How the ranch works, from the first seed to the raid.
Nothing found.
Getting started
SolRanch runs in the browser, on your phone or computer. You sign in with your Solana wallet (Phantom, Solflare, Backpack or another): you sign a message, which costs nothing and sends no transaction.
You start with 300 Sun, a Sprout, a free seed box and 3 pots. The free plants (the Sprout and the one from that box) make less than a bought one and can't be sold.
Several things below ask for a bought plant: 25,000 $RANCH put into plants, in boxes or in offers. What comes back when you sell a plant doesn't count.
A quick visit
Open the daily gift.
Tap Harvest all: it collects and waters every plant.
Tap the crows to scare them off.
Buy, plant and convert.
Your ranch lives on the server. With the game closed, it keeps producing until something stops it, and the plants keep aging.
Sun, $RANCH and SOL
SunThe ranch currency. Your plants make it. It buys pots, the bigger silo and the scarecrow.
$RANCHThe game token. It buys seed boxes, the offered plant and pots, and pays the prizes.
SOLThe Solana coin. It pays for the paid lands and the passive mode.
Convert Sun into $RANCH
Fixed rate: 100 Sun = 460 $RANCH, minus a 5% fee. Minimum: 100 Sun. You need the game wallet connected.
Plants
Every plant is unique: species, element, looks and rarity. The rarity sets how much Sun it makes and how long it lives.
Rarity
Sun per hour
Lifespan
Seed box
Common
18–27
16 days
82.87%
Uncommon
36–54
14 days
10.36%
Rare
63–90
12 days
5.18%
Epic
117–162
10 days
1.04%
Legendary
216–306
8 days
0.51%
Mythic
400–550
6 days
0.04%
Once planted, life goes down all the time: producing or stopped, with the game open or closed.
When it ends, the plant leaves the pot. What it had stored goes to your balance, and it stays in your Collection.
16 species. Some only show up from a rarity up: Orchid and Flytrap from Uncommon, Mandrake and Crystal from Rare, Phoenix from Epic.
From Epic up, the plant gets a title in its name: Royal, Supreme or Mythic.
Accessories, weather and night are looks only: they don't change production. The element counts in the element combo.
Element combo
Plants of the same element on the same land make pairs. Each pair raises what the plants in pairs make.
2 plants of the same element on the same land = 1 pair. Each pair is a different element: more plants of one element don't make a second pair.
The bonus goes by the number of pairs on the land, from 1 pair up: +15% · +30% · +50% · +75% · +100% · +130% · +165% · +200%.
Only the plants in pairs get the bonus. If an element has more than 2, the 2 that make the most go in the pair.
The perfect combo is 8 pairs (16 pots): +200%. Each land counts its own pairs, and the bonus multiplies with the land's.
A plant that wilts or leaves its pot breaks its pair. The Combo badge on the screen shows your pairs: tap it to see each element.
What stops the ranch
Three brakes stop production (a monster gang too: see Monster invasion). Each one shows a bubble, and one tap fixes it.
ThirstWatering lasts 12 h. With 6 h or less, the plant asks for water; at zero, it stops. Tap it or use Harvest all.
CrowIt lands on a plant at a random time (on average every 4 h with 1 plant, down to every 2 h with 20 plants; land 1 only) and stops it. Tap the crow: Harvest all doesn't scare it.
Full siloThe silo holds 2 h of the ranch's production. When it's full, everything stops. Harvest all empties it. The button shows the time until it fills.
One tap on a plant does the right thing: scares, waters and harvests. Dragging your finger across the plants does the same on each one.
Nothing already produced is lost in a stop, but the plants keep aging.
The Shop
Item
Price
What it does
Seed box
25,000 $RANCH
Reveals a plant. Open ×5, ×10 or Max (up to 50 at once), same price each.
2 h, then 4 h for 9,600 Sun or 44,160 $RANCH, then 6 h for 24,000 Sun or 110,400 $RANCH.
Scarecrow
300 Sun
No crows for 3 h, and the ones already on plants fly away. It doesn't stack.
The paid lands and the passive mode, paid in SOL, are in the Shop too (below).
The Market
3 times a day, while you play, the game offers you a plant at a discount for 10 minutes. Buy it or let it go.
If you're away when one is due, it shows up when you come back the same day, one at a time.
You can sell a plant at any time for the fair price minus 5%. The free plants and the Sunrise Drop plant can't be sold.
The fair price follows the rarity, the production and the life left: an older plant is worth less.
