure they would also appreciate having the extra security on their account.
Submitted by FreeSquad on Jun 3rd 2026
Discussion: 0 Comments
Text additions in Town
Adding the name of Item of The Day under number of sellable items for Farmers Market.
Adding truffle prices under market stability for Steak Market.
Submitted by SJnotPJ on Jun 20th 2026
Discussion: 0 Comments
Tower 200
I think milestone type content needs added when unlocking T200.
So this is not a complaint, just a feedback and observations. And I'm no expert so Maybe there are things about to happen that I'm unawares of.
When I unlocked the tower, And when I got to T100 as well, things changed dramatically, and all Kinds of weird and new and curious things opened up in gameplay. New questlines and stories, new concerns, access finally to start working toward opening previously locked areas and functions, Lots of stuff.
When I got to T200 (recently lol) and explored around, nothing had noticeably changed. Now obviously the inv. increase has already drastically altered gameplay and concerns, as before. Expected and awesome and tricky, great!
But T200 was MUCH harder than unlocking the tower or getting to T100- and I guess, well I had/have expectations.
It was SO hard, more than any other quests, and took months, planning, failures and changes, and research. Those last 20 GMs were each a puzzle and a sacrifice. It was a nice experience and I learned a ton. And
I fully expected a bunch of new main questlines and fun side stories to open up suddenly. And maybe even a new function or two, to work toward unlocking again.
What I saw instead was a single smallish help request, immediately finishable with not much story, a few side requests that are continuations of the 100/150/200/250 type chains, and, well that's it.
No townsfolk to congratulate me. No story to tell me why we explore the tower still and why it matters so much. One cool prize for sure, the gem, But at this point it was basically mandatory to increase the inv to keep progressing right? So it's more like a license to continue than a prize.
Anyway, I'm sorry if this sounds overly critical, I love this game and appreciate your work, it's been a Really fun experience so thank you.
Maybe we could all benefit from some stronger milestone marker type stories around T150 and T200? Maybe even some help requests/stories tied to each artifact gained at ten levels. Because they're hard and they should matter.
(Also, the two sphere effecting artifacts along the way toward the end seemed Wildly outdated and uneventful even.)
Okay have fun grow corn bye!
Submitted by Rocko42 on Jun 23rd 2026
Discussion: 0 Comments
More Craft able Swords
One Sword, Two Sword, Red Sword, Blue Sword,
Black Sword, Green Sword, Old Sword, New Sword.
This one has a little hilt.
This one has a little star.
Say! What a lot of Swords there are, to be crafted.
Submitted by weeb on Jun 5th 2026
Discussion: 0 Comments
coop
add a rooster, I don't want to pay for chickens
Submitted by a pet name on Jun 7th 2026
Discussion: 0 Comments
Mailbox button
I would like to suggest a button in the Mailbox that works as an "auto-collect". When you have it ON, it collects everything that is arriving in your Mailbox without needing to constantly check.
It could be a farm supply that's purchased with gold.
It would be useful for trades, giveaways and conversions.
Submitted by AlekSith on Jun 24th 2026
Discussion: 0 Comments
Silver generation statistics
I'd like to see where I'm generating silver from across all facets of the game. The graph addition to the bank is nice and this suggestion is in a similar vein. Obviously, selling truffles and fishing high level zones provide the bulk of silver late game, but seeing a graph or something to see exactly where my money is coming from would be nice! (Tower progress, selling at market, fishing, wine, bank interest, etc.)
Submitted by Chewmungus on Jun 24th 2026
Discussion: 1 Comments
Filter Toggle Suggestion - Hide Unlocked Point Perks
Unlock Perks - Filter Toggle Suggestion (Existing Development) - Hide Unlocked Perks that have been Point Purchased
A similar toggle already exists in the Farm ability gold upgrades under the other part of Farm Supply: (Hide Unlocked Perks Toggle)
I think it would be nice visually to have more of these toggles to reduce the load and visual strains in certain areas where players are deciding what to next buy. Please mimic this filter over to the page where players spend Perk Points to unlock upgrades.
