crushed®FIELDWORKGROW · HARVEST · DELIVERBack to Crushed

FIELDWORK / VOL. 05

A little land. A lot of possibility.

Your own corner of the culture. Plant something good, tend your estate, and make your next delivery.

YOUR FARM/Not started

Opening the gatesBUILDING YOUR FARM

    PREPARING YOUR FARM

    HOW IT WORKS

    1. 01Find your next cultivar.

      The Seed Shed stocks real strains from the brands selling them in your state. Rarer strains cost more and pay more.

    2. 02Grow and harvest.

      Plant, keep it watered, and watch it move from seedling to flower. Ride out the estate weather, spray pests fast, and a perfect crop gives an extra jar.

    3. 03Make your delivery.

      Dispensaries in your state post orders. Deliver for coins, XP, and reputation; trending strains and the day's hot strain pay a bonus. Spend coins in the Workshop.

    The strains, brands, and dispensaries are real, and demand follows real CannMenus sales for California (week of Nov 2–9). The hot strain of the day and its reason come from that same real data. Everything else is a game: the orders, coins, deliveries, pests, upgrades, goals, the Level 2 terrace, warehouse, and curing, and the Level 3 orchard and its water — no shop is actually ordering — and the estate weather is game weather, not the real forecast.

    ABOUT FIELDWORK

    A farm built on
    the real market.

    Fieldwork is a grow-and-deliver game. Everything you touch — the strains, the brands you buy seeds from, the shops posting orders — is real, pulled from CannMenus for the state you farm in.

    1. Seeds.

      Each strain is sold by the real brands selling it in your state. Rarity comes from how few stores stock it; seed price and jar value follow.

    2. Growing.

      Plants grow in real time (a few minutes each) and only while watered. The clock keeps running while you are away, but a thirsty plant waits for you.

    3. Weather, pests, and perfect grows.

      Estate weather comes in four-minute fronts: rain waters thirsty crops, heat makes a watering run short. It is game weather, not the real forecast. From level 3, pests can pause a crop until you spray it (free). A crop that never goes thirsty and gets sprayed within 45 seconds is a perfect grow: +1 jar.

    4. Orders.

      Real dispensaries that carry a strain post orders for it. Demand follows this week's real sales rank, and strains with real 4-week momentum of +15% or more pay a trending bonus.

    5. Progress.

      Deliveries earn coins, XP, and reputation with each shop. Spend coins on rarer seeds, more plots, and Workshop upgrades. Each state is its own farm, saved on this device, and in your Stash when you're signed in so it follows you to any device.

    6. Estate Level 2.

      Open all six plots and max out the Workshop to complete the estate, then choose what comes next: the West Terrace (up to three more plots) or a Warehouse (curing racks, then a loading dock). The first step is free; the other path opens once your pick is fully built and you reach level 11. Cured jars pay extra on orders and sell for more wholesale.

    7. Estate Level 3 · The Orchards.

      Build both Level 2 projects, then break ground up the ridge: 20, 50, or 100 sun-grown trees in field rows (from farm levels 13, 16, and 20). Out there nothing is automatic. No drip, grow lights, or ladybugs reach the trees; each one grows a full season (three times as long) for three times the jars, and pests come more often. You water every tree by hand from a spring-fed tank that refills 24 units a minute, one unit per watering. When it runs dry, wait for the spring or call the water truck. A thirsty tree stalls until you come back, though rain still waters the rows. Expanding charges the difference, and the Orchards tab waters, sprays, harvests, and plants the whole orchard at once.

    8. Daily goals and the hot strain.

      Three goals a day (UTC), plus a bonus for finishing all three that grows with your streak. One goal features the hot strain of the day: a real strain picked from this week's CannMenus data — top 4-week momentum, or top rank — and the reason shown is real. Its +50% order bonus is part of the game.

    The orders, coins, deliveries, weather, pests, upgrades, goals, bonuses, the Level 2 terrace, warehouse, and curing, and the Level 3 orchard, its tank, and the water truck are a game: no dispensary is ordering anything and nothing is sold here. Sound is generated in your browser and can be turned off at the top right of the farm. Ranks and momentum come from CannMenus market-projected estimates for California, week of Nov 2–9; shops and vendors from a menu snapshot pulled Sep 26, 2026. Plant art is illustrative.