Player Guide

SIMPLE FARMER

Plant real crops, wait out the grow, cash the harvest — the easy‑going farm game on the GreenLifeGame platform.

🌾 Plant & Harvest
🧬 Crossbreed
🏪 Trade in SOL
🎟️ Lottery
💰 Earn $GREEN
Read this first — this is a preview build. Simple Farmer's current build is a fully simulated dev preview. The wallet is simulated, nothing connects to Solana, and no signature in this build is real — exactly what the game's own landing screen tells you. No real money moves anywhere in this version. Every number in this guide is the game's real, live design — the prices, odds, and mechanics you'll actually see on screen — but until the on‑chain build ships, none of it is backed by real SOL or real $GREEN. We'll flag the handful of places that matter most as we go.
Table of Contents
01 — Getting Started

🚀 How to Join

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.

1
Connect your wallet
In this preview build the wallet is simulated — tapping Connect just gives you a placeholder address so you can play through the whole flow. Nothing real is signed.
2
Enter your invite code
Type a code from a friend, or tap 🎲 No code? Generate a random player's code to get matched to an active grower automatically. The roulette shows 5 candidates — 2 are fixed slots set by the team and never rotate, the other 3 are drawn fresh from real active growers each time you re‑roll. Every player has a referrer — there's no "skip" option.
3
Pay the $25 entry (or redeem a free claim code)
A one‑time entry — 0.25 SOL at the game's $100/SOL rate — pay in SOL, USDC, or USDT. It mints your Level 1 farm, opens your Starter Pack immediately, and drops $5 of $GREEN (500,000 tokens) into your wallet to start spending. That $5 comes out of the $25 — it isn't extra. Got a claim code instead? It waives the $25 entirely and you still get the same $5 bonus.
4
Watch your Starter Pack open itself
The moment your farm mints, your one free Starter Pack opens automatically — a guaranteed crop card, so you always have something to plant on day one. No sealed pack to go hunt down.
5
Plant it and start earning
Your Level 1 farm starts with 10 free plots already unlocked across four garden tiers. Head to Garden, tap your card, and it starts earning $GREEN immediately.
What "$5 of $GREEN" actually means: at the game's default $GREEN price ($0.00001), $5 is exactly 500,000 tokens — enough to buy your first few Seed or Mystery packs while your first crop is still growing.

Getting Around — the Bottom Nav

TabWhat's There
🏡 FarmYour home screen — the live earnings ticker, farm level, the pack carousel, Simple Farmer Raffle, and GLG Lottery.
🌱 GardenFive garden tiers behind one picker — plant cards, harvest, boost, and buy plots.
🧬 BreedPair two crop cards and gamble on stronger offspring.
🏪 MarketBuy 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.
🌍 WorldThe shared emissions pool, 6 World Rankings leaderboards, a pool‑life projection, and an honest list of what's still simulated.
02 — The Platform

🔗 Simple Farmer & the GLG Platform

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.

Why that matters for your wallet: $GREEN earned or spent in Simple Farmer is the exact same token you'd hold in GREEN LIFE — same price, same pool. Farming here shrinks the same total supply everyone else's play shrinks too.
03 — How You Earn

💰 How $GREEN Gets Into Your Wallet

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.

The rate is paired to the pool size on purpose. Simple Farmer and Mother Lode run 0.05%/day on a 200B pool; the heavier games, GREEN LIFE and Dino Island, run 0.069%/day on 250B — they earn a little more because they ask a lot more of your time. The dial can move — up or down — but it is hard‑capped at 2% a day, on‑chain, forever. It can never mint a new token; it only changes how fast the same fixed 200B pool pays out.

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.

Your earn rate ≈ (your earning power ÷ everyone's earning power) × today's pool release. A bigger garden multiplier, more plots, and stronger crops all grow your share — but remember: raising everyone's power raises the denominator too, so the real levers on total payout are the pool size and the daily rate, not any one crop's stats.

Two Income Streams — the 70/30 Split

Every second you earn, it splits into two buckets that always add to 100%:

StreamYour CutWhen You Get It
Instant balance70%Streams every second into your Current Estimate. Claim any time — always safe, even from a plant you later pull early.
Harvest pot30%Builds up inside the specific plant that earned it, and only pays out when you harvest that plant.
Claiming has a floor. The Claim button stays greyed out below 1 $GREEN unclaimed — under that, every display in the game would round the number down to "0" anyway, so there's nothing meaningful to sign for yet.
04 — Your Farm

🏡 Farm Levels & Garden Tiers

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.

