🦆

DuckSmith

Game Booklet
"Every duck has a story. Yours will be written in feathers, courage, and the occasional laser beam."
Official Farmer's Handbook — Edition I
← Return to the Farm
Chapter I

The Legend of DuckSmith

Long before the age of men and machines, there was a valley cradled between ancient hills where the grass grew impossibly green and the ponds shimmered like liquid gold at dusk. The animals who lived there were unremarkable — except for the ducks.

They called the valley Featherhollow, and the ducks who nested there were different from any others in the world. They remembered things. Not just where the best mud was, or which pond had the fattest beetles — they remembered each other. They formed friendships that lasted lifetimes. They mourned their lost. They taught their young the songs of survival passed down through generations of webbed feet and watchful eyes.

But Featherhollow was not safe. Beyond the fence line, the wilds teemed with predators: cunning foxes, circling hawks, grey wolves, and the great lumbering bears who feared nothing. Every day was a negotiation