The Consumables Update
Consumables are simpler now: for each bonus, your best one does the work while the rest wait their turn and keep every use. Let Auto-use handle them for you, background trips included, or fine-tune them yourself. Plus Cookpot blessings in uses instead of a 24-hour timer, and 26 consumables with a stronger bonus.
Read more →Week Fourteen in the Valley
You can open your home to neighbors now, letting them walk through your farmhouse, coop, barn and cellar to see what you've made of it. A big round of performance work makes a lot of everyday actions close to instant, and villager races can start the same day.
Read more →Week Thirteen in the Valley
Valley Days bring small one-day events into the middle of the week, starting with Muddy Paws Day, when pets can dig up a buried supply box. Guilds picked up a board of the week's best marks, a yearly Founders' Day with a cupcake for everyone, and two new bounties.
Read more →Week Twelve in the Valley
A Keg Tender for the cellar finishes off the automation chain, collecting and pouring your kegs while you're away, so milk and eggs can make their way to finished cellar products without you. The game now greets you with a recap of everything the farm got up to while you were gone, and selling in bulk got a lot easier.
Read more →Week Eleven in the Valley
Birch has appointed himself president of a new racing league, so you can challenge any villager to a full day's race and collect a favor from them when you win. There's also a Completion Book tracking how much of the valley you've actually done, villager friendships got a proper retune, and you can move your farm to a different plot.
Read more →Week Ten in the Valley
A lot of week ten was about knowing what things are worth before you spend them: which consumables actually help at a festival, what an item really sells for, and what Craig and Maple are really charging you. Then Hall Stores landed on Sunday, so a guild stockpile can send supply crates back to the members who filled it.
Read more →Week Nine in the Valley
You can dig a cellar under your farmhouse now and fill it with kegs, turning milk and eggs into yogurt, cheese and pickled eggs in real time. Every daily thing in the game also moved onto a single reset at your own midnight, and the World screen got a tidy-up.
Read more →Week Eight in the Valley
Most of week eight happened indoors. Every interior has been rebuilt from scratch, decorating goes deep enough to put a lamp on the nightstand, animals actually live in the coop and barn now, and anyone who has ever placed top three at a festival has an engraved trophy waiting in storage.
Read more →Week Seven in the Valley
Winter arrived in the valley, and its seeds don't turn up at Maple's store. You go looking for them instead, out fishing, foraging, mining, or off on a pet expedition. The guildhall got its own art across all nine tiers, and the rest of week seven went to smoothing out the fiddly bits.
Read more →Week Six in the Valley
Week six was about giving you your time back. Farm Technology arrived with sprinklers and the Cuddle Post, so parts of the daily routine now run themselves, and a whole update went into making the game genuinely faster to play.
Read more →Week Five in the Valley
Week five was a polish week, in the best sense. Pets got the attention they'd been waiting for, villagers started acting like they actually notice you, and a fair bit of work went into making the game's numbers honest and readable.
Read more →Week Four in the Valley
Week four was a bit of everything. A new villager named Birch moved in with his own questline, every guild got its own Discord channel, crafting picked up quality controls, items now tell you what they're for, and there were plenty of tweaks and fixes ahead of the Geode Gala.
Read more →Week Three in the Valley
Week three had a clear theme: making the stuff you gather actually worth something. A new gem elixir ladder, the always-hungry Hearthfire Cookpot, buy orders in the Market, guild tweaks, and a Derby on the pier.
Read more →Week Two in the Valley
Week two of the StepHarvest beta, and maybe the busiest stretch yet. Seven updates: the full Guildhall rework a lot of you helped design, a tool upgrade overhaul, the new Up Next tab and world clock, a consumables pass, and a stack of fixes.
Read more →Week One in the Valley
The first week of the StepHarvest beta, from my side of the screen. Twelve updates, a full rethink of guilds and villager requests, our first festival, a lot of step-sync tinkering, and a stack of smaller fixes - all shaped by your reports.
Read more →Step Costs Explained
A look at step costs in StepHarvest. What planting, watering, fishing, mining, and foraging will cost when beta opens, and how mastery, tool upgrades, and a few handy buffs mean less real-world walking for the same play.
Read more →Feature Preview: Auto Mode
A look at Auto Mode in StepHarvest. An opt-in "play it for me" loop for fishing, mining, and foraging that clears the routine hauls on your busy days - so your steps still count even when you only have a few seconds to play.
Read more →Feature Preview: Farm Perks
A deep dive into farm perks in StepHarvest. Sunny Meadow, Riverside, Hilltop, and Forest Edge each get their own set of perks themed around farming, fishing, mining, and foraging - small nudges that fit how you like to play.
Read more →Feature Preview: Interiors
A deep dive into interiors in StepHarvest. Step inside your farmhouse, coop, barn, and cellar. Arrange the furniture, paint the walls, lay your floors tile by tile, and shape each room into a space that feels like home.
Read more →Feature Preview: Guilds
A deep dive into guilds in StepHarvest. Team up with up to 20 players, pool your steps for passive perks, tackle weekly bounties together, and work through multi-part sagas that buff the whole group.
Read more →Feature Preview: Pets
A deep dive into pets in StepHarvest. Adopt a cat or dog companion, send them on step-powered expeditions for loot and XP, and enjoy passive bonuses while they hang out on your farm.
Read more →Feature Preview: Farming
A deep dive into how farming works in StepHarvest. Plant 39 crops across 4 seasons, water them daily, watch them grow in real time, and harvest your way to farming mastery - all fueled by your real-world steps.
Read more →Feature Preview: Foraging
A deep dive into how foraging works in StepHarvest. Explore the Whispering Woods, play the pick-and-reveal minigame, discover 80+ foragables across multiple categories, and watch the forest change with the seasons.
Read more →Feature Preview: Mining
A deep dive into how mining works in StepHarvest. Descend into the mines, smelt ore into bars, crack open crystal nodes, and see how every step fuels the next swing of your pickaxe.
Read more →1,500 Farms Claimed & Character Creator is Live
Less than two weeks in, 1,500 of you have claimed land in the valley. And now you can design your farmer with the new character creator.
Read more →Feature Preview: Fishing
A deep dive into how fishing works in StepHarvest. Spend your steps to cast, catch fish across four rarity tiers, and find some unexpected treasures.
Read more →What I'm Building: StepHarvest
A farming game where your real-world steps power everything. Here's what it is and why I'm making it.
Read more →