Orange Season is a farm-life RPG with a large world to explore and different gameplay mechanics.
All Reviews:
Very Positive (59) - 96% of the 59 user reviews for this game are positive.
Release Date:
Apr 21, 2017
Developer:
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Orange Season is built based on people's feedback. For years I've lurked on every kind of community related to other series of farm games reading every comment that people had about them. Now I want to hear what people have to say about the game I built over the years and use this feedback to shape the final game.”

Approximately how long will this game be in Early Access?

“I expect the game to be complete by 2018, but player's feedback will be important to determine when that really happens. After the game is complete, I'll continue to add new free content for as long as there are still people interested in playing it.”

How is the full version planned to differ from the Early Access version?

“More content !!!

  • More crops
  • More animals
  • More villagers
  • More places (even new towns)
  • More Items and Tools
  • More Tasks
  • More Festivals
  • More Minigames

What is the current state of the Early Access version?

“The game is fully playable on an endless mode across all 4 seasons.
There are some Festivals available in Spring and Summer, more of them will be added very soon.
The first town is complete and almost all of it's villagers are already available. Most of them are potential spouses for when the marriage function is complete.
There are dozens of crops and animals to raise in the farm across all seasons and also several shops in the town.”

Will the game be priced differently during and after Early Access?

“No. The price of the game won't increase during nor after Early Access.”

How are you planning on involving the Community in your development process?

“Feedback has always been important and it will continue to be. I read every player's comments and consider their suggestions. Other than this, the game's source code will be available for all players interested in creating mods for it.”
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Recent updates View all (22)

May 7

Orange Season Update 0.3

Hello everyone! Have you missed me?

It's been nearly three months since I released version 0.2.9 of Orange Season, but there's finally a new major version here: 0.3. This post will highlight everything that changed through every small update since version 0.2.9:

New Inventory
The main reason why this update took so long to complete, is that the whole inventory system of the game was remade. The previous system was more complicated than it needed to be (and that was one of the most common complaints that I used to receive). This new system is similar to many other PC games and should be much easier to use.

The main difference, is that you no longer pick items out of your backpack when you want to hold them. Instead, you only need to select a backpack slot to be the one that represents the item you're holding. The button that used to move items from and to the backpack (default to F and PageDown) is now used to change the selected slot. You can also press Ctrl + F to deselect the slot (leaving your hands free to use any tool). When playing with a controller, you can change slots with the triggers buttons (press both at the same time to deselect).

Another thing that changed is that you can no longer drop items on the ground. Once you pick an item you have to either use it, discard it or put it on a container (storage, shipping bin, etc). Dropping items was a feature that was rarely used on purpose, but many people often dropped items by accident while trying to gift villagers and other similar actions.

If you're using the mouse to play the game, you now need to right click food items on the item bar if you want to eat them. Right clicking anywhere else on screen won't do anything for food items. This should prevent you from eating items by accident.

The max number of items you can carry also increased. You now start with 10 item slots and can expand it to 30 slots maximum. The screen will only show 10 items on the itembar, but you can switch to the next 10 by pressing Tab (or back/select on the controller).

The ribbon tool was replaced by two separate skills: sleep and teleport. They work the same way as before, but you can now equip each of them separately.

New Interface

The changes on the inventory system required the interface to be reorganized too. I used this opportunity to redo the whole weather and health HUDs as well.

New Health System

The Sleepiness and Hunger hidden variables were removed from the game, while the fatigue level is no longer hidden.

The new system is based only on the stamina and fatigue levels. Basically, stamina depletes fast but can be recovered with items, while fatigue is only a problem if you work too much but can only be recovered by resting. You can now pass out if your stamina depletes completely.

Cooking System

The game finally has a cooking system. With 6 different cooking utensils and more than 80 recipe variations for 50 different dishes, you only need to expand your house once to be able to access it.

Time is now paused inside your house

Last year I opened a thread on the steam forums to ask everybody's opinion on pausing the time inside houses. After listening to the responses, I decided to change the game so that the time is paused, but only inside your own house. This way your house works as a safe space where the flow of time can't pressure you.

New Animations
Many game elements received new animations: pushing barrels, sleeping, passing out, waking up.


What's Next?

For the next two months, I'll stop adding new features to the game to start working only on content. This means that I'll be adding many new tasks, conversations, cutscenes, items, recipes and secrets. I'll also finally start working on the game's main story.

I hope you all enjoy the new stuff and please let me know if you find any bugs. Until next time!
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About This Game

Orange Season is a farm-life RPG focused on exploration and different gameplay mechanics. It's a game you can play for hundreds of hours and you'll always have something new to discover.

Game Features:


  • High focus on exploration, with many hand crafted areas (mountains, forests, caves, deserts, lakes and much more).
  • Town festivals.
  • Raise animals and plant crops on your farm.
  • Tame wild animals and bring them to your farm.
  • Increase your friendship with the town's villagers by interacting to them and completing quests.
  • Farm customization
  • Open Code: The whole game code is available with the game, so modders can change anything they want.
  • Mod System: Every single detail of the game can be modified by installing mods on them.
  • Companion System: You can ask a villager to hang out with you. They will follow you and participate in the things you do.

Upcoming Features:

  • Three different towns, with different themes and dozens of characters each.
  • Several festivals inspired by real life festivities from around the world.
  • More than 30 different types of animals.
  • Marriage system with dozens of potential spouses (regardless of gender).
  • Rival Marriage system, where you can influence who ends up with who.
  • Several minigames.
  • Share a single farm and inventory across different save files, so you can play around with what-if scenarios.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: WindowsR 7/8/8.1/10 (32bit/64bit)
    • Processor: Intel Core2 Duo or better
    • Memory: 2 GB RAM
    • Graphics: OpenGL 4.1 capable GPU
    • DirectX: Version 9.0
    • Storage: 300 MB available space
    Minimum:
    • OS: Mac OS X 10.10 or better
    • Processor: Intel Core2 Duo or better
    • Memory: 2 GB RAM
    • Graphics: OpenGL 4.1 capable GPU
    • Storage: 300 MB available space
    Minimum:
    • Processor: Intel Core2 Duo or better
    • Memory: 2 GB RAM
    • Graphics: OpenGL 4.1 capable GPU
    • Storage: 300 MB available space
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