LOFTS · Economy redesign · July 2026

One currency was running the whole game. We're giving it two coworkers.

Money buys opportunities. Materials build them. Food & comfort keep them running.”

That sentence is the whole redesign. If you remember nothing else on this page, remember it — every change below is just that rule applied to farms, workers, and furniture.

01 · Why change anything

Today, money does every job. So one number solves the game.

Right now every activity turns into coins, and coins buy everything back. The moment a player finds the best money-per-hour (hi, pitcher plants), every other choice stops mattering. The game is “solved,” and solved games get boring.

Today — one currency

FarmingBakingWorkers UpgradesRocketsFurniture
COINS
…which buy all of the above back

One dial to optimize. Find the best $/hr and you've beaten LOFTS.

After — three currencies, three jobs

Coinsopen doors — land, seeds, hires, luxuries
Materialsbuild things — rooms, tiers, machines
Food & comfortkeep it all running — workers eat, lofts feel

No single dial. Rich players still need to grow, build, and feed. Coins can't shortcut it.

02 · The three currencies

Each one has a job. None can do the others' job.

Coins

  • Buy seeds, hire workers
  • Pay the coin part of every build
  • Trade with the market
  • Luxury spending

Can never buy: materials. No amount of money substitutes for production.

Materials

  • Willow wood — the new builder crop
  • Flour, wax, fiber, coal — now build things too
  • Consumed by construction, forever needed by machines

Can be sold for coins (badly). Can never be bought. You grow them or you don't have them.

Food & comfort

  • Workers eat meals from your pantry
  • Furniture makes lofts comfy
  • Comfy lofts = faster workers

Replaces wages entirely. Feeding your team is gameplay, not a tax.

03 · The new crop

Willow: the crop that sells terribly — on purpose.

Willow grows in tall stacks like bamboo and drops willow wood. Selling it to the market is the worst deal in the entire game. That's not a bug — it's the whole point: wood is for building, and every plot growing willow is a plot not growing something profitable.

wood per mature stack
~22%
of wheat's earnings per plot-hour — worst sale in the game
90
coins each if you sell anyway (a floor, not a strategy)
Safe
never auto-sold — your stockpile is protected by default
Planting willow is a real decision: you're trading income for the ability to build.

04 · Building

Upgrades now cost coins and a basket of real stuff.

Every room, tier, and machine keeps its coin price — and adds a shopping list of materials that makes sense for what you're building. A bakery needs flour. An apiary needs wax. A rocket silo needs coal and fiber. You gather the basket, then you watch it get built.

Grow the basket

The build screen shows exactly what's needed. Your saved materials are safe from the auto-merchant while you collect.

Preview the blueprint

A ghost outline of the new room appears on your plot with the checklist floating next to it.

Commit

Coins + basket are taken all at once, or not at all. No half-payments, ever.

Watch it rise

Scaffolding goes up and the room assembles in stages. Your wheat became a building.

05 · Workers

Wages are gone. Workers eat instead.

Before

A wage tax

You prepaid coins every couple of hours. It was a meter that drained. Nobody ever felt anything about it.

After

A lunchbox

Each worker eats 2 meals an hour from your pantry — bread, tarts, pies, whatever you've baked. Cheapest food first, never your fancy pastries. Feeding your team is now part of the farm.

1 wheat plot mill oven 8 bread / hour feeds 4 workers

Out of food? Nothing breaks and nothing is fined — the worker just naps by his bed until you feed him. New players without an oven can serve raw crops; it works, it's just expensive. And machines get hungry too: running one sips a trickle of wood + coins, so wood never stops mattering, even when you've built everything.

06 · Comfort

Furniture finally does something: comfy lofts work faster.

Every loft gets one comfort score from the furniture and decor in it. It only nudges worker speed — it never touches your sale prices — and you can see it: cozy lofts glow with fireflies, and workers hum while they work.

0.9×
Bare
echoing empty rooms
1.0×
Lived-in
the basics covered
1.1×
Cozy
fireflies appear
1.2×
Luxurious
workers whistle

07 · How it ships

Three drops. Fun arrives first.

Each drop is one system, with a tester week before it goes wide. The order is chosen so players feel something on day one — no homework before the fun.

The lofts come alive

Comfort scores, ambient glow, workers sitting down to shared meals. Pure warmth, zero economy risk.

Players feel: “my loft is a home now”

Built by hand

Willow arrives together with construction costs, blueprints, and staged building — wood and its purpose land on the same day.

Players feel: “I grew this building”

Hungry workers

Wages out, lunchboxes in. Leftover prepaid wages are refunded in coins automatically.

Players feel: “my farm feeds my team”

08 · What things cost

A taste of the price list.

BuildCoinsMaterials basket
Tier 1 → 250,00024 wood + 6 bread
Bakery roomfree25 wood + 10 flour
Apiary room60,00035 wood + 7 wax
Oven20,00012 wood + 1 coal
Rocket silo1,000,000480 wood + 7 coal + 12 fiber

Example costs from the new economy. Final numbers get tuned during tester weeks.

09 · The safety rails

Four quiet rules keep it honest.

One-way market

Materials can be sold (badly) but never bought. Whales can't skip the growing.

Stockpiles are safe

Saved build materials are invisible to the auto-merchant. Your tier fund can't be sold while you sleep.

No infinite farms

Unattended workers (offline or AFK) cap at 12 hours of production. No perpetual-motion lofts.

Dupe watch

Every material is tracked on its own ledger. If wood appears from nowhere, the dashboard flags it same-day.