ok
2026-01-16 02:43:46 +01:00
ok
2026-01-16 02:43:46 +01:00
ok
2026-01-16 02:43:46 +01:00
ok
2026-01-16 02:43:46 +01:00

💀 KRVAVA ŽETEV / BLOODY HARVEST

Dolina Smrti - Dark Gothic Farming Simulation

Version Status Engine Style

A dark, gothic farming simulator where you rebuild your life after tragedy, manage zombie workers, and uncover the mystery of your missing wife Ana.


🎮 GAME OVERVIEW

Genre: Dark Gothic Farming Simulation RPG
Platform: Web (Desktop & Mobile)
Engine: Phaser 3
Art Style: Style 32 (Dark-Chibi Noir)
Language: Slovenian (EN translation planned)
Target Release: Q2 2026

Core Concept

You are Kai, a grieving farmer whose wife Ana vanished during the mysterious "2084 Incident" that turned the world upside down. Rebuild your farm, manage undead workers, restore 27 abandoned towns, and piece together clues about what really happened to Ana.

Key Features

  • 🧟 Zombie Worker Management - Hire, upgrade, and manage undead farm workers
  • 💀 Dark Gothic Atmosphere - Noir aesthetic with purple/pink accents
  • 🏚️ Town Restoration - Rebuild 27 abandoned Slovenian towns
  • 💑 Deep NPC Relationships - Romance, marriage, divorce, and drama
  • ⛏️ 100-Level Mining System - Automated mining with zombie miners
  • 🏠 Home Customization - Beds, crafting tables, decorations
  • 💈 Character Customization - Hairstyles, piercings, clothing dyes
  • 🎂 Town Buildings - Bakery, barber, lawyer office, and more
  • 🎭 Dual Protagonist - Switch between Kai and Gronk
  • 📖 Mystery Narrative - Uncover Ana's fate through clues and quests

📦 PROJECT STRUCTURE

novafarma/
├── src/
│   ├── scenes/              # Phaser 3 game scenes
│   ├── systems/             # Game systems (9 major systems)
│   ├── entities/            # Player, NPCs, zombies
│   ├── ui/                  # UI components
│   └── utils/               # Helper functions
├── assets/
│   ├── images/              # Sprites (322 Style 32 assets)
│   │   └── STYLE_32_SESSION_JAN_04/
│   ├── maps/                # Tiled TMX maps
│   ├── audio/               # Music & SFX
│   └── fonts/               # Custom fonts
├── docs/                    # Documentation
│   ├── GAME_BIBLE_COMPLETE.md
│   ├── SYSTEMS_INTEGRATION_GUIDE.md
│   └── ASSET_NAMING_STANDARDS.md
└── config/                  # Build & deployment configs

🚀 QUICK START

Prerequisites

  • Node.js 16+
  • npm or yarn
  • Modern web browser

Installation

# Clone repository
git clone https://github.com/davidkotnik/novafarma.git
cd novafarma

# Install dependencies
npm install

# Start development server
npm run dev

Build for Production

npm run build

Run Tests

npm test

🎨 GAME SYSTEMS

Implemented Systems (Jan 4, 2026)

1. Sleep System

  • 3-tier bed system (sleeping bag → wooden → king-size)
  • Energy regeneration (50% → 90% → 100%)
  • Dream/nightmare mechanics with effects
  • Partner bonuses for married players (+50 relationship)
  • Time-skip functionality (8 hours)

2. Crafting Tables System

  • Small table: 50 basic recipes, 1.0x speed
  • Large planning table: 100+ recipes, 1.5x speed (5,000g)
  • Categories: tools, repairs, food, potions, expeditions
  • Skill/relationship/quest requirements
  • Batch crafting with queue system

3. Bakery Shop System

  • 7 baked goods (bread, cake, pie, cookies, etc.)
  • Gift system (2x hearts if favored by NPC)
  • Bulk discounts (5+ items: 10% off, 10+: 20% off)
  • Weekly baking competition
  • Birthday cake auto-orders

4. Barber Shop System

  • 7 hairstyles (dreadlocks, mohawks, long hair, bald)
  • 5 piercing types (ear gauges, nose ring, eyebrow, lip)
  • 9 hair dye colors + clothing dyes
  • Zombie makeover (+20 loyalty)
  • 5 saved look slots

