grow the normal stuff. and the "normal" stuff.
carrots, chamomile, tomatoes, and a few plants you keep in the greenhouse. every season opens up new things to plant, brew, and quietly profit from.
cult studios · in development · built in unreal engine 5
cultivation is a cozy farming and life sim about growing real, slightly-illicit plants, selling them to eccentric townsfolk, and keeping one weird little farm afloat in Sagebrook.
the pitch
the surface is cozy: soil, chamomile, handwritten signs, market gossip. underneath, there's a stranger story about the plants, the woods, and what the town would rather not talk about.
carrots, chamomile, tomatoes, and a few plants you keep in the greenhouse. every season opens up new things to plant, brew, and quietly profit from.
drying racks, infusion stations, and ritual brews turn raw plants into things worth selling (and a few things worth hiding).
play stress-free, or switch on a suspicion system where nosy neighbors and the law slowly start paying attention.
core loop
the loop is simple enough to feel cozy, but layered enough to get weird fast. each day is a small set of choices that quietly add up.
sagebrook · thistleboro falls
every location has a daylight face and a nighttime rumor. the farm is home base, but the town and the woods are where the story actually grows.
cobblestone plaza, nosy storefronts, and a farmer's market that runs entirely on gossip. everyone knows everyone, for better and worse.
older than the town, and paying attention. glowing fungi, instructive dreams, and paths that wander.
maple's place. tea, comfort, and the occasional mind-expanding cup. cozy by day, a little occult after dark.
the neighbors
relationships are built around people who are funny before they're useful. everyone in Sagebrook has a secret, and most of them somehow involve your farm.
sweet, spacey ex-hippie with a secret wild past and suspiciously specific memories from the 70s. she will absolutely feed you.
runs The Drowsy Leaf cafe where they brew tea, comfort, and the occasional mind-expanding concoction for dreamers and night owls.
deadpan and perpetually stressed, he's slowly realizing not all plants are the enemy. world's okayest cop.
cryptic, barefoot, and ...mostly human. they speak in riddles and commune with mushrooms that don't have names yet.
smooth-talking buyer who lives in the gray areas. he's shadier than he looks, and more loyal than he lets on.
four earnest kids who think they're mini cops, patrolling Sagebrook for "criminals" and finding suspects absolutely everywhere. adorable, dramatic, mostly ineffective.
ui direction
the interface keeps the cozy-sim essentials clear (inventory, tools, calendar, relationships) inside a soft hand-drawn frame, with a glow that leans occult once the sun goes down.
the dev journal
we're posting dev notes about the farming loop, the cast, art direction, and the slow, stubborn march toward something playable. it reads like a journal, because it is one.
no spam, no suspicion. just the occasional dispatch from the farm.
or read the dev journal →