A plant from a box opened on a paid land is worth about 85% of the same plant from a normal box.
A plant bought in an offer sells for what it cost, by the life left, minus 5%.
Every day
Daily gift: open the game and tap the golden box on the lawn for 180 Sun.
3 missions, like harvest, water, scare crows or convert. Each pays 96 to 144 Sun the moment it's done.
The gift and the missions need a bought plant (see Getting started).
Levels and XP
Almost everything gives XP. The level goes up to 50: from level 1 to 2 it takes 60 XP, and each level asks 40 more.
Action
XP
Action
XP
Plant
5
Convert
3
Water
1
Buy an offer or sell on the Market
5
Scare a crow
3
Buy in the Shop
2
Harvest
2
Finish a mission
10
Open a box
10
Daily gift
5
Defend
3
Catch a fish
2
Level 5 opens the corral, and level 10 the lake, once each one is out.
Lands
Land 1 is free and has 20 pots. You can get up to 10 more from the land box, 1 SOL each, and switch with the tabs at the top. Plants, balance, boxes and missions are the same on every land.
The land box draws the land's rarity: 40% Common · 30% Uncommon · 17% Rare · 9% Epic · 3.5% Legendary · 0.5% Mythic. The rarity sets the bonus and the free passive hours.
A paid land
20 pots, all open.
Plants make 10% to 40% more Sun than on Land 1, by rarity.
A 4 h silo from the start, and no crows.
24 to 120 h of free passive mode every week, by rarity, back every Monday.
A box opened there has better odds: 65.74% Common · 20.72% Uncommon · 10.36% Rare · 2.08% Epic · 1.02% Legendary · 0.08% Mythic. Its plants are worth less on the Market (see the Market).
Passive mode
The ranch never stops: every full hour the game harvests and waters, and crows don't land. It doesn't plant or convert for you.
Plan
Price
1 day
0.1 SOL
7 days
0.3 SOL
30 days
0.7 SOL
Per land. Buying again adds up, up to 90 days ahead.
Turn it on and off whenever you like: it only counts while on.
Active mode
Stay on the site and the ranch makes 2x.
Turn it on in its panel. Every 2 to 5 min a pest shows up: a crow or a monster with a golden ring.
Tap it within 60 s. If you miss it, the mode turns off, with no penalty.
While it's on with no pest waiting, everything the ranch produces counts 2x: plants and milk, on every land.
Cap: 8 h of bonus in a day. It needs a bought plant.
It adds up with the passive mode: the passive keeps the ranch going, the active doubles what it makes.
After 1 h of bonus in a day, a pest comes every 1 to 3 min, and sometimes 2 crows at once.
Every 30 min of bonus, play 1 mini-game round within 5 min. If you don't, the mode turns off until you play.
With a Common mercenary or better, turn on Auto: he clears the pests for you, 30 min to 8 h in a day by rarity, within the 8 h. The round count pauses meanwhile.
Golden Hour
Hours with a combo (the day starts at 00:00 UTC). It comes once a day, at a surprise time, the same for everyone: it starts by itself for whoever is in the game during it, with a plant in a pot, and runs until it ends. The first one is for everyone; after that, only for accounts that bought a box.
It lasts 2 h. Every 30 to 90 s a pest shows up: tap it within 20 s.
The combo goes up as you clear pests: 2x · 2.5x · 3x · 4x · 6x · 24x. Pests for each step: 2.5x 3 · 3x 4 · 4x 5 · 6x 10 · 24x 15. A pest that stays drops you 1 step (2 from 6x up).
With no pest waiting, what your plants produce counts at the combo's multiplier. Plants bought on the Market don't count, not even to close an element pair, and it doesn't add up with the active mode.
After 40 min, sometimes 2 crows at once; after 80 min, sometimes 3 pests.
The bonus has no cap. If the anti-bot pauses you, the Golden Hour pauses too and the combo starts again at 2x.
Each step only opens at its time: 2.5x at 20 min · 3x at 40 · 4x at 60 · 6x at 80 · 24x at 105. Before that, the combo waits one step below.
One per owner each day: the same device, or the same network on the same day, counts as the same owner.
Mini-games
In the game room on the map and in the active mode panel. Free rounds of 30 s.
Egg basket: drag the basket and catch the eggs. The golden egg is worth 3.
Slingshot: pull and let go. Each crow is worth 2, and you have 15 stones.
