๐Ÿšง In development โ€” launching in ~3โ€“6 months. Values below are from the current build & may be tuned before launch. Nothing is for sale yet.
Complete Player Guide

Every Rule.
Every Number.

This is the full, no-secrets breakdown of how GREEN LIFE works โ€” costs, stats, odds, timers, and the ways you can play. If it's in the game, it's on this page.

๐Ÿ’ก Money legend. Costs come in three forms: SOL (real Solana, for your farm, upgrades, avatars, and marketplace trades), $GREEN (the in-game token you earn and spend), and a few items are USD-pegged โ€” priced in dollars but paid in $GREEN at the live token price. Each cost below says which it is.

Contents

  1. Quick Start โ€” the core loop
  2. Your Farm & the 5 levels
  3. Grower Levels (your character)
  4. Plants & Grow Power
  5. The Grow Cycle, Watering & Death
  6. Earning $GREEN (emissions & the 70/30 split)
  7. Fast Autos
  8. Mythicals
  9. Boosts โ€” Plant & Grower
  10. The Kitchen (cooking)
  11. Breeding (all costs & odds)
  12. The Weedster Egg
  13. Packs & pull odds
  14. Marketplace, floors & combining
  15. PvP โ€” Rob / Raid
  16. PvP โ€” Spin The Bong
  17. Referrals
  18. Avatars
  19. The Welcome Kit
  20. Playstyles & game loops

1Quick Start โ€” the core loop

GREEN LIFE is a grow game where your plants earn $GREEN for you over time. The basic loop:

  1. Start a farm โ€” a one-time $25 buy-in mints your Level 1 farm and hands you a welcome kit (2 plants + 1 boost + a free PRIMO 3-Pack that opens on the spot), plus $5 of $GREEN to start with.
  2. Plant strains into your grow slots. Each strain has a Grow Power (GP) โ€” that's your share of the daily earned rewards.
  3. Water them so they don't wilt and die, then wait out the grow cycle.
  4. Harvest & claim your $GREEN.
  5. Reinvest โ€” buy packs, breed rarer strains, upgrade your farm, level your grower, trade on the market, or rob and wager against friends. Repeat, bigger.
๐ŸŒฟ The whole economy runs on one idea: 420 billion $GREEN, minted once, never again. Rewards flow from a fixed pool that drains slowly over years, and everything you spend in-game is burned forever. No infinite printing.

2Your Farm & the 5 levels

Your farm has 5 levels. Higher levels unlock more grow slots and features. Buy-in is $25 (โ‰ˆ0.329 SOL, priced in dollars so it doesn't swing with the SOL price); upgrades are paid in SOL. Maxing out costs roughly 1.73 SOL total (โ‰ˆ0.329 entry + 1.40 in upgrades).

Everything each farm level unlocks
LevelUpgrade costNormal slotsMythical tentFast Auto spotsKitchen slotsDaily pack limit
1 (start)$25 entry412โ€”25
20.20 SOL824โ€”30
30.30 SOL1236135
40.40 SOL1648240
50.50 SOL20510350

3Grower Levels โ€” leveling you

Separate from your farm, your Grower (your character) levels up to boost your stats permanently. You unlock 10 grower levels per farm level (so farm Lv5 lets you reach grower Lv50, the max). Level-ups are USD-pegged, paid in $GREEN.

Grower level-up cost (the bonus per level is flat โ€” see below)
Grower levelsCost each
1โ€“10$0.10
11โ€“20$0.25
21โ€“30$0.50
31โ€“40$0.75
41โ€“50$1.00

Every level gives the exact same +0.20% to grow, harvest, and breed alike โ€” the price climbs as you go up ($0.10 โ†’ $1.00/level) but the payoff per level never does, so a player who scrapes a few levels gets the same value each as a whale who buys all 50. At max (Lv50) that's +9.8% grow & harvest speed and +9.8% breed success, for about $25.90 total. Grow/harvest bonuses make your plants finish faster (down to a floor of 30% of the base cycle time); breed bonus raises your breeding success chance.

4Plants & Grow Power

There are 16 strains across 5 pack rarities, plus the breed-only Mythical. A strain's Grow Power (GP) is its base earning weight โ€” the higher the GP, the bigger its slice of the rewards pool.