Farm Level Upgrades

LevelCostBuild Time
1 → entry$25 one‑time entryinstant
2$10 in $GREEN2 days
3$10 in $GREEN3 days
4$10 in $GREEN4 days
5$10 in $GREEN5 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.

The Five Garden Tiers

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.

1X Garden
Baseline. 4 free plots per farm level.
0 SOL — always free
2X Garden
Double power, half the wait. 3 plots/level.
0.025 SOL per plot
5X Garden
Five times the pace. 2 plots/level.
0.05 SOL per plot
10X Garden
Serious ground. 1 plot/level.
0.1 SOL per plot
☢️ Toxic Area
One plot. Ever. 100× power, 1/100th the wait.
0.25 SOL — flat 1 plot total

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.

Worked example: a 🥔 Potato takes 10 days at 1X for its full 100 power. Plant the same card in a 5X Garden and it finishes in 2 days at 500 power — same total payout, five times the harvests per week.
05 — Crops & Rarity

🌱 Crops & Rarity

Simple Farmer has five rarity tiers — Legendary is the ceiling, full stop, no Mythical tier here.

● Common
● Uncommon
● Rare
● Epic
● Legendary

All 16 Crops

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.

RarityCropTypeDays (1X)Power (1X)
Common🥔 PotatoVeggie10100
Common🍌 BananaFruit10250
Common🥕 CarrotVeggie12.5500
Common🍊 OrangeFruit12.5700
Uncommon🥒 CucumberVeggie151,000
Uncommon🍎 AppleFruit151,500
Uncommon🍅 TomatoVeggie17.55,000
Uncommon🥭 MangoFruit17.57,500
Rare🥬 Brussels SproutsVeggie2010,000
Rare🥝 KiwanoFruit2020,000
Rare🥦 Romanesco BroccoliVeggie22.550,000
Rare🐉 Dragon FruitFruit22.575,000
Epic🌶️ Ghost PepperVeggie25100,000
Epic🍍 Pink PineappleFruit25200,000
Legendary🌽 Glass Gem CornVeggie30500,000
Legendary🍈 Yubari King MelonFruit30750,000

Pack Odds — Which Rarity, Then Which Crop

Any pack pull first rolls a rarity, then a specific crop inside that rarity:

RarityChance
Common42%
Uncommon35%
Rare20%
Epic2.5%
Legendary0.5%
The specific crop is weighted by value, not a flat split. Inside a rarity tier, a crop's odds are inversely tied to its power — half the power, twice as likely. In the Common tier, for example, that works out to roughly Potato 57.4% · Banana 23.0% · Carrot 11.5% · Orange 8.2%. The weaker crop in a tier is always the one you're most likely to pull.
06 — Packs

📦 Every Way to Get a Pack

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.

PackPriceDaily LimitContents
🌱 Seed Pack$1.50 in $GREEN25/day at Lv 1, up to 50/day at Lv 51 crop card, full rarity odds
❓ Mystery Pack$1.00 in $GREEN25/day at Lv 1, up to 50/day at Lv 51 card — 60% boost / 40% crop, then rarity rolls normally
✨ Boost Pack$0.50 in $GREENNone1 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.

🎁 Where the free daily pack went. The standalone free-pack claim on the Farm screen is gone as of 2026-08-30 — its job is now covered by the Season Pass's Free track, which pays out real rewards for real gameplay actions instead of one flat daily freebie. Check My Profile → Open Season Pass to see what's next on your Free ladder.
🎁 PRIMO Buy 1 Get 1 Free. When this promo's running, your first PRIMO purchase of the day rolls an extra free pack on top — same price, same odds, one extra crate. Only that first purchase gets doubled; every purchase after it is normal, and the daily‑limit counter still only ticks up once for the freebie.
Starter Pack is always a crop. Your one welcome pack skips the usual boost/crop coin‑flip on purpose — a brand‑new farm with nothing to plant would be a dead start, so your very first pack always guarantees a crop card.
🔥 Legendary pulls get their own moment. Pull a Legendary crop — or a Legendary boost, like ☀️ Solar Array — and a roughly 3‑second cinematic plays first: bold chrome "LEGENDARY" lettering wrapped in green fire, before the card itself reveals. Pull more than one Legendary in a single big pack purchase and it plays once per Legendary, back to back, before any of the cards actually show.

📦 Open Now — Where Free Stuff Lands

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.

07 — Growing & Harvesting

🌾 The Grow Loop

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.