Whack-a-mole: tap the moles before they hide. The golden mole is worth 3; hitting the bunny takes away 2.
Easy, Normal or Hard: harder rounds have more targets (the slingshot has 10, 15 or 20 stones). Each point pays the same, and so does the daily cap.
Each point pays 5 to 10 $RANCH, drawn by the server. Cap: 3,000 $RANCH in a day, all games together. A better mercenary raises the cap, and from the Rare up each point pays more: 2x, 4x, 7x and 20x (Rare, Epic, Legendary and Mythic).
To play: an account at least 24 h old, the game wallet and a bought plant.
The server checks every round for bots. If the anti-bot catches you, active mode and the mini-games pause for a while.
Monster invasion
A gang shows up every 4 to 12 h of game time: 2 to 4 slimes, goblins or wild critters.
While they're there, every land without passive mode stops.
Tap Defend: your mercenary drives them off and the ranch is back right away.
Each defense gives +3 XP and 15 $RANCH per monster (with a bought plant and the game wallet). A better mercenary raises it.
With passive mode on every land with plants, it defends by itself, with no prize and no XP.
Clearing the map
Tap your mercenary, then Guide, and tap what he should clear: trees, bushes, tufts, flowers and rocks.
Each thing cleared pays 10 to 15 $RANCH, drawn by the server.
It grows back in 24 h. The map is yours alone.
Cap: 120 in a day, and a better mercenary raises it. After 20 in an hour, he rests 1 h.
It needs a bought plant.
Up to 8 in his queue. He keeps working with the game closed.
With a Common mercenary or better, Auto: he picks and clears by himself, on his own clock (30 min to 8 h in a day).
Mercenaries
Everyone starts with the Free Mercenary. The mercenary box (25,000 $RANCH) draws a rarity: if it's above yours, the new one takes the post; the same one gives half the $RANCH back and he keeps his best Attack and Defense; lower, you keep yours and the $RANCH is spent. He only goes up. The box needs a bought plant.
Rarity
Mercenary
Power
Auto in a day
Caps
Mini-games
In the box
Up within
Free
Mercenary
5
—
1x
3,000
—
—
Common
Squire
6
30 min
1.25x
6,000
92%
11 boxes
Uncommon
Ranger
8
45 min
1.5x
12,000
6%
21 boxes
Rare
Warrior
12
1 h
2x
25,000
1.75%
41 boxes
Epic
Knight
20
2 h
3x
50,000
0.2%
81 boxes
Legendary
Paladin
32
4 h
4x
100,000
0.04%
161 boxes
Mythic
Celestial Guardian
50
8 h
5x
300,000
0.01%
—
Power counts in the Dungeon. Auto: his minutes in a day to run Active mode and clear the village for you, each on its own clock. Caps: the caretaker's clears in a day and Defend's prize, times this number. Mini-games: the most $RANCH the two mini-games pay in a day. Up within: the most boxes it takes to go up one level; every box in a row that doesn't go up counts. With the Mythic, the box closes.
The corral
Coming soon
It opens at level 5, with the first 2 spots free. The other 4, in order, cost 5,000 · 10,000 · 20,000 · 30,000 Sun and ask for 6 · 8 · 10 · 12 open pots on land 1.
Calf box: 37,500 $RANCH, with the same odds as the seed box. To buy one you need a free spot and 2 planted plants on land 1 per cow, counting the new one.
Every hour, a cow makes as much milk as a plant of her rarity makes Sun, and 1 milk = 1.5 Sun. She lives as long as the plant.
Each cow eats the grass of 2 producing plants on land 1. The plant makes the same Sun with or without her. No grass: the cow gets hungry and stops.
Milk her with a tap or with Harvest all. The milk has its own part of the silo.
The fishing lake
Coming soon
It opens at level 10, with a bought plant.
Release fry: 22,500, 90,000 or 225,000 $RANCH, for 5, 14 or 30 fish.
They grow in 5 to 7 h of the ranch producing: if the ranch stops, the batch stops too, and you can't release fry or cast.
Up to 3 batches at a time, and 675,000 $RANCH of release in a day.
How to fish
Pull and let go to cast. Aiming near the shadows brings a fish faster.
The float nibbles (a false alarm), then sinks: tap.
Hold and follow the fish on the bar. Did it shake? Let go.
A golden fish jumps out: pull up.
Fish: Lambari, Tilapia, Wolf fish, Peacock bass and the rare Arapaima (only in the medium and large batches). Each fish caught pays $RANCH and 2 XP.
