Season Cycle

In RanchersLand, time isn't just cosmetic it matters. Every week, the game world shifts through dynamic seasons that directly impact how resources are consumed and rewards are earned. From the high-output but costly heat of Summer to the slow, strategic bounty of Autumn, players must adapt their routines to thrive. The Weekly Season System adds rhythm, unpredictability, and depth to the game’s economy, ensuring that no two weeks ever feel the same.

  • There are 4 seasons: Spring, Summer, Autumn, Winter

  • Each season lasts 7 days, resetting every Monday at 00:00 UTC

  • The next season is determined using a weighted random algorithm

  • The same season can repeat, but with a significantly reduced probability

  • A forecast panel is shown to players, displaying the likelihood of each season for the upcoming week (e.g. "Spring: 8%, Summer: 32%, Autumn: 25%, Winter: 35%")


⚙ Season Effects on Production

All claimable production NFTs are affected by seasonal modifiers, which impact daily output and token burn.

Season
Stamina Cost (FARM)
Durability Cost (TOOL)
Claim Cooldown
Reward Multiplier

Spring

0.22 (×1.10)

0.20 (×1.00)

×1.00

×1.00

Summer

0.25 (×1.25)

0.23 (×1.15)

×0.95 (faster)

×0.98

Autumn

0.20 (×1.00)

0.21 (×1.05)

×1.10 (slower)

×1.06

Winter

0.29 (×1.45)

0.26 (×1.30)

×1.20 (sluggish)

×1.00


🎯 Gameplay Impact

  • Spring: Neutral, ideal for onboarding and regular play

  • Summer: Fast-paced but expensive good for burn, bad for profit

  • Autumn: Slower but more rewarding encourages long-term play

  • Winter: Harsh and costly designed to drain excess token supply


🔍 Season Forecast (Strategic Planning)

Each week, players can see the estimated probability of each season in the UI. This gives proactive players time to plan production, stock up tokens, or delay major actions. Forecasts are based on internal weighting rules and recent seasonal history but nothing is guaranteed. Strategy matters.

Internally, the system uses weighted randomization to calculate the next season. The season from the previous week has a much lower chance of repeating, but it is still possible. Below is a simplified illustration of how weights are assigned:

Current Season → Next
Spring %
Summer %
Autumn %
Winter %

Spring

5

40

35

20

Summer

10

5

50

35

Autumn

20

15

5

60

Winter

60

25

10

5

These weights are normalized into percentages each week to create the visible forecast in the game (e.g., Spring 8%, Autumn 35%, etc.). This system prevents predictability and rewards those who plan not just automate.


🧠 Design Philosophy

This system was built to:

  • Break repetitive, automated claim-sell loops

  • Encourage players to think weekly, not hourly

  • Control token inflation with natural consumption pressure

  • Create a sense of rhythm, risk, and reward over time

Seasons are not punishments. Every season is playable but the most successful players will be those who adapt and optimize based on the current environment.

Note: The seasonal system is currently in testing and not yet active in the game. An official launch date will be announced through our community channels.

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