Development blog

Update 16/10

Hey there!

The past week was kind of a slow week for the team. We are still working on finding funding or a publisher to help us finish the game. We booked a meeting with Almi invest tomorrow to get some help with our business plan, which feels like one step in the right direction.

Gamewise, we have submitted a test build to the AirConsole competition and are waiting for any feedback they might have. We ended up changing one thing with the controller which was the removal of the buttons and implementing swipes instead. The reason we did that is that every time we were playing we had to look down on the phone to see which button to push since you cant feel the buttons on a touchscreen like you can on a controller.


Now, all the players have to do is remember swipe direction which allows the player to play out an action by simply swiping anywhere on the right side of the phone without looking. This screen will always be visible on the phone during play in case you would forget. The left side is just like a joystick and the character will be walking in the direction you have your thumb relative to the center of the “joystick”, which is the dot on the left side of the screen.

That was all for last week, new week new possibilities! See you around!

Development blog

Update 9/10

Howdy people!

Sorry about the late update again, had to work with an extra job this weekend, but here it comes!

As usual, we have been trying out new ideas or started building them at least. We have a new curse in mind where one player gets struck by lightning and thereafter becomes very static. If another player gets too close they will get zapped.


Also, we have been working on a build for the AirConsole competition for a few weeks. We got our controller feeling pretty nice at the moment but it could always use a few tweaks. The most important is that the controller feels “crisp” and nice to use. We started by building a direction pad (also known as D-pad) that would not allow the players to move diagonally and that felt very annoying. Therefore we got a virtual joystick working instead, which allows movement in any direction. So basically it is now working the same as an Xbox controller but it is virtual and on your phone. We had a meeting with AirConsole at Gamescom and they thought that the game would be perfect for their platform. Local co-ops are easy to play there, both together in the same room or from different houses since it is played in the browser.  All you need is a code to join in on the fun.

Here is all about in this video;

Perfect right? A local co-op that doesn’t actually have to be local.

A while back at Invest in games in Stockholm, Jason Della Rocca said that “everyone knows that local co-op’s do well on showfloors but are hard to sell”. Which was not exactly the most fun thing to be greeted with as I walked through the doors. But everyone has a different opinion about it and some big companies we talked to believed that local co-ops are on the uprise thanks to games like overcooked, GangBeasts and all the other great party games released not too long ago. It may not be the biggest genre ever but, that doesn’t mean that it doesn’t have a target audience. Games like these provide such great fun together with your friends that an online game can never do in the same way. Sure, it’s more of a hassle getting your friends together and plan for it rather than playing a quick 20 mins online co-op match between dinner and bedtime. But who doesn’t want to get together with their friends occationally and do stuff? We believe in party games since it is something we all love. Hope you are with us! Let’s go make some awesome party games!

Development blog

Update 1/10

Greetings friends!

This week was very interesting and we were doing some short travels to meet potential publishers among other things. Which means we got to work less from the office, but don’t worry, we still have some cool things to show off! 😉

We are still at a stage where we try to balance other work to keep our bellies happy and heads dry. We knew that things wasn’t going to be super easy from the beginning so it still feels fine. If it was easy then anyone would do it right? Besides how you deal with hard times is what differentiates you from others. So, in other words, we are very unlikely to quit Penny’s Farm no matter what. And with that little speech, let’s talk about what we did work on within the game! 🙂

We have very few buffs and de-buffs*  as of now so it feels like most of them are “stinky curses” which makes one player stink and makes other people work slower within a small radius. Besides it’s almost the same as the ” love-curse” which makes two people fall in love and work faster when they are together but work slower when they are apart. So, we want to come up with new ones that are more fun and feels very different. One example that we are currently prototyping is a little ghost curse where a ghost will appear during the day and mess with the players by throwing objects around and away from the players or scare them so that they run away from what they were doing.


Plus, it’s very fitting for October right? ;D It almost looks a bit too cute.

The second thing is a little lucky money bonus that might appear. When players are running around in different areas they might just find themselves a little gold coin!


Hopefully this can be implemented to give players a little more hope when they are running a tight budget and are at risk of not gathering enough money for the day. It’s not like we don’t want you to succeed *cough* Heh he.

That is all for this week folks! Thank you for reading and sticking around. We will try to do something nice for those who stick around in the future. Lots of love from Penny’s Farm.



*if you ever talk to us in person, our programmers for some reason only refers to these as “curses” so you don’t get confused.

Development blog

Update 23/9

Good day fellow hoomans!

This week we started working on some of the ideas from last week! We start by building prototypes of the idea to test it and see if it can be done the way we thought or if there are any unforeseen issues. Once it seems to work the idea is in the clear and we can start polishing and implementing.

This time one of our ideas was adding a wheat field that the players have to harvest within a time frame. The wheat also needs to be gathered within that same time so they need to help each other out. This will be a totally different scene to get the players a break from the farm screen.


WIP gif. The harvesting would look something like this!



WIP gif, you’re not really supposed to go this fast unless you drank ten cups of coffee.

Once you completed the task the point is for you to earn some kind of bonus. Money or something else that can be of use.



As you saw last week we added weather conditions as well. We started to work towards a little more diverse world to make the world feel less static. We looked at night scenes as well but since the nights currently acts like breaks between levels it does not really work. Other than this we’re still talking about new tasks and events that we could add to the game.