All 16 strains & base Grow Power
RarityStrains (low โ†’ high GP)Base Grow Power
CommonDirt Weed ยท Mexi-Brick ยท Midsters100 ยท 500 ยท 1,000
UncommonRuntz ยท Blue Dream ยท Maui Waui2,000 ยท 3,000 ยท 4,000
RareOG Kush ยท Sour Diesel ยท Gorilla Glue5,000 ยท 10,000 ยท 20,000
EpicPineapple Express ยท White Widow ยท Gary Payton25,000 ยท 50,000 ยท 75,000
LegendaryGrand Daddy Purple ยท Singapore Sling ยท Fire As F*ck100,000 ยท 250,000 ยท 500,000
MythicalMythical (breed / egg only โ€” never in packs)~100 โ€“ 1,000,000

A plant can be grown three ways, each with its own rules: as a Normal plant (below), a Fast Auto (ยง7), or โ€” for Mythicals only โ€” in the Mythical Tent (ยง8). Full art and stats for every card are on the Plants & Boosts page.

5The Grow Cycle, Watering & Death

This is the most important section โ€” read it so nothing surprises you.

Grow cycle length

Watering

Pulling a Normal plant early โ€” the day windows

โš ๏ธ Before Day 22, a Normal plant DIES if you remove or harvest it โ€” the card and its harvest pot are gone. This is the single biggest way players lose plants. Let them mature.
What you get when you pull a Normal plant, by age
When you pull itResult
Before Day 22Plant dies โ€” the card is destroyed and the harvest pot is burned, total loss
Day 22 โ†’ 30Survives, but a penalty: 80% of the pot lost at Day 22, shrinking by 10 points/day to 0% at Day 30. Any lost portion is burned.
Day 30+Full pot, no penalty โ€” a clean harvest

Don't sit on a finished plant

Once a plant is ready, you have a 7-day grace to claim it. Ignore it longer and it counts as neglect: a Normal plant dies and its pot is burned. (A finished plant shows a ๐ŸŒพ CLAIM countdown so you know the deadline without opening it.)

โ„น๏ธ Pulling early only ever risks that plant's harvest pot and its survival โ€” and any pot you forfeit is burned forever, never refunded to you or the pool. It never touches the $GREEN you've already streamed to your claimable balance (see ยง6).

6Earning $GREEN โ€” emissions & the 70/30 split

Rewards come out of a fixed emissions pool (half of the 420B supply). Each day the pool releases 0.025% of whatever remains โ€” a slow geometric drain with about a 7.6-year half-life. It never re-mints.

Your cut of the day's emissions is your share of total Grow Power: the more GP you're growing versus the whole network, the more $GREEN you earn every second.

The 70 / 30 split

Every plant's fair earnings are split two ways, always adding up to 100% โ€” never more:

๐Ÿ”ฅ Burn on loss. If you forfeit a harvest pot โ€” pulling too early, letting a plant die, or neglecting a finished one โ€” that $GREEN is burned, not returned to the pool. Spent supply is gone forever.

7Fast Autos โ€” the speed lane

Fast Autos are a second grow area for a quick, high-intensity payout.

8Mythicals โ€” the top tier

Mythicals are one-of-a-kind cards you can only get by breeding or cracking a Weedster Egg โ€” never from packs. They grow in the Mythical Tent.

9Boosts โ€” two separate systems

Plant Boosts (Normal plants only)

Consumables that supercharge a single Normal plant's Grow Power. Prices below are the reference market price in SOL (the market is player-to-player).

BoostRarityGrow Power bonusRef. price
๐Ÿงช Nutrient MixCommon+5%0.005 SOL
๐Ÿ’จ COโ‚‚ BurstUncommon+10%0.008 SOL
๐Ÿ’ก Full Spectrum LEDsRare+25%0.015 SOL
๐ŸŒฑ Root StimulantEpic+50%0.025 SOL
โ˜ฃ๏ธ Mystery SerumLegendary+100%0.035 SOL

Grower Boosts (buff your whole farm)

Cooked in the Kitchen (ยง10). Each multiplies all of your grower stats โ€” grow, harvest, and breed โ€” at once, for 24 hours. Reference prices in SOL:

Grower boostRarityBonus to all grower statsRef. price
๐Ÿช EdiblesCommon+10%0.025 SOL
๐Ÿงˆ WaxUncommon+25%0.05 SOL
๐Ÿซ HashRare+50%0.10 SOL
๐Ÿ–Š๏ธ CartsEpic+75%0.20 SOL
๐Ÿ’‰ THC IV LineLegendary+150%0.50 SOL

10The Kitchen โ€” cooking grower boosts

Unlocks at farm Level 3. You cook a plant card into a grower boost. Cooking destroys the card and takes 24 hours; you get 1 of the 5 grower boosts on a rarity-weighted roll โ€” a better card tilts the odds toward the stronger boosts.