Submitted by Vanos on Jun 20th 2026
Discussion: 0 Comments
Referral Toggle
An option to toggle whether to show who Referred you or not on your profile stats.
Submitted by KtheRogue on Jun 19th 2026
Discussion: 0 Comments
PM improvement
Ability to have a PM group message but with restrictions on limit of course so you cant cc the entire game
Submitted by weeb on Jun 10th 2026
Discussion: 0 Comments
Incubator in an incubator
Incu-ception!
Can there be an option to turn off petting for unhatched raptor eggs?
I want to pet them to level 4 only, close to level 5 (but not hatched yet)
So that when a new month comes, I wanna hatch them to get new skins
(I know that we can spend 10g to roll for a new skin), but eh, don't think it's worth spending gold on rerolling skin
Submitted by ElviraSteam on Jun 18th 2026
Discussion: 0 Comments
Item lock for quest
I'm not sure if this idea has been suggested before but I think it would be a really huge QOL, if it's already in reviewed and planned, I am happy to hear that
So the idea is that we can set a lock on a current quest item , so let's say the quest requires 600x of a, b, c
By locking in the quest, the items will be locked in too and those items can't be sold, traded away or submitted in another quest so just basically locked in,
Maybe it still can be stored,
**importantly**
if quest requires 600 and we have 650 of that item, only 600 of them gets locked, the remaining 50 is freewill
We can also choose to unlock it anytime, no problemo, doesn't have to for quest completion
Thanks for reading!
Submitted by ElviraSteam on Jun 12th 2026
Discussion: 1 Comments
Option to level down pets
On the very rare occasion where we leveled a pet to say 6, and realised that it is better if it was level 5 because of lesser drop pool,
I would like that option and maybe we can get back 75% of the silver spent on that level
So e.g. I've spent 1bil to get it from level 5 to level 6 and I want it to drop to level 5 again, I would get back 750m
Thanks for reading!
Submitted by ElviraSteam on Jun 12th 2026
Discussion: 1 Comments
Referral code form slot on steam
I had one of my friends use a referral code, and he said he had to go on the website to put the referral code into the account. If there was a way to insert a referral code while on steam version, that would be great.
Submitted by Royalwyvern on Jun 13th 2026
Discussion: 0 Comments
Happy Meal (name credit to toomanypets)
meal idea - consumable that lets u choose a town folk and an item and automatically sends the item to them for friendship once max is hit - could be really useful for fishing/exploring
definitely a strong meal so maybe not cookable, just a gift from the gods like lemon cream pie
Submitted by morganr2104 on Jun 17th 2026
Discussion: 0 Comments
Reduction in Emberstone required for cooking pot
Considering it's the first recipe we unlock,
Cooking pot requires 25 Emberstone, that's a pretty high number if we were to make multiples and they don't come as easily as common items like wood, stone etc
I hope to see the amount required reduced to lets say 15, love it even more if it becomes 10, 5, XD
5 is the best and 15 is tolerable, thanks for reading!
Submitted by ElviraSteam on Jun 8th 2026
Discussion: 2 Comments
gif update
please use heifs so I can hear them
Submitted by a pet name on Jun 7th 2026
Discussion: 0 Comments
Craftworks Saved Item Set
Suggest swapping position of use and share buttons so hitting delete by accident is not so easy (on phone platform these are very close).
Submitted by Kwee on Jun 18th 2026
Discussion: 0 Comments
Meal Pop-up/Favorites Tab
Thought it'd be handy to have a toggleable hide/unhide menu that's persistent throughout all pages in the game, just like the quest tracker, but for consumables/meals. It's a bit bothersome to have to go to your inventory to activate buffs, plus you can't see the timer on them anywhere else but the home page.
