A farmer’s journey
This page follows one seed from the shop to the wallet: what happens at each step, and what the player knows at that point. Farming is not live on mainnet yet; everything here comes from the game’s test version. May change
Pack tier and seed rarity are two different things
Two words are easy to mix up.
- A pack tier (Bronze, Silver, Gold, Platinum, Diamond) is what the player chooses and pays for.
- A seed rarity (Common, Uncommon, Rare, Epic, Legendary, Mythic) is drawn at random when the pack is opened, with the same odds in every tier.





Pack prices are the game’s defaults; the team can change them. May change
| Rarity | Odds | Worth | Truffle |
|---|---|---|---|
| Common | 45 % | 0.5× | |
| Uncommon | 31 % | 1× | |
| Rare | 15 % | 1.6× | |
| Epic | 6 % | 2× | |
| Legendary | 2.5 % | 3× | |
| Mythic | 0.5 % | 5× |
The odds are the same in every tier, and a crop’s worth is a fixed multiple of its pack’s price.
VerifiedFive different Mythics
Each tier × rarity pair is its own crop, with its own name and art: 30 crops in all. So there is not one Mythic but five, one per pack tier, and each crop has its own sale price. Verified
| Pack | Mythic crop | Worth (5× the pack) |
|---|---|---|
| Bronze | 0.025 ETH | |
| Silver | 0.05 ETH | |
| Gold | 0.25 ETH | |
| Platinum | 0.5 ETH | |
| Diamond | 1.25 ETH |
Step by step
Start
Every wallet gets one free plot with 25 slots; there are no expansions. Verified The game has a message for seed packs landing in the Bag from the mint; how many, and for whom, is not announced. Verified
The player knows: nothing yet.
Buy
Packs are bought on chain at the CornHub, in ETH, 1 to 999 at a time. They land in the Bag unopened. Verified
The player knows: the tier and the price.
Rip
Each pack is “ripped” into one seed, 1 to 1,000 packs per rip. The rarity comes from public drand randomness, and the game re-checks every rip, so anyone can verify it. Verified
The player knows: the seed, and so the crop’s value. Nothing is left to chance after this step.
Plant
One seed per slot. A crop grows in 1 to 12 hours: slower the rarer it is, a little faster the higher the tier (a Bronze Common takes 1.2 h, a Bronze Mythic 12 h, a Diamond Mythic 10 h). Fertilizer can be applied while it grows: each one cuts 25 % of the total grow time, at most 2 per crop.
VerifiedThe player knows: when the crop will be ripe.
Harvest
The crop the seed promised, once. The slot empties and needs a new seed, which means a new pack.
VerifiedThe player knows: the crop.
Truffle roll
At harvest there is a 1-in-20 chance of a Truffle beside the crop, ranked like its crop (a Mythic crop gives a Mythic Truffle). It enters tonight’s Settlement by itself. Verified Since the game gives every harvest the same 1-in-20 chance, Truffle ranks should follow the seed odds; see Ranked like the crop. Inferred






The player knows: whether a Truffle came. This is the only surprise in the loop.
During the day
Each Truffle has a weight, a share (its weight over the weight of all Truffles found that day) and an estimated payout. The game keeps the estimate up to date through the day and shows “About X $YIELD if today’s weight holds”. Verified The weight is shown in ETH and is most likely the crop’s ETH value. Inferred
The player knows: the game’s estimate of tonight’s budget, shown during the day; the final payout is fixed at 00:00 UTC. Not the final share: it falls as other players find Truffles.
Settlement
At 00:00 UTC (03:00 in Türkiye) the night’s budget is split by weight. No single Truffle gets more than 5 % of the pool. “Quiet days pay each truffle more.” Verified
The player knows: the final payout.
Claim
“Settled … $YIELD to claim”: the game prepares the claim and the player confirms it in the wallet. Until then the payout stays ready to claim. Verified
The player knows: $YIELD is in the wallet.
Sell the crop
To the Market for ETH: the crop’s value minus a fee (10 %). To the Farmer for $YIELD: the value minus its fee, swapped in the pool; this path opens “once the launch tax settles”. In this build seeds, crops and packs stay in the game; only Fertilizer can be exported. May change
The player knows: the sale price.
The night’s budget
The game computes tonight’s $YIELD budget with this formula: Verified
budget = min(pool, daily rate + 3 % × max(0, pool − 30 × daily rate))
budget = min(budget, claim limit)
each Truffle = min(budget × its weight / total weight, 5 % of pool)In words: tonight’s budget is the Daily rate plus 3 % of whatever the pool holds above 30 days of the Daily rate, never more than the pool itself or a claim limit the game sets. Each Truffle gets its weight’s share of that budget, and no single Truffle gets more than 5 % of the pool.
The Daily rate is a setting the team can change; the game shows it: “The Daily rate is now X $YIELD”.
May changeThe Truffle is the ticket
There is nothing to hold before a harvest. A harvest without a Truffle earns nothing beyond its crop, and a crop on its own is worth 99.5 % of its pack price on average, before the sale fee.
Farming earns $YIELD in two ways: Verified
| Way | What it is |
|---|---|
| Truffles | New emission from the Truffle Pool, shared every night |
| Selling to the Farmer | A conversion of the crop’s value into $YIELD, not new $YIELD |
Still REDACTED
- Whether a Truffle Pig is required to find Truffles is still redacted.
- How a Truffle’s weight is computed; the game only shows it.
- Which balance counts as the pool in the formula, and how the claim limit is set.
- The mainnet pack prices and sale fees.