Cook outcome odds by the cooked card's rarity (each row = 100%)
Cooked cardEdiblesWaxHashCartsTHC IV
Common44%26%15%10%5%
Uncommon37%24%18%13%8%
Rare30%22%21%16%11%
Epic23%20%24%19%14%
Legendary16%18%27%22%17%

11Breeding โ€” chasing rarer genetics

Breeding fuses two cards into new ones. It's instant, capped at 25 breeds/day, and both parents are destroyed on success (the one exception: a Mythical parent survives a failed Mythicalร—Normal attempt). All breed costs are USD-pegged, paid in $GREEN.

Normal ร— Normal

Cost = sum of both parents' card cost: Common $0.10 ยท Uncommon $0.25 ยท Rare $1.00 ยท Epic $5.00 ยท Legendary $10.00. (A Legendaryร—Legendary pair costs $20, not $5 โ€” it's an easy one to underestimate.)

Success: 50% base (up to 95% with grower/avatar bonuses). Two things can happen on a success:

A failed Normal breed still salvages 1 consolation boost, so it's never a total waste.

Mythical + Normal

Cost = the Mythical's GP-bracket price + the normal card's cost (normal card here: 1โ˜… $0.10 ยท 2โ˜… $0.25 ยท 3โ˜… $1.00 ยท 4โ˜… $5.00 ยท 5โ˜… $10.00).

Mythical GP-bracket price โ€” Mythical + Normal
Mythical GPBracket cost
100kโ€“200k$1.00
200kโ€“350k$2.00
350kโ€“500k$4.00
500kโ€“750k$8.00
750kโ€“1M$15.00

Success = the normal card's jackpot chance +20% (up to 97%). On success โ†’ one new Mythical with GP = the Mythical parent + 10% of the other card's GP (capped at 1,000,000). On failure, only the normal card is lost โ€” your Mythical survives.

Mythical ร— Mythical

Cost = the sum of both Mythicals' GP-bracket prices: 100kโ€“200k $1.00 ยท 200kโ€“350k $5.00 ยท 350kโ€“500k $10.00 ยท 500kโ€“750k $20.00 ยท 750kโ€“1M $35.00. (Every Mythical has a locked floor of 100,000 GP, so there's no bracket below that.)

Guaranteed fusion into one new Mythical. Its GP: mostly the higher parent + 10% of the lower (50% of the time), sometimes a graduated bonus up to nearly the full lower parent (49.5%), with a rare 0.5% full combine of both. Everything caps at 1,000,000 GP โ€” a Mythical at the cap can no longer breed.

12The Weedster Egg

The Egg is the only non-breeding way to a Mythical. You earn eggs with ticks:

Cracking an egg guarantees a strong pull โ€” no weak cards:

OutcomeOdds
Epic strain35%
Legendary strain55%
Mythical (a flat 150,000 GP)10%

13Packs & pull odds

Packs are USD-pegged, paid in $GREEN โ€” and 100% of the cost is burned.

PackCostContainsDaily limit
๐ŸŒฑ Seed Pack$1.501 plant card25โ€“50 by farm level
โ“ Mystery Pack$1.0040% plant card ยท 30% boost ยท 30% defend item (weapon/shield)25โ€“50 by farm level
โšก Booster Pack$0.501 plant boost itemUnlimited
๐Ÿ”ซ Weapons / Defend Pack$0.501 weapon or shield10โ€“50 by farm level
โญ PRIMO 3-Pack$9.99 ($14.99 list)3 cards, guaranteed Rare+ (Rare 25% ยท Epic 50% ยท Legendary 25%)1 per day

There's also a free Mystery Pack every day just for logging in (same 40/30/30 roll), and claiming it gives +1 egg tick. The premium PRIMO 3-Pack is a flat one-per-day for every player โ€” the fastest guaranteed path to high-rarity cards.

Plant card pull odds

Every plant-card pull is a two-step roll โ€” first the rarity, then which card inside that tier:

RarityChance
Common45%
Uncommon30%
Rare15%
Epic8%
Legendary2%

Within the chosen tier (each has 3 strains), the split is 60% low-GP / 30% mid / 10% high. Mythicals never come from packs. Boost pulls (Booster / Mystery packs) weight toward the weaker boosts: Nutrient 40% ยท COโ‚‚ 30% ยท LEDs 20% ยท Root 9% ยท Mystery Serum 1%.

14Marketplace, floor prices & combining

A player-to-player market in SOL for cards, boosts, eggs, weapons and shields โ€” you set your own asking price on every listing.