I think a good way to implement this would be to make it so you could "favorite" meals, which would then add them to this new menu. This way you don't have one big list of every single buff item in the game, instead only the ones you want easy and quick access to.
Submitted by CHTHONICON on Jun 13th 2026
Discussion: 1 Comments
QoL Additions
May have been already posted but here goes: I think a little toggle whilst fishing to change the amount used would be awesome! Instead of going to settings you could do it whilst fishing.
I also think this could be used for other perks like Raptor Healer and such.
Submitted by Yup on Jun 23rd 2026
Discussion: 1 Comments
Item types
A sticking point that frequently comes up with the core game loop of exploration, crafting, and masteries is that many crafts are (presumably intentially) bound to other specific crafts. For example, many of the new swamp crafts (more than 2/3 when I counted) require twine.
Instead of requiring specific items, however, crafts could require TYPES of items.
For example, instead of requiring mushroom paste, a craft could require . There would be many ways to create an adhesive: mushroom paste, strong paste, boiling fish bones to make glue, etc. Each type of adhesive would have a quality value, and any craft requiring an adhesive would require a certain total quality to make. So a Gold Ruby RIng would require 2000 total quality of , which works out to 1 strong paste or 500 mushroom paste or 2000 fish glue.
As another example, instead of a number of tower masteries all requiring small bolts, they could require , with new recipes to make different types and qualities of fasteners. Or instead of requiring rope, nets could be made with anything in the category, including bamboo rope. As a late-game craft, bamboo rope might even be MORE efficient at crafting nets than twine rope.
With a system like this, the oak table tower MM wouldn't require a huge amount of oak. It would require a huge amount of , which could come from pine OR oak, allowing players to choose their balance of spending AP exploring for oak vs spending prune juice and cookies growing pine. This lets players progress based on the play styles and content that appeal to them the most.
I realize this is a pretty fundamental change, but the idea of requiring some total quality of any number of items within a category creates a lot more freedom to use resources from across the game, instead of forcing players through very specific bottlenecks. It also adds new ways to use old crafts that late game players are done with, but also adds ways for newer players to reach towards a potentially difficult goal by building up earlier resources.
Submitted by Aurigarion on Jun 14th 2026
Discussion: 1 Comments
Item types (for realsies this time)
A sticking point that frequently comes up with the core game loop of exploration, crafting, and masteries is that many crafts are (presumably intentially) bound to other specific crafts. For example, many of the new swamp crafts (more than 2/3 when I counted) require twine.
Instead of requiring specific items, however, crafts could require TYPES of items.
For example, instead of requiring mushroom paste, a craft could require Adhesive. There would be many ways to create an adhesive: mushroom paste, strong paste, boiling fish bones to make glue, etc. Each type of adhesive would have a quality value, and any craft requiring an adhesive would require a certain total quality to make. So a Gold Ruby RIng would require 2000 total quality of Adhesive, which works out to 1 strong paste or 500 mushroom paste or 2000 fish glue.
As another example, instead of a number of tower masteries all requiring small bolts, they could require Fasteners, with new recipes to make different types and qualities of fasteners. Or instead of requiring rope, nets could be made with anything in the Rope category, including bamboo rope. As a late-game craft, bamboo rope might even be MORE efficient at crafting nets than twine rope.
With a system like this, the oak table tower MM wouldn't require a huge amount of oak. It would require a huge amount of Fancy Wood, which could come from pine OR oak, allowing players to choose their balance of spending AP exploring for oak vs spending prune juice and cookies growing pine. This lets players progress based on the play styles and content that appeal to them the most.
I realize this is a pretty fundamental change, but the idea of requiring some total quality of any number of items within a category creates a lot more freedom to use resources from across the game, instead of forcing players through very specific bottlenecks. It also adds new ways to use old crafts that late game players are done with, but also adds ways for newer players to reach towards a potentially difficult goal by building up earlier resources.
Submitted by Aurigarion on Jun 14th 2026
Discussion: 0 Comments