Plant real crops, wait out the grow, cash the harvest — the easy‑going farm game on the GreenLifeGame platform.
Simple Farmer is invite‑only — you need a code from an existing player to get in, the same way GREEN LIFE works. There's no skipping this step, but there's also no way to get stuck: a roulette button will match you to a real active grower if you don't know anyone.
| Tab | What's There |
|---|---|
| 🏡 Farm | Your home screen — the live earnings ticker, farm level, the pack carousel, Simple Farmer Raffle, and GLG Lottery. |
| 🌱 Garden | Five garden tiers behind one picker — plant cards, harvest, boost, and buy plots. |
| 🧬 Breed | Pair two crop cards and gamble on stronger offspring. |
| 🏪 Market | Buy and sell crop and boost cards with other farmers, priced in SOL. |
| 🎒 Stuff | 📦 Open Now (sealed packs & claimable drops), your Crops, your Boosts, 👥 Invite, and your Activity log. |
| 🌍 World | The shared emissions pool, 6 World Rankings leaderboards, a pool‑life projection, and an honest list of what's still simulated. |
Simple Farmer is one game on the GreenLifeGame (GLG) platform — a family of separate Solana play‑to‑earn games that share exactly one thing: the $GREEN token and its liquidity pool. Nothing else crosses over. Simple Farmer's sister game is GREEN LIFE, a much deeper cannabis‑farming game — different cards, different mechanics, its own farm, its own referral tree. The two games never share code, and progress in one never touches the other.
Where GREEN LIFE is the platform's full‑depth game, Simple Farmer is deliberately the simple, easy‑going one: fewer systems, a gentler economy, built for players who want to plant, wait, and harvest without a wall of mechanics to learn first.
Simple Farmer pays out of its own dedicated rewards pool — 200 billion $GREEN, Simple Farmer's slice of a fixed 1 trillion supply. Each GLG game gets its own emissions pool (Simple Farmer 200B · Mother Lode 200B · GREEN LIFE 250B · Dino Island 250B); the liquidity pool, treasury and giveaway buckets are platform-level and shared by all of them. Every 24 hours, a slice of whatever's left in that pool — 0.05% a day — is split between every farm by its share of total planted power. That's a geometric decay, so the pool trickles for years instead of running dry: taking a percentage of a shrinking number shrinks a little slower every day.
Farm power is the number that decides your slice — every crop you plant adds its power to your total. But only crops that are still growing count toward your live earning share: the moment a crop finishes its cycle, it stops earning until you harvest it — even though it still counts on the leaderboard.
Every second you earn, it splits into two buckets that always add to 100%:
| Stream | Your Cut | When You Get It |
|---|---|---|
| Instant balance | 70% | Streams every second into your Current Estimate. Claim any time — always safe, even from a plant you later pull early. |
| Harvest pot | 30% | Builds up inside the specific plant that earned it, and only pays out when you harvest that plant. |
Your farm has a level (1 through 5) and five separate garden tiers underneath it. A farm level raises the cap on how many plots of each tier you're allowed to own — it never hands you a plot for free (except the 1X Garden, see below). You still buy each plot yourself.
| Level | Cost | Build Time |
|---|---|---|
| 1 → entry | $25 one‑time entry | instant |
| 2 | $10 in $GREEN | 2 days |
| 3 | $10 in $GREEN | 3 days |
| 4 | $10 in $GREEN | 4 days |
| 5 | $10 in $GREEN | 5 days |
Upgrade cost is a flat $10 every level (unlike GREEN LIFE's climbing ladder) — only the build time grows, one extra day per level. Upgrade fees are 100% burned, and — like breeding — carry no referral cut, even if you were invited by someone.
Every garden tier has a power multiplier. Here's the one rule that matters most: a ×N garden multiplies a crop's power by N and divides its grow time by N. Those cancel out — a single harvest pays exactly the same total in every tier. What a higher tier actually buys you is throughput: you finish that many more harvests in the same stretch of real time.