Floor prices (one per rarity โ€” same schedule for plants AND weapons/shields)

RarityFloor
Common0.01 SOL
Uncommon0.025 SOL
Rare0.05 SOL
Epic0.15 SOL
Legendary0.5 SOL
Mythicalno floor โ€” free-range

Shields can be listed for sale just like weapons โ€” the only thing they can't do is get fed into the Combine bench below.

The Combine Bench (My Stuff โ†’ ๐Ÿ”ง Combine)

Trade a stack of your lowest items UP into a top-tier prize. Five tools in one place:

You can only feed in Common / Uncommon / Rare items โ€” Epic and Legendary are the prizes, not the fuel, and shields can never be fed in (you can only win one). Every combine costs a flat $0.25 in $GREEN, and it's all burned.

15PvP โ€” Rob / Raid

Send your crew to raid rival farms for their $GREEN.

Defend your farm โ€” Weapons & Shields

Pull weapons and shields from the Weapons/Defend pack (or the Mystery pack), or forge the top ones on the Combine bench. There are 10 weapons and 3 shields, each with a rarity from Common to Legendary.

โ„น๏ธ PvP is a simulated v1 today; real on-chain player-vs-player loot transfer is on the roadmap.

16PvP โ€” Spin The Bong

A group betting game: 2โ€“10 players ante an equal $GREEN bet into a pot, the bong spins, and it pays out.

17Referrals

Invite growers and earn a cut of what your network earns and spends โ€” 3 levels deep, hard capped there:

18Avatars

You get 1 free avatar pick per farm level. Most are cosmetic โ€” but the boost avatars give a permanent, always-on stat bonus just for owning them (they stack with each other). Bought with SOL:

AvatarPricePermanent bonusUnlock
๐Ÿฆ Kong0.25 SOL+3% Grow Powerโ€”
๐Ÿผ Puff Panda0.10 SOL+3% harvest speedโ€”
๐Ÿฅฝ Professor Chaos0.05 SOL+3% breed successโ€”
๐Ÿค– Bot0.15 SOL+2% to everythingFarm Lv 4
๐Ÿง Penguin0.50 SOL+5% to everythingFarm Lv 5

The 5 free avatars (Grower Girl, Ribbit, Grower Boy, Cat, Dog) each carry their own small permanent bonus too โ€” +1% to all stats apiece, one unlocked free per farm level.

19The Welcome Kit

Your $25 buy-in isn't just a farm โ€” every new grower gets:

20Playstyles & game loops

There's no single "right" way to play โ€” GREEN LIFE supports several loops, and most growers blend a few. Here are the main ones:

๐ŸŒฟ The Steady Grower Low risk ยท F2P-friendly

Buy in, plant Normals, water daily, harvest on Day 30, claim, and reinvest the $GREEN into more plants and cheap packs. Level your grower and farm as you go. The safest, most passive path โ€” great if you just want to log in, water, and stack.

โšก The Speed Farmer Higher tempo

Lean on Fast Autos for full-size payouts every 7 days and reinvest fast to compound. You trade convenience for speed โ€” you must water on time and never pull early, or it's a total loss. Best once you can afford several auto spots.

๐Ÿงฌ The Breeder Long game ยท high ceiling

Collect strong strains and breed for jackpot Mythicals (or crack eggs), grow them in the tent, then re-breed to climb their Grow Power toward the 1M cap. The path to the biggest earners and the rarest, most valuable cards.

๐Ÿ’น The Trader Market-focused

Work the marketplace โ€” buy under-priced cards, combine Commons up the ladder, flip Legendaries and eggs, and time the floors. You can play almost entirely through the market if you read value well.

๐Ÿณ The Chef Farm Lv3+

Run the Kitchen: cook grower boosts to supercharge your whole farm during big harvest windows, or sell the premium ones (they're scarce, so they hold value) to other growers.

๐ŸŽฎ The Raider Aggressive ยท risk

Build combined power and run up to 20 raids a day for other growers' $GREEN. Manage your shield, pick your targets, and accept the burn on every attempt. High action, high variance.

๐ŸŽฐ The Gambler High variance

Live in Spin The Bong โ€” ante up and go for pots across the three modes. Pure risk/reward, on your terms.

๐Ÿค The Connector Social growth

Post daily and grow a referral network for a passive 3-level-deep cut of everything your downline does (capped there, never infinite) โ€” plus a steady drip of egg ticks toward free Mythical shots. The more people you bring, the more you earn without touching a plant.