Overview
The panel says: 'The owner can attend one off-farm channel at a time. Each staff member adds one simultaneous event. Online sales and a farm stand/store operate independently.' The counter at the top shows attended channels used, such as 0/1. It resets every farm week.
The four attended channels
| Channel | Cost | Items sold | Bad-day chance | Description |
|---|---|---|---|---|
| 🧺 Farmers market | 15 | 2 to 10 (seasonal) | 27% | Seasonal, low cost and highly variable traffic |
| 🎪 Festival | 120 | 10 to 20 | 22% | High sales potential and high attendance cost |
| 🎨 Artisan market | 60 | 6 to 12 | 18% | Medium sales and medium cost with a curated audience |
| 🧵 Craft show | 25 | 3 to 7 | 16% | Lower sales potential paired with lower cost |
Seasons at the farmers market
- Summer: 25% more customers (strong seasonal traffic).
- Winter: 45% fewer (out-of-season traffic).
- Spring and fall: normal traffic.
- Only the farmers market follows the seasons.
Bad days: weather and slow traffic
Each channel has a chance of a bad day (the percent in the table). When it happens, there is a 55% chance the cause is weather, which cuts the crowd to 38%, and otherwise slow market traffic, which cuts it to 52%. At least one customer still comes. The ledger notes the reason, for example 'weather reduced attendance'.
How a sale is priced
Each customer buys one random product from your shelf at its base value, raised by your reputation: base value × (1 + reputation ÷ 300). The channel cost is paid up front even if the day is slow, and the farm gains 1 reputation for every 4 items sold.
Tips
- A festival is only worth its 120-coin fee with plenty of stock: up to 20 items can sell.
- Hire sales staff to attend two or more channels in the same week.
- The Open market button at the top of the page attends the Farmers market.
See also
Written from the game itself. Spot something out of date? and our farm team will check it.