At Level 1 you start with 10 free plots already unlocked: 4 in the 1X Garden, 3 in the 2X, 2 in the 5X, and 1 in the 10X — the Toxic Area's single plot always has to be bought separately. The 1X Garden auto‑unlocks every plot your farm level allows, with nothing to buy; every other tier still needs a SOL purchase per plot, one at a time, in the order they unlock.
Simple Farmer has five rarity tiers — Legendary is the ceiling, full stop, no Mythical tier here.
Common, Uncommon, and Rare each have 4 crops (2 veggies + 2 fruits). Epic and Legendary have 2 each (1 veggie + 1 fruit). Grow time climbs +2.5 days per step within Common/Uncommon/Rare (10 → 12.5, 15 → 17.5, 20 → 22.5), then +2.5 again crossing each of those tiers — except the last jump, Epic to Legendary, which is +5 days (25 → 30), since Epic and Legendary each only have one grow-time value instead of two. Power shown is at the 1X Garden — a higher tier multiplies it.
| Rarity | Crop | Type | Days (1X) | Power (1X) |
|---|---|---|---|---|
| Common | 🥔 Potato | Veggie | 10 | 100 |
| Common | 🍌 Banana | Fruit | 10 | 250 |
| Common | 🥕 Carrot | Veggie | 12.5 | 500 |
| Common | 🍊 Orange | Fruit | 12.5 | 700 |
| Uncommon | 🥒 Cucumber | Veggie | 15 | 1,000 |
| Uncommon | 🍎 Apple | Fruit | 15 | 1,500 |
| Uncommon | 🍅 Tomato | Veggie | 17.5 | 5,000 |
| Uncommon | 🥭 Mango | Fruit | 17.5 | 7,500 |
| Rare | 🥬 Brussels Sprouts | Veggie | 20 | 10,000 |
| Rare | 🥝 Kiwano | Fruit | 20 | 20,000 |
| Rare | 🥦 Romanesco Broccoli | Veggie | 22.5 | 50,000 |
| Rare | 🐉 Dragon Fruit | Fruit | 22.5 | 75,000 |
| Epic | 🌶️ Ghost Pepper | Veggie | 25 | 100,000 |
| Epic | 🍍 Pink Pineapple | Fruit | 25 | 200,000 |
| Legendary | 🌽 Glass Gem Corn | Veggie | 30 | 500,000 |
| Legendary | 🍈 Yubari King Melon | Fruit | 30 | 750,000 |
Any pack pull first rolls a rarity, then a specific crop inside that rarity:
| Rarity | Chance |
|---|---|
| Common | 42% |
| Uncommon | 35% |
| Rare | 20% |
| Epic | 2.5% |
| Legendary | 0.5% |
Every ordinary pack — free or paid — hands over exactly one card. That keeps the odds honest: 0.5% Legendary is 0.5% per pack, not spread across a bundle.
| Pack | Price | Daily Limit | Contents |
|---|---|---|---|
| 🌱 Seed Pack | $1.50 in $GREEN | 25/day at Lv 1, up to 50/day at Lv 5 | 1 crop card, full rarity odds |
| ❓ Mystery Pack | $1.00 in $GREEN | 25/day at Lv 1, up to 50/day at Lv 5 | 1 card — 60% boost / 40% crop, then rarity rolls normally |
| ✨ Boost Pack | $0.50 in $GREEN | None | 1 boost card, full rarity odds |
| 📦 PRIMO Pack | $7.99 (normally $11.99) paid in SOL | Your farm level, per day (1 at Lv 1 up to 5 at Lv 5) | 1 crop card — floored at Rare: Rare 25% · Epic 50% · Legendary 25% |
Every price above lives on a live, admin‑editable dial — currency and price can both change, so always trust the number on screen over anything printed here. Seed and Mystery each carry their own daily allowance, scaled to your farm level (25/day at Level 1, climbing to 50/day at Level 5) — Boost Pack is the one pack with no daily cap.
Anything given to you rather than bought — an event drop, a support fix, a tournament prize — arrives sealed in Stuff → 📦 Open Now. Two rows: Ready to Claim (drops with a real claim window, so don't sit on one) and Ready to Open (tap OPEN, or OPEN ALL to open everything sealed in one combined reveal). A sealed item can never be listed on the Marketplace — it has to be opened first, and whatever comes out is used or resold one card at a time.