Fishing is by hand: the result comes from the path of your finger.
The Dungeon
Coming soon
50 floors with 19 monsters each: 950 in all. Your mercenary fights alone, one monster every 19 s of game time; a full run takes about 5 h.
Each monster defeated pays 15 to 20 $RANCH the moment it falls.
How far he goes depends on his Power (see Mercenaries). Defeat all 950 and you win the run.
3 runs in a day, one at a time. The first one is free; the others cost 1,000 $RANCH.
To enter: an account at least 24 h old, the game wallet and a bought plant.
PvP: raids at any time
Every ranch is in PvP: you raid and can be raided at any time. Tap Protect to be safe for 4 h, and renew it whenever you want. A new account is safe for its first 24 h.
The village and PvP
Protection is free and lasts 4 h from the tap; tapping again sets it back to 4 h. Attacking ends it and locks Protect for 6 h.
There's no shield after a raid: a raided ranch can be raided again right away. A raid counts when it took at least 10% of the silo or 1,000 Sun, whichever is less (fish count by value).
Each ranch takes up to 3 of those raids in 24 h, one raider at a time. A ranch that attacked in the last 24 h, win or lose, has no such limit. A ranch you attack, win or lose, leaves your list: it only comes back with a reroll or after 24 h. Another account of the same owner can only attack it after 24 h.
The raid
Pick a ranch from a list of 5 (it changes every 10 min). The raid happens inside their ranch.
Reroll the ranches up to 3 times in 24 h, for 500, 1,000 and 2,000 Sun (burned). The ones that left only come back with the next list.
Tap the silo to take 50% of what's in it, once. Tap the lake for 3 casts at ready fish.
During a raid, neither the raided ranch nor the raider can take Sun out of their silo.
50% goes to the raider and the rest burns.
A raider makes up to 10 attacks in 24 h, and takes at most what their own ranch made in 24 h.
A ranch shows up on lists with half of its normal silo in Sun, pot included, and at least 300 (fish don't count). To attack, you need a full silo (the pot counts).
Joining PvP and every attack make you vulnerable for 6 h: your silo stays normal and you keep harvesting, but it can be raided, while your plants keep producing. To attack, your silo must be full.
The first attack, or joining PvP, fills a pot with the next 6 h of your plants' production, and they lose those hours of life. The pot is held for 6 h, gets 15% of all Sun you earn meanwhile, and raiders take from it along with your silo; then what's left goes to your balance. A new pot only after the last one is released.
Every gain pays 3% into your ranch vault, in RANCH, and so does the conversion fee. You never take it out: after winning the fight, a raider takes 50% of a vault with 5,000+ RANCH, and half of that is burned.
Revenge: for 7 days, whoever raided you shows up first on your list, and you can attack them without a full silo.
The battle
When you tap Attack, your mercenary fights the ranch's mercenary. The better one wins. If yours loses, there's no raid.
Each mercenary has Attack and Defense drawn within their rarity when they arrive, and the HP of their rarity. The defender strikes first, and a tie goes to the defender.
Luck counts too: the stronger mercenary wins more often, but any fight can go either way.
A lost battle still counts toward your attacks in 24 h.
The Free mercenary doesn't fight: a ranch with the Free is raided without a battle, and attacking with the Free loses to any mercenary from the box.
Rarity
Mercenary
Attack
Defense
HP
Free
Mercenary
—
—
—
Common
Squire
10–17
12–28
108
Uncommon
Ranger
12–21
16–36
118
Rare
Warrior
15–26
22–46
130
Epic
Knight
20–34
30–60
145
Legendary
Paladin
26–44
40–78
165
Mythic
Celestial Guardian
34–58
52–100
190
To raid, your ranch must be active: at least 24 h old, a bought plant in a pot and 25,000 $RANCH put into plants, and 1,000 Sun made in the last 24 h. New accounts are safe for the first 24 h, and accounts the server links to the same owner don't raid each other.
Wallet
Sign in with a Solana wallet (Phantom, Solflare, Backpack or another): the browser extension, or the wallet app on the phone. Signing in is free.
The Wallet panel shows your balances and converts Sun into $RANCH.
Deposits and withdrawals of $RANCH come with the token on Solana (Phase 2 of the roadmap).
To withdraw, the account needs a bought plant and 25,000 $RANCH deposited from your wallet and already spent on plants. Deposited $RANCH only turns into plants: it doesn't go out as a withdrawal.