Planting Is a Two‑Step, Batch‑Signed Action

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.

Harvesting

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:

You'll see a confirmation. A clean harvest pops a "harvested +N $GREEN" toast the instant it credits, so the exact amount is always visible on screen — not just a quiet balance tick you have to notice yourself.

⚠️ Pulling a Plant Early — Read Before You Pull

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×.

Under 73.3% grown — the plant dies. Pull it now and you lose the card and the entire harvest pot. (73.3% ≈ day 22 of a 30‑day cycle.)
73.3%–100% grown — a sliding penalty. The plant survives and you keep the card, but the pot pays out on a shrinking scale — the earlier you pull inside this window, the more of the pot you lose. Wait to 100% for the whole thing.
100%+ grown — full payout, no penalty. This is a clean harvest — no sign‑off warning, no loss, card returned.

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.

08 — Boosts

✨ Boost Items

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.

BoostRarityPower Bonus
🪱 CompostCommon+1%
👒 ScarecrowUncommon+3%
💧 Drip LineRare+5%
🐝 BeehiveEpic+10%
☀️ Solar ArrayLegendary+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.

Don't boost a finished crop. A boost raises what a plant earns while it's growing — a plant already at 100% has stopped earning, so applying one there burns the card for nothing. The game blocks it and tells you to harvest first.
09 — Crossbreeding

🧬 Crossbreeding, Explained Simply

Pick two crop cards you own, pay a fee, and gamble on stronger offspring. Two rules that are easy to miss:

Cost Table

You pay for both parents added together:

Parent RarityCost
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.

Success Chance — Flat 50%

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.

If It Succeeds — Always 1 Card, Rarity Rolled

A successful breed hands you back exactly 1 offspring card. Its rarity independently rolls one of four branches:

BranchChanceLands On
Lower parent's rarity55%the weaker parent's tier
Higher parent's rarity25%the stronger parent's tier
One tier below the lower12%a step down (floors at Common)
One tier above the higher8%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.

Same‑rarity pairs breed better. Pair two cards of the same rarity and you pick up a real bonus toward landing one tier above your parents — roughly 33% combined odds of a one‑tier‑up result, versus about 8% for a normal mixed‑rarity pairing. Watch for it on the live Success‑chance preview on the Breed screen — it calls the bonus out whenever it applies, showing the true combined number rather than stacking it on top of the base chance.
🔥 Guaranteed‑breed promos. When one's running, any pairing of Common, Uncommon, or Rare parents succeeds 100% of the time — you'll see a green banner on the Breed screen and the Success‑chance row will read 100%. Only the success roll is skipped: what you actually get still rolls the normal offspring table above. Epic pairings are never included.
10 — The Marketplace

🏪 Buying & Selling

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.

Browsing the Market

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.

Floor Prices

RarityCrop FloorBoost Floor
Common0.01 SOL0.005 SOL
Uncommon0.025 SOL0.01 SOL
Rare0.05 SOL0.025 SOL
Epic0.15 SOL0.05 SOL
Legendary0.25 SOL0.10 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.

Tapping any item in Stuff → Crops/Boosts opens a popup with its full card art and stats, plus a Sell button — tap it and you're dropped straight into Market with that exact item pre‑selected and pre‑priced at the current floor, ready to adjust and confirm.
Listings can't be cancelled. Once you list a card it runs for a full 7 days. If nobody buys it, it returns to your bag automatically — nothing is lost, you just can't pull it back early to re‑price it. Only spare, idle cards can be listed — anything planted, staged, or otherwise in use has to be freed up first.
Honest note on this build: right now every listing you buy from is a simulated counterparty seeded by the game, not a real other player. The 10%/5%/5% split above is the real, permanent design — but in this preview, a buy's fee currently books to the treasury as one number since there's no real seller to pay a 90% share to. That changes the moment real players are trading against each other.
11 — GLG Lottery & Simple Farmer Raffle

🎟️ GLG Lottery — Four Standing Pools

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.

PoolTicket PriceDraws Every
🎟️ Daily $GREEN$0.10 in $GREEN24 hours
🎫 Weekly $GREEN$0.25 in $GREEN7 days
◎ Daily SOL0.005 SOL24 hours
💎 Weekly SOL0.015 SOL7 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.

