
waking Dinny up


waking Dinny up
OnchainHarvest is 1111 farmers on Robinhood Chain, and a farm they work. You send a farmer out to grow things and keep animals in a valley the Estate owns. Everything you grow is only yours once you have carried it in and locked it away, and while it sits out in the open, every other player can see it and take a piece of it. This post covers the farm, the decision the whole game is built on, and how the token and the collection sit around it. THE VALLEY Six places, and you will be in all of them every single day. Each one does exactly one thing. Read them in order, because that is the path a harvest takes, from the moment it exists to the moment it pays. ▸ THE PLOTS: Wheat, tomato, corn. Three plots to start, and every crop runs on the same clock, so what separates them is not speed. It is who eats them. ▸ THE TROUGH: An animal with an empty trough produces nothing at all. Chickens eat wheat, goats eat tomato, cows eat corn, and a cow eats more than the rest of your farm combined. Feed goes into your inventory, not straight into the animals, so when it runs short you decide who eats. ▸ THE PENS: One cow, one goat, one chicken to start, and a pen only holds its own kind. A goat finishes in fifteen minutes, a chicken in half an hour, a cow in an hour. Short rhythms reward checking in, long ones reward leaving it alone, and most farms end up shaped around when their owner actually plays. ▸ THE FIELD: Everything you collect lands here first, out in the open. Crops left standing keep growing every day. They are also visible to every other player, and they can come and take a share of them. This is the only place in the game where you can lose something. ▸ THE BARN: Untouchable. Nothing gets taken out of a barn. It is also the only place produce can be sold, which makes walking it in the only action in the game that actually pays. The moment it goes in, it stops growing. ▸ THE ESTATE TRADER: The Estate buys everything you bring in, at a rate it never argues about. It also hands out basic feed for free on a cooldown, which is why a new farm never stalls and why nobody is ever locked out for being broke. HOW IT WORKS Four moves, run daily. ▸ WALK THE FARM: Collect whatever finished while you were gone. It comes up loose and it goes into the field, in the open, where everyone can see it. ▸ FEED THE PENS: Spend crops on animals, or claim the free feed and stretch it. Feed is the constraint that makes crops worth planting, and it is the reason a farm that ignores its plots quietly starves. ▸ HOLD OR SECURE: The one that matters. Crops in the field grow 12% a day. The bigger that pile gets, the higher the chance somebody hits it, up to a hard ceiling of 70%, and a raid takes 15 to 30% of what is standing there. Walk it to the barn and it is safe forever, and it stops growing tonight. ▸ SELL TO THE ESTATE: Barn goes to the Estate, and the Estate pays in points. Only what you secured counts. Whatever is still sitting in the field is worth exactly nothing until you move it. So every single day you choose greed or safety, and other people's greed is your income. Nobody in this game is only a farmer. Everyone is also a target. GETTING RAIDED The roll happens on your field, not on your presence, so the game never punishes you for being asleep. Growth is deliberately slow and the raid ceiling is deliberately high, because the opposite breaks it. Make crops grow fast and the correct play becomes never bank anything, and the decision quietly disappears. Tuned this way, banking every harvest the second it appears leaves money on the table, and never banking at all is punished hardest of all. The real game sits between those two, and where exactly is yours to judge. Animal produce sits in the field too and can be taken, but it does not grow. Holding milk is pure risk with no upside. Holding crops is a real gamble. One rule, two behaviours, nothing extra to learn. THIS IS NOT JUST AN ART PROJECT The 1111 farmers took real work and we are proud of them. But the collection was never the whole thing. Every trait is identical pixel for pixel across the collection. The straw hat on #7 and the straw hat on #402 are the same file, byte for byte, not two images that happen to look alike. Sixteen heads, ten outfits, eight tools, twelve backgrounds, painted onto one base farmer and checked pixel by pixel so nothing drifts between one farmer and the next. In game, your farmer is a boost pass and your portrait. It is the face on your profile, on the leaderboard, and next to every listing you post. WHAT THE TRAITS DO Every farmer runs faster cycles, gets more out of each harvest, spends less on feed, and holds a field better when somebody hits it. Some tools and backgrounds do more. ▸ WATERING CAN, SEED SACK, POTTED FLOWER: crops come in faster ▸ MILK PAIL, BASKET: animals give more ▸ HAND AXE: the field defends itself, 83 of 1111 ▸ OIL LANTERN: night shifts unlocked, 55 of 1111 ▸ NIGHT AND GOLD BACKGROUNDS: the largest multipliers on the board, 12 and 8 of 1111 $HARVEST $HARVEST runs the opposite way to most game tokens, and this is the part worth reading twice. You never earn $HARVEST. You buy it, and you spend it on better feed, better seed, new pens and new plots. There is no faucet. Nothing is minted from playing, which means there is nothing for a farmer to dump. That is the failure that killed the last generation of play to earn games, and it is not something we intend to manage carefully. It is not present. ▸ FIXED SUPPLY: Minted once, and no mint function afterwards. No new tokens can ever be created. ▸ NO EMISSIONS: No schedule, no reward reserve, no vesting drip, no seasonal release. None of that machinery is needed once nothing is being minted from play. ▸ BURNED BY PLAY: 5% of every purchase is burned permanently, and the rest goes to the treasury and funds player rewards. Scarcity tracks how much the game is actually being played rather than what gets announced. ▸ LOCKED LIQUIDITY: It locks permanently. Nobody can pull it, including us. THE REWARDS ARE REAL STOCK Farming pays out in points. Points convert to NVDA. Real tokenized stock, not our own token handed back to you with a new label. Every $HARVEST trade takes a 3% fee. It goes to a public treasury, which buys the stock that pays players. The team takes no share of that 3%. Because rewards are bought and not minted, paying them out never expands the supply of $HARVEST. There is no version of this where rewarding players weakens what players are holding. Produce also moves between players, on an open marketplace where players set their own prices. The Estate always accepts delivery, so there is a floor under that market and nobody can lowball without limit. HOLDERS AND FREE PLAYERS Anyone can farm the whole game for free. Every animal, every plot, the whole loop. $HARVEST is never required. It only accelerates. Holding a farmer adds four things. ▸ IT FARMS FASTER: Cycles run shorter and every harvest comes in bigger, across the whole farm. ▸ IT COSTS LESS TO RUN: Feed stretches further, and the free feed from the Trader comes back sooner. ▸ IT PAYS LESS TO TRADE: The marketplace fee drops, and it lands on every single trade, which is why this is the one holders feel most often. ▸ IT OPENS THE ESTATE: Free players carry a holding requirement before points convert to NVDA. A farmer removes it, and the exact terms get their own post rather than a footnote in this one. On top of that, 40% of the seasonal prize pool is reserved for the 1111, competing against at most 1111 wallets. The other 60% stays open to everyone. Boosts apply to production, never to how rewards are split. A holder farms more effectively, and that is exactly where the advantage stops. A multiplier laid on the split itself would push free players out, and this game does not work without them. Free players are not charity here. They supply the produce other players buy and they generate the activity that funds the rewards. If they cannot compete they leave, and the market loses its sellers. WHAT HAPPENS NEXT The collection first. Token after that. Then the farm opens. We are not putting dates on any of it until they are locked, because we would rather post a date we can hit than a countdown we have to move. What we will say is that the farm is being built, not drawn. When it is playable, that gets its own post with a date on it. ✦ LINKS X: https://x.com/OnchainHarvest
Prize: whitelist spot
Winners have been drawn.