I’ve recently been playing (or rather replaying) Stardew Valley. It’s a game about starting a farm in a rural community, and even though it seems like the furthest thing in the world from Factorio or Dyson Sphere Program, for me it scratches that same itch for “systems” based games that I’ve written about before.
The crux of Stardew Valley is that your avatar is working a menial job at “Jojo Mart” (think evil Walmart), until they’re sent a note by their grandfather inviting them to take over the farm at Stardew Valley. The farm itself is pretty run down, but the townsfolk are eager to teach the young newcomer about turning it into a profitable endeavor.
Jojo Mart is muscling into this town as well, competing with the town’s only General Store, but that’s mostly a background element. The real story progression comes when your character happens upon the “Juminos,” little forest spirits who inhabit the abandoned community center. They ask for gifts of “the forest’s bounty” and in exchange they’ll help the town and your farm however they can.
The gifts for the Juminos come from all the products you can farm in the game: seasonal veggies, animal products, fish of the sea. And they give you small rewards for completing a “bundle” of related gifts (like giving them all the Fall Veggies, or all the Summer Fish), and then a big reward when you complete all the “bundles” of a certain theme (like completing all the Veggies bundles, or all the Fish bundles). This system rewards you for learning how to run your farm well to produce all the needed items, and gives you both near and long-term goals to work towards.
Completing these goals also requires improving the farm by constructing barns, coops, and the like using stone/wood/etc. So you have to balance not only farming, but also gathering the materials and money necessary to make long-term investments.
It’s really fun, but also quite hectic. And I didn’t even mention that there’s a cave full of monsters you need to go into to mine stone, copper, and iron, plus every character in the game can be given gifts to become friends with them, and they’ll give you not only special bonuses but also cute cutscenes in return.
In Stardew Valley, a typical day for me starts the night before as I sit in my in-game room planning what I need to do next. I want to complete the “Animal Products” bundle for the Juminos, but that requires getting sheep (for their wool), which requires constructing a barn, which requires getting stone, which requires going to the mine. So I resolve to go to the mine tomorrow to get stone.
When I wake up though, I first have to water/harvest my crops and tend to my chickens, a somewhat tedious bit of micromanagement which becomes easier as you improve your farm. I try to do this as quickly as possible, but although my character wakes at 6am, it’s already 10am before I’ve finished this work. I harvested 8 pumpkins so I resolve to first buy 8 more packets of pumpkin seeds to plant in the furrows, no use leaving those empty when they could be growing things!

While heading to the General Store I make sure to pick any flowers or wild produce on my way. These help my “foraging” skill and can sell for a pretty penny as well. I take note of the calendar outside the store and notice that it’s a character’s birthday, maybe they’ll like the flowers I picked? I find them in town and give them my gift because gifts give extra friendship points on a character’s birthday. Then I hustle back to the store to sell my pumpkins and buy more seeds.
It’s already afternoon by the time I’ve planted and watered the new seeds, and I’m finally ready to hike to the mines. I can only carry 24 items at a time, and since I want to bring back as much stuff as possible I put away everything in my inventory except a pickaxe and a sword (for protection).
Finally by 2pm I can start battling monsters and mining for stone, copper and iron. But I need to get back home by midnight if I want to have a good night’s sleep and have enough energy for the next day. Energy is an important resource in the game, and just about every action you take will cost some amount of it. So being mindful of the time, I leave the mine at 10pm with stone in tow.
I get back home around 11:30, put my well-gotten gains into storage bins and start planning my next day before bed. I finally have the stone I need for that barn (so I can get sheep, so I can get wool, so I can finish the Juminos bundle) but I still need wood, so tomorrow I’ll have to go into the woods and chop trees. Regardless, I’m that much closer to my in-game goals.
It should be easy to see that this kind of gameplay loop can be *really* addictive. At any one time there’s a dozen things you could be working on (getting resources, expanding your farm, buying and selling, socializing with characters) and a number of goals you’re working towards simultaneously. It can be somewhat hectic and stressful if you don’t know where to look for guidance, and unfortunately I think the online wiki is mandatory to have a good time, because there’s too much information that’s just kinda hidden away.
I only wish there were a better in-game way to find things out. I wish that if the Juminos asked you for a certain type of fish for example, they’d also tell you specifically when and under what conditions that fish can be caught. Because sometimes there’s a fish that can only be caught in Spring/Summer when it’s raining, but you spent your rainy days doing other things. Sure you might have fished really often, but if you weren’t fishing at the right time on the right days, you had no chance to catch this specific fish.
And once Fall rolls around and you finally look up how to catch the fish, you realize that you’ll have to play another half-year in-game before you can even get a chance to try.
I also wish that characters could tell you where other characters are. Sometimes you want to give someone a birthday present, or they send you a quest asking for some item. But I can’t memorize every townie’s schedule, so unless I want to waste a day running all over town (and the woods! lots of folks hang out in their!), I need to go to the wiki again. I think I should be able to ask their parent for some general information, “Oh, we told Sebastian he can’t smoke in the house so he goes to the lake instead.” Some general ideas about their schedule would be nice to have in-game.
Anyway that’s Stardew Valley. I actually have a LOT more to talk about it, maybe 2 or 3 more posts. But for now I’ll say: it’s probably in my top 10 games of all time, so if you were into Factorio or Dyson Sphere Program, give it a chance. I know building a community farm seems like the complete opposite of Factorio’s “coal mines and industry” vibe, but they really are quite similar in my opinion.
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