> For the complete documentation index, see [llms.txt](https://docs.bloomshire.xyz/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.bloomshire.xyz/introduction/what-is-bloomshire.md).

# What is Bloomshire?

The game, in one page.

A pixel-art farming and life-skills RPG, played in the browser, in a world shared with other players.

You start on a neglected farm with a borrowed hoe. Everything after that is yours to build.

|             |                                           |
| ----------- | ----------------------------------------- |
| Genre       | Farming and life-skills RPG, light combat |
| Platform    | Browser                                   |
| World       | Shared and persistent                     |
| Sign-in     | EVM wallet                                |
| Regions     | 4 open, 10 planned                        |
| Life skills | 10                                        |
| Status      | In development, invite-only               |

## A world that keeps its own time

Bloomshire runs on its own clock and calendar. Shops open and close. Villagers walk to work in the morning and go home at night. Fish that will not touch your line at noon will take it after dark.

Seasons turn, and they decide what will grow. Rain comes when it comes, and waters your fields for you.

<figure><img src="https://2398763816-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FnpKFpukS6TEdxHuYNYUd%2Fuploads%2Fgit-blob-b68ed868ad462591d49814e35df537420384ef18%2Fseason-fall.png?alt=media" alt="Autumn in Bloomshire"><figcaption><p>Autumn outside the Clover Inn.</p></figcaption></figure>

## Regions with their own character

Each region has its own landscape, crops, resources, fish and quests. The timber and the first things that bite are in the wood. Every metal and gem in the game comes out of the mountains. The best fishing is on the coast, and half the catch bites nowhere else.

Getting into each one means earning it.

## Skills worth committing to

Ten skills, each with its own long climb. Levels open real things: a crop you could not grow before, a fish that will finally bite, a seam you can finally break, a recipe, an animal.

They also lean on each other. A cook who never farms will stall. So will a smith who never mines. Going wide is usually faster than going deep.

## An economy players actually run

Sell to the town for a fair, fixed price, or list your goods on the Community Marketplace and let other players decide what they are worth. Everything on that board came out of somebody's bag.

<figure><img src="https://2398763816-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FnpKFpukS6TEdxHuYNYUd%2Fuploads%2Fgit-blob-92f515cb4e1a6918287e46c80b1f3515b7d4422c%2Ftown-square.png?alt=media" alt="The town square"><figcaption></figcaption></figure>

## What comes next

Six more regions are planned, along with two NFT collections and a project token. None of that is live. [Game Status](/introduction/game-status.md) lays out exactly what is finished and what is not.


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