This upcoming week we will try to finally record a proper trailer. The previous ones had some recording and time issues. We will try to record it on a new pc, which hopefully will give us better quality. Also, a proper storyboard to bring across the quirkiness and overall feeling of the game. That’s it this time folks. See you around!

Development blog

Update 18/9


The blog post was a little delayed due to some travelling, sorry about that!

This past week we have been working on the sheep and a new event that we hope will spice things up a bit. Remember when you used to play cops and robbers as a kid?


We thought this new event would bring some action to the farm. The Marshall will chase a robber around the farm and you have to stay clear of their fight. We are working on how the players could interact with them to make them go away. It wont be something static like the train event since we want this to feel entirely different.

We also added some new weather which we think ended up looking pretty nice. No fall will feel complete without some rain. 🙂 Besides that we are adding some minor details just to make the world feel more alive. Like this little cute fox in the upper right corner.


That was last weeks work, new blog update will be posted this Saturday (no travelling thankfully). See you then we hope!

Development blog

Exciting news!

Hello fellow farmers!

We finally got a new office space ( a dark basement with poop coloured walls but non the less a great office), where we can continue to work on Penny’s! We started off by juggling ideas for new content and and came up with some great and messed up stuff as always. No more diarrhoea things though, we promise. Some new tasks are being added now and some bigger things are planned to be added in soon. Today we got a brand new apple tree where the players can go get apples as a part of the everyday tasks!


One other thing we discussed is to add in some tasks that require more coordinated co-operation from the players. For example a sheep that will need to be held by one person while another person cuts the wool before the sheep manages to wiggle lose again. This will hopefully add to the chaotic planning the players have to keep up during game play.

And finally seasons and weather is another thing we believe could add diversity in the game. A winter/ summer season would allow us to change the tasks. In the winter it would not make sense to pick apples so perhaps snow ploughing could be a new task.

Thanks for reading and keep an eye out for further updates now that we are able to work on the game more often.

Development blog



Things are slow here because so are we, we are having some vacation and preparation for Gamescom in cologne next month! *wiie* Also, while we’re not getting any income from Penny’s Farm we also have to do some other jobs to keep us afloat which slows down the work even more. We hope you understand this and will support us through it. Hopefully things will be moving along after Gamescom if we find someone to partner up with. We will still update whenever we have something to say, or just to let you know what’s going on!

 Buy Me a Coffee at

We also started a Ko-fi page so that those who wish can support us by buying us a cup of coffee, we all know developers can’t live without it right? 😉 Penny keeps the moonshine to herself so we will have to make do. That’s it for now, take care and we will write soon again!

/Penny’s dev team

Development blog

The show must go on

We have decided to work on a new menu where the players join in whilst the characters are walking on a road on their way to their new job. (WIP image)

New menu in progress
Old menu

Once all the players have selected their characters they arrive at the farm and accepts the job. We think this is a better way to introduce the players to the setting so that there won’t be any misunderstandings. We love diversity and want the players to be able to get a good representation of people. Since the setting is now early 1900’s (was late 1800’s) we don’t want to risk that anyone to confuse the workers for slaves as this was brought to our attention by some players.  We even got a unisex bathroom so that all the farmers can enjoy taking a dump together like civilised people!

The reason we chose a setting so far back in time is that we did not want any technological things involved. We wanted an old-school organic farm where everything is done like the farmers did long ago. Just because that’s the way we liked it I guess! Besides, the hard work everyone needs to put in together would not make sense if you had a milking machine that could milk 100 cows in a minute. We’d rather see you get that elbow grease and get down and dirty while panicking because you have to go to the outhouse. If some things are tweaked a little more we believe that this will be perfect. 🙂 We have discussed the story behind it and what would work for us. We needed Penny to be firm and strict because that is how the players get pressured. She is really a nice person though! 😉 More updates will come as we will keep on working with updating a few things before we start to create the new content.

On a completely different note we have signed up for PLAY festival that is being held in November 1-5 in Hamburg. It is a creative gaming festival created by Creative_gaming. Now we just have to wait and see if we get nominated. We are also getting ready to apply for Gamescom which takes place in Cologne 22-26 August. Keep your fingers crossed and we will see you soon! Also thank you for taking your time to read our little farm-blog! Until next time.

/Penny’s dev team

Development blog

Showing off the goods!

We know that we have been really bad at showing exactly what it is that we do. We are working on a new trailer and some fixes to be able to show what the game is about much better. For now we decided to show what the game play looked like when we were testing the game out before GGC (Gotland Game Conference) and SGA (Swedish Game Awards).

Three of us is playing and have just met the days quota of crops which is  shown up in the left corner. The players have to communicate to get the tasks done in time, or you could just run a round and kick each other which is fun but not really helping the team out. At the end of the day the merchant arrives and the players gets to find out how much money they made after the required crops of the day. The Money needs to be enough for the rent as well. If not Penny will take the amount from your saved money (if you have any). If you made enough money so that you have some left, you can choose to save or buy something from the merchant. You can buy new tools or new crops to help you meet the requirements the following days. Non of the special events that can happen is shown in this short preview however. For example one day Penny decide to rent some of the farm out to a rail-road company and the players get a big surprise when the day starts. And some days the rabbits are extra energetic and the players will have to keep defending the crops from getting eating. Another thing not showing here is the timer which is showing a count down of the time left of the day.

We will update with our new trailer soon so keep an eye out. Thanks for reading, see you around!