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.
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:
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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