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Field notes

How to play Seed Worth

You do not need to memorize a spreadsheet. The useful rhythm is simple: make a seed, choose where it grows, keep what you need, and sell or process the rest.

Your first minute

  1. Wait for the first Potato seed. The opening screen disappears when the nursery finishes it.
  2. Plant the seed in your first field. A field needs an actual seed in storage, not merely an unlocked crop.
  3. Harvest the mature crop. Harvested crops go into storage and can be sold, processed, donated, or saved for research requirements.
  4. Keep the loop moving. The nursery makes seeds; fields turn seeds into crops; crops pay for the next improvement.

If a Plant button is unavailable, check the seed count first. This is the most common early-game misunderstanding: unlocking Wheat means the nursery can work with Wheat, but it does not place a Wheat seed in every field for free.

Seeds and crops are different inventories

A seed is consumed when a field is planted. A crop is produced when that field is harvested. Selling all of your crops will not remove your seeds, but planting your final seed means you must wait for the nursery before planting that crop again.

Each nursery bed can be assigned its own crop. Each field can also keep its own crop assignment. This matters once automation begins: one field can stay on Corn while another grows Strawberries, even if you are looking at a different crop elsewhere in the interface.

Upgrades and automation

Farm upgrades improve seed time, crop growth, selling prices, and storage. Their level caps expand as you unlock higher crop tiers and build the company. If an upgrade is capped, it usually means the next crop or business milestone comes first.

Automation unlocks in stages. Auto Seed collects completed nursery cycles, Auto Plant uses each field's assignment, Auto Harvest clears mature fields, and Auto Sell sells inventory above the reserve you choose. The reserve is worth using: set it high enough that factories and research projects are not starved by your own sales system.

Processing: when a crop becomes a product

The Processing Shed turns groups of crops into products such as Flour, Strawberry Jam, Chocolate, and Saffron Essence. Products receive the same selling-price improvements that support the crop economy, so processing should remain a meaningful step rather than a decorative delay.

Manual jobs finish once and wait for you to start another. Later, company factory slots can repeat an assigned recipe automatically. If you change an active automatic recipe, the current batch finishes before the new assignment takes over; the dropdown should not fight you while the factory updates.

The Supply Shop

Supplies are consumable shortcuts, not permanent stat upgrades. Fertilizer finishes matching crops in active fields. Culture Solution completes matching nursery work. Precision Lubricant doubles factory speed for three minutes. Potato has no fertilizer because it already grows quickly enough to make the item pointless.

Each supply type has a small manufacturing stock that replenishes over time. Purchased items remain in your inventory until used, so buying one now does not force you to spend it immediately.

Company and Research

The company turns the farm into a larger production system. Warehouses raise crop capacity, processing plants add factory space, and the Research Lab produces RP over time. Research can improve the whole operation, but RP is intentionally slower than cash: it represents decisions and projects, not another product to sell.

After the complete natural crop archive reaches Saffron, the Genetics Lab can complete a Synthetic Germline and assemble a Synthetic Seed Prototype. Finishing that prototype opens the game's three directions. Read them carefully. A direction cannot be changed during the current cycle.

Genome cycles

A Genome reset is Seed Worth's long-term progression system. Starting a new genome gives up the current farm economy in exchange for Genome Points, which buy permanent improvements such as faster growth or stronger RP production. Discoveries, achievements, completed endings, and permanent Genome upgrades survive.

You do not need to reset the moment the button appears. Export a save first if you are uncertain, then reset when the permanent gain feels worth rebuilding the early farm. Project Eden also asks for Genome experience, while the other directions express their difficulty through different resources.

Offline progress

Seed Worth calculates up to fifteen minutes of progress while the page is closed or hidden. The cap is intentional. A few minutes away should help; several days away should not complete the interesting parts of the game without you.

Offline calculations respect the systems that were actually running when you left, including available seeds, crop storage, automation settings, active processing assignments, research production, and route-specific production.

Protecting your save

The game saves automatically in this browser, but browser storage can be cleared. Open Settings → Export Save before clearing site data, changing browsers, testing a risky reset, or moving to another device. Keep the exported code as plain text. To restore it, paste the entire code into the same Settings panel and choose Import Save.

An import replaces the current local game; it does not merge two farms. If a code cannot be read, check that no characters were removed from its beginning or end.

If you are stuck

  • No planting button: confirm the assigned crop has at least one seed.
  • Storage is full: sell crops, raise the reserve carefully, or upgrade the warehouse.
  • Processing will not start: confirm both the recipe quantity and an open slot.
  • Research is locked: create the company and build its first laboratory.
  • A project cannot complete: every requirement line must be green at the same time.

Still stuck? Send a short report through the contact page. A screenshot and the exact button you pressed are often more useful than a long explanation.