Tap a card, put it in an open plot, and it starts growing the instant you sign. There's no watering in Simple Farmer — a planted crop grows purely on elapsed time, nothing to check in on until it's ready.
Tapping a card into a plot doesn't plant it right away — it goes in as pending, sitting there unsigned. You can stage as many cards as you like across every garden, tap a pending card again to pull it back out for free, and when you're happy with the batch, hit Confirm & Sign to commit everything in one signature.
Once a crop hits 100% grown, it's ready — and it stops earning the moment it does, so leaving it sitting there costs you emissions share, not just a payout. Harvest it (single card or in bulk) and you get:
Every plant's cycle has three zones, measured as a fraction of that specific plant's own cycle length — not a fixed day count, since a garden multiplier can shrink a cycle by up to 100×.
Whatever's forfeited on an early pull is burned, never returned to the pool. Your 70% instant stream is untouched either way — only the 30% pot is ever at risk.
A boost card raises one planted crop's power for as long as that plant's own cycle runs — not a fixed number of days, since cycle length itself changes with garden tier. One boost per plant, no stacking, no swapping once it's on.
| Boost | Rarity | Power Bonus |
|---|---|---|
| 🪱 Compost | Common | +1% |
| 👒 Scarecrow | Uncommon | +3% |
| 💧 Drip Line | Rare | +5% |
| 🐝 Beehive | Epic | +10% |
| ☀️ Solar Array | Legendary | +20% |
Boosts are deliberately gentler than a garden multiplier — the 1×–100× tiers already do the heavy lifting on power here. Get them from Boost Packs, the 60% boost / 40% crop split inside a Mystery Pack, or a failed crossbreed's consolation prize.
Pick two crop cards you own, pay a fee, and gamble on stronger offspring. Two rules that are easy to miss:
You pay for both parents added together:
| Parent Rarity | Cost |
|---|---|
| Common | $0.10 |
| Uncommon | $0.25 |
| Rare | $1.00 |
| Epic | $5.00 |
Example: an Epic + Common pairing costs $5.00 + $0.10 = $5.10. Paid in $GREEN and 100% burned — breeding, like farm‑level upgrades, carries no referral cut even if you were invited by someone.
Every pairing has the same 50% success rate, whatever the rarity. That's deliberate — if breeding always worked, nobody would ever buy a pack. Fail, and both parent cards are gone, but you salvage one random boost card as a consolation.
A successful breed hands you back exactly 1 offspring card. Its rarity independently rolls one of four branches:
| Branch | Chance | Lands On |
|---|---|---|
| Lower parent's rarity | 55% | the weaker parent's tier |
| Higher parent's rarity | 25% | the stronger parent's tier |
| One tier below the lower | 12% | a step down (floors at Common) |
| One tier above the higher | 8% | a step up (can reach Legendary) |
Only the "one tier above" branch can ever produce a Legendary — and only when your higher‑rarity parent is already Epic.
Every trade on the Market tab is priced in SOL, never $GREEN — that's where the fee split lives. A 10% fee applies to every sale: 90% to the seller, 5% buys back and burns $GREEN, 5% to the treasury.
Listings are grouped into one tile per item — real card art with its stats underneath, showing the lowest price currently listed and how many copies are for sale. Tap a tile to open a price‑tier picker: choose which price tier you want to buy into, choose a quantity, and it's a single signed batch purchase for the lot.
| Rarity | Crop Floor | Boost Floor |
|---|---|---|
| Common | 0.01 SOL | 0.005 SOL |
| Uncommon | 0.025 SOL | 0.01 SOL |
| Rare | 0.05 SOL | 0.025 SOL |
| Epic | 0.15 SOL | 0.05 SOL |
| Legendary | 0.25 SOL | 0.10 SOL |
The floor is a hard minimum, not just a suggestion. You can always price above it, but the listing screen won't let you submit below it — the price field flags it in red and the list button stays disabled until you're at or above the floor for that rarity.
