Clearing ground#
The starter hotbar now includes 5: axe, 6: pickaxe, and 7: scythe, after the existing hoe, can, seeds, and wood. These are starting positions; moving items changes their shortcuts. Approach an object and face its base and press Space or left-click the world. Both actions use character facing, regardless of the mouse tile.
| Object | Tool | Hits | Reward | Ground footprint |
|---|---|---|---|---|
| Mature tree | Axe | 4 | 5 wood | One tile; trunk collision |
| Sapling | Axe | 1 | 1 wood | One tile; small trunk collision |
| Grass clump | Scythe | 1 | 1 fiber | One tile; walkable |
| Bramble brush | Scythe | 1 | 2 fiber | One tile; solid low bush |
| Rock | Pickaxe | 3 | 3 stone | One tile; solid |
| Fallen log | Axe | 3 | 3 wood | Two horizontal tiles; solid |
| Wooden chest (empty) | Axe | 1 | 1 chest | One tile; solid |
Wrong tools do no damage.
There is no tool wear.
Stamina#
Ground tools charge only on successful contact: hoe 2, watering can 2, axe 2, pickaxe 2. Scything is free, even at zero energy.
Collecting materials#
All rewards appear as collectible ground objects. Within 32 pixels they fly toward the player and enter available inventory space on arrival; right-click also collects the pointed-at settled drop within reach. F remains an optional nearby shortcut. A full bag leaves the remainder intact across room changes and saves. The drop occupies its ground until collected.
The scythe#
A scythe swing sweeps five neighboring cells in a semicircle: the three cells across the facing row plus the two immediately beside the player.
It clears grass and brush only.
Regrowth#
Each new day attempts neighbor growth (up to 24 objects), plus three small random patch attempts in cleaned areas, with a 30-object daily ceiling and 3,200-object population cap.
Neighbor grass grows grass, brush grows brush, and mature trees seed saplings; random patches include grass, brush, rock and saplings.
A sapling matures after four new days. Both sleeping and natural dawn use the same guarded daily update.
New clutter avoids existing objects, tilled/planted cells, pond/ruin/cabin footprints, loose resources, player space, the doorstep, and the main routes. It does not destroy crops or alter worked soil. A full or completely occupied farm simply gains fewer objects. Mature trees do not appear overnight: new trees start as saplings.
Chests and fences#
Crafted chests own 36 storage slots and open when right-clicked within reach. F remains an optional nearby shortcut. Nonempty chests cannot be dismantled. Like crafted fences, chests are excluded from daily clutter spreading and decay.