The pot can also grow without a single extra ticket sold — admins can drop a bonus straight into a pool's prize pot, $GREEN or SOL, no ticket bought and no fee taken. It splits proportionally among whoever's already holding a ticket when the round draws.
Honest note: ticket purchases and admin bonus top‑ups are now recorded for real, instantly, in a shared server ledger across all three GLG games — a ticket bought here and one bought in another GLG game land in the literal same pool. What you actually see, though — the countdown, the winner, the payout — still runs on this device: bot tickets fill the rest of the pool and the draw itself is resolved client‑side. Real money must never enter a client‑resolved random draw, so that last piece waits on the real draw going live.

🎁 Simple Farmer Raffle — Three Standing Pools

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.

PoolDraws Every
🍀 GLG Daily Raffle24 hours
⭐ GLG Weekly Raffle7 days
👑 GLG Monthly Raffle30 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.

Every prize is hand‑picked by admin, not built from ticket sales — $GREEN, packs, or even a specific named crop card, sometimes several at once. Admin can also drop in a one‑off surprise pool alongside the usual 3 that draws once and vanishes — keep an eye out for a 4th tile.
Honest note: unlike GLG Lottery above, Simple Farmer Raffle has no shared backend at all right now — every pool, every ticket, and every draw lives only on this device, and Simple Farmer's pools never touch GREEN LIFE's or Mother Lode's.

🎫 GLG Master Pass — One Pass, Every GLG Game, For Life

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 priceRisesConfig safety ceilingTotal 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.

Already own it? My Profile shows "GLG Master Game Pass Owned" right under your picture instead of the usual ad for it.
12 — Season Pass

🎟️ Season Pass — Three Ladders, One Season

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.

LadderTiersCostHow it works
🌱 Free12Free175 points per tier. Claim as fast as you earn — no weekly limit.
👑 Premium4 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.
🌟 Welcome5FreeOne-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.

Where points come from

TypeResetsTasks (20–40 pts each)
DailyEvery real dayClaim your $GREEN · Plant a card · Harvest a ready plant · Apply a boost
WeeklyEvery real weekList anything on the Marketplace · CrossBreed once · Buy or open a paid pack
Welcome (one-time)Never resetsMint 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
Check your points, daily/weekly tasks, and Free-track claims by tapping "Open Season Pass" right under your picture on My Profile; it opens as its own popup, so you never lose your place. Your Welcome ladder now has its own separate 🌱 Welcome Tasks pill right above it on My Profile — its own popup too. Premium shows in two places — right in that same Season Pass popup, above the Free track, or on Marketplace → 🎫 Pass alongside the Master Pass and Simple Farmer Raffle tickets — whichever you happen to be looking at.
Honest note: like every other reward system in this game, Season Pass points and claims live only on this device — nothing here is backed by a shared server yet.
13 — Referrals

👥 Invite & Referrals, Explained Simply

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.

The 3‑Level Earnings Table

LevelWhoYour Cut
1Someone you invited directly3%
2Someone they invited1%
3One level deeper still0.01%

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.

Referral earnings sit in their own separate pot — never mixed into your farmed $GREEN balance. Find your code, your invite link, and your unclaimed referral earnings under Stuff → 👥 Invite.

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.

14 — Gifting

🎁 Gift a Farm

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 TypePriceWhat They Get
🎁 Plain gift$25.00Free Level 1 farm + $5.00 of $GREEN
🎁 + SOL top‑up$30.00Free 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).

15 — World Rankings

🏆 World Rankings — Six Ways to Be #1

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.

BoardWhat it ranks
🏆 Farm PowerYour total farming strength
🌾 Lifetime HarvestTotal $GREEN ever harvested
🧬 Breeding LegacyHow many crossbreeds you've completed
💎 Rarest CollectionYour count of Epic + Legendary cards
👥 Top RecruiterHow many of your referrals actually activated a farm
🏪 Market MogulTotal 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.

Event windows — how a new player competes with a 3‑month veteran

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.

Because the event score is "how much you've gained since the event started," a player who joined 3 months ago and a player who joined this morning start that event on exactly equal footing — lifetime totals never carry over into an event window.
Honest note: rival scores on every board are simulated for now — there's no backend ranking service yet, so you're competing against a plausible-looking simulated field rather than every real Simple Farmer player. Your own score is always the real one.
16 — Wrapping Up

❓ FAQ & Tips for New Farmers

Do I need to water my crops?

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.

What's the single biggest new‑player mistake?

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.

Should I plant in the biggest garden tier right away?

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.

Can I list a card I just planted?

No — only idle cards sitting in your bag can be listed. Harvest or unstage it first.

What happens if I don't have anything to breed with?

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.

Is any of this backed by real money right now?

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.

Quick Tips