Each Lottery is shared between all GLG games — Simple Farmer, Mother Lode, and GREEN LIFE all buy into the exact same four pools, not four separate ones per game. Buy tickets any time — more tickets, better odds — and when the clock hits zero, one weighted‑random winner takes the whole prize.
| Pool | Ticket Price | Draws Every |
|---|---|---|
| 🎟️ Daily $GREEN | $0.10 in $GREEN | 24 hours |
| 🎫 Weekly $GREEN | $0.25 in $GREEN | 7 days |
| ◎ Daily SOL | 0.005 SOL | 24 hours |
| 💎 Weekly SOL | 0.015 SOL | 7 days |
The pot is every ticket sold, minus a flat 5% fee that goes entirely to the treasury — deliberately no burn split here, since a ticket is a wager pooled between players and handed back out, not a spend that consumes an item. That 5% is what funds future giveaways.
Don't mix this up with the Lottery above — it works the opposite way. Simple Farmer Raffle is free to enter and entirely funded by GLG itself, and it's Simple Farmer's own — these 3 pools have nothing to do with GREEN LIFE's or Mother Lode's copies of the same feature.
| Pool | Draws Every |
|---|---|
| 🍀 GLG Daily Raffle | 24 hours |
| ⭐ GLG Weekly Raffle | 7 days |
| 👑 GLG Monthly Raffle | 30 days |
You need a Simple Farmer Raffle Ticket to enter — one universal ticket that works on any of the 3 pools, not a separate ticket per pool. Spending one into a pool costs nothing extra; the only cost, if any, is getting the ticket itself. Buy tickets on Marketplace → 🎫 Pass for $0.25 each, or earn free ones from the Season Pass — see the next section. Tap or hold a pool's tile any time to see exactly what it's paying out before you commit a ticket.
Sits right below the Raffle panel on Marketplace → 🎫 Pass. It's a one-time buy, one per wallet, that never expires and can never be sold or traded — the opposite of a collectible: nothing to flip, nothing to speculate on, just a real, permanent perk. Own it in Simple Farmer and it's already recognized in GREEN LIFE and Mother Lode too, since all three games check the exact same account.
| Starting price | Rises | Config safety ceiling | Total supply |
|---|---|---|---|
| $25 | +$5 every 100 sold | $100 (never actually reached — see below) | 1,000 units |
Paid in SOL. The tab shows the live current price and how many units are left in real time — it's the same one shared pool of 1,000 across all 3 GLG games, so watching that count matters if you're on the fence. Once it's gone, it's gone; there's no waiting for the price to drop back down. In practice the 1,000-unit supply cap always sells out first — the last pass ever sold (#1,000) goes for $70, so the $100 figure is a config safety ceiling on the price dial itself, not a price you'll ever actually see charged.
What you get: your normal perk in every GLG game you actually play (the same bonus a game's own perk system would give you), plus a bonus-pack-rate boost that gets bigger the more of the 3 GLG games you're active in — the tab shows you exactly which games you're covered in and what your current rate is.
Earn points from things you're already doing — planting, harvesting, boosting, claiming, listing, breeding, buying packs — and climb three separate reward ladders at once. A season runs 28 days.
| Ladder | Tiers | Cost | How it works |
|---|---|---|---|
| 🌱 Free | 12 | Free | 175 points per tier. Claim as fast as you earn — no weekly limit. |
| 👑 Premium | 4 bonus bundles | $4.99 (SOL) | One extra bundled reward at the end of each week, on top of Free, never instead of it. Buy it and claim your weekly bundle right from the Season Pass popup, or from Marketplace → 🎫 Pass — both show the same thing. |
| 🌟 Welcome | 5 | Free | One-time onboarding ladder for new players — 35 points per tier, only 175 points needed even though the full task list adds up to far more. Its own 🌱 Welcome Tasks pill sits right under your picture on My Profile — not part of the Season Pass popup below. |
Rewards span the same things you'd pull from a pack — plant cards, boost cards, Seed/Mystery/Boost/PRIMO packs, and Simple Farmer Raffle Tickets — building up to bigger multi-item bundles at the later tiers.