5. Lawyer Office System

  • Divorce processing (50,000g + 25% money loss)
  • Prenup system (10,000g, reduces loss to 10%)
  • Marriage counseling (5,000g, 3 tasks to save marriage)
  • Relationship crisis detection
  • 28-day remarriage cooldown

6. Zombie Miner Automation

  • Hire zombie miners (5,000g each, max 10)
  • Assign to mine depths (0-100 levels)
  • Passive resource generation
  • Efficiency & loyalty mechanics
  • Equipment upgrades (pickaxe tiers, lamps, oxygen, carts)

7. Town Growth System

  • Population expansion (4 → 20 NPCs)
  • 20 unlock requirements
  • 5 discoverable villages (35 total NPCs)
  • Town services (market, hospital, school, bank, museum, theater)
  • Dynamic town sign

8. NPC Privacy System

  • Hobby-based auto-generated interiors
  • Heart-based door locks (0-10 hearts required)
  • Visit tracking & relationship effects
  • Privacy violation penalties
  • Time-of-day visit effects

9. Mining System

  • 100-level depth progression
  • 4 ore zones (Copper, Iron, Gold, Diamond)
  • Depth hazards (darkness, temperature, oxygen)
  • Boss encounters
  • Hazmat system

📊 PROJECT STATS

Development

  • Start Date: December 2025
  • Current Version: 0.6.0 Alpha
  • Development Hours: ~250+ hours
  • Lines of Code: 15,000+ (Jan 4: +5,600)
  • Systems Implemented: 9/14 major systems

Assets

  • Total Assets: 322 Style 32 sprites
  • Buildings: 61 sprites (42 buildings)
  • UI Elements: 41 components
  • Gear: 44 pieces (Base + V2)
  • NPCs: 33 variants
  • Interior Objects: 48 sprites (Jan 4)
  • Crops: 16 sprites
  • Terrain: 30 seamless tiles

Content

  • Map Size: 8,000 x 6,000 tiles
  • Biomes: 18 unique biomes
  • Towns: 27 Slovenian towns
  • NPCs: 50+ unique characters
  • Quests: 100+ quests planned
  • Recipes: 100+ crafting recipes

🗺️ DEVELOPMENT ROADMAP

Phase 1: Foundation (Dec 2025 - Jan 2026)

  • Core engine setup (Phaser 3)
  • Basic player movement & controls
  • Tiled map integration
  • NPC system foundation
  • Quest system framework
  • Inventory system
  • Time & weather system

Phase 2: Core Systems (Jan 2026)

  • Sleep system
  • Crafting system
  • Town buildings (Bakery, Barber, Lawyer)
  • Zombie automation
  • Town growth
  • NPC privacy

Phase 3: Content Expansion 🔄 (Jan - Feb 2026)

  • All 18 biomes
  • 27 town maps
  • 100+ quests
  • 50+ NPCs
  • Complete narrative

Phase 4: Polish & Balance (Feb - Mar 2026)

  • UI/UX refinement
  • Performance optimization
  • Bug fixes
  • Difficulty balancing
  • Sound & music

Phase 5: Beta Testing (Mar - Apr 2026)

  • Closed beta
  • Community feedback
  • Final adjustments
  • Localization (EN)

Phase 6: Launch (Q2 2026)

  • Public release
  • Marketing campaign
  • Post-launch support

👥 TEAM

David Kotnik - Solo Developer

  • Game Design
  • Programming
  • Art Direction
  • Writing

AI Assistant (Gemini) - Development Support

  • Code Architecture
  • System Design
  • Asset Generation
  • Documentation

📄 LICENSE

Copyright © 2026 David Kotnik. All rights reserved.

This project is proprietary. Unauthorized copying, distribution, or modification is prohibited.



📞 CONTACT

Email: [Your Email]
Discord: [Your Discord]
Twitter: [Your Twitter]


Made with 💀 in Slovenia

"To those we've lost, and those we'll find again."

Description
No description provided
Readme 7.9 GiB
Languages
Python 74.6%
HTML 17.7%
JavaScript 5.6%
Shell 2%