| Type | Resets | Tasks (20–40 pts each) |
|---|---|---|
| Daily | Every real day | Claim your $GREEN · Plant a card · Harvest a ready plant · Apply a boost |
| Weekly | Every real week | List anything on the Marketplace · CrossBreed once · Buy or open a paid pack |
| Welcome (one-time) | Never resets | Mint your farm, plant/harvest/boost your first time, plant or harvest multiple at once, list something, share your invite, and buy one of each pack type |
Every player has a referrer — entry is invite‑only, so the whole game is one connected tree with no orphans. Your own code is minted the moment your farm mints, and it's yours forever. An invite code field accepts up to 12 characters, so there's room to use something readable — your own name or handle — instead of a random string.
| Level | Who | Your Cut |
|---|---|---|
| 1 | Someone you invited directly | 3% |
| 2 | Someone they invited | 1% |
| 3 | One level deeper still | 0.01% |
It stops dead at 3 levels — a 4th‑level ancestor gets nothing, ever. This cut is carved out of $GREEN that's already moving (claims, harvests, and $GREEN‑paid pack purchases), so it never mints a new token. It applies only when you were actually referred by someone — an organic player pays nothing extra.
Breeding and farm‑level upgrades are exempt from the referral cut entirely — those always burn 100%, no slice taken, whether or not you were invited.
Don't have a friend to invite you, or want to bring one in yourself? Buy a code, hand it over, and they redeem it for a free farm — the price locks in the moment you buy it, not when they use it.
| Gift Type | Price | What They Get |
|---|---|---|
| 🎁 Plain gift | $25.00 | Free Level 1 farm + $5.00 of $GREEN |
| 🎁 + SOL top‑up | $30.00 | Free Level 1 farm + $5.00 of $GREEN + $5.00 of SOL |
The plain gift suits a crypto friend who already holds SOL. The +SOL version is for someone brand new to web3 — real spending money to play with while they learn the swap tool (the claim itself is always gasless, so even a zero‑SOL wallet can redeem a code).
Find it on the World screen, below the Marketplace block. Six separate leaderboards, each tracking a different way to be good at Simple Farmer — you don't have to pick one, every board updates from the same account at once.
| Board | What it ranks |
|---|---|
| 🏆 Farm Power | Your total farming strength |
| 🌾 Lifetime Harvest | Total $GREEN ever harvested |
| 🧬 Breeding Legacy | How many crossbreeds you've completed |
| 💎 Rarest Collection | Your count of Epic + Legendary cards |
| 👥 Top Recruiter | How many of your referrals actually activated a farm |
| 🏪 Market Mogul | Total SOL you've earned selling on the Marketplace |
Every board is lifetime by default — it never resets, and it never punishes you for taking a break.
Admin can start a timed event on any board (or several at once — say, Rarest Collection and Market Mogul running together as one themed weekend). The moment an event starts, everyone's counter for that board resets to zero for the duration of the event only — your lifetime total keeps counting in the background, untouched, and comes right back once the event ends. While an event is live, the board shows a 🔥 EVENT LIVE banner with the event's name and how long it's been running, sitting right above the regular lifetime board.
No. Unlike some GLG games, Simple Farmer has no watering mechanic at all — a planted crop grows purely on elapsed time. Just remember to harvest once it's ready, since a finished crop stops earning.
Pulling a plant before it's grown 73.3% of its cycle. That's an outright loss of the card and the entire harvest pot — always let a plant reach at least that mark, and reach 100% if you want the full payout.
Not necessarily. Remember: any tier pays the same total per harvest — the multiplier only changes how many harvests you fit into a week. A 100X Toxic Area plot is a bigger up‑front SOL cost for one crop's worth of speed; a handful of cheap 2X or 5X plots often gets you more total throughput for the same money.
No — only idle cards sitting in your bag can be listed. Harvest or unstage it first.
Grab a Seed Pack, your free daily Mystery Pack, or buy a spare on the Market — you always need two same‑category (veggie or fruit) cards to breed, and neither can be Legendary.
No — see the note at the very top of this guide. This build's wallet, chain, and marketplace counterparties are all simulated. Every price, odds table, and mechanic here is the real design, but nothing you earn or spend in this preview is real $GREEN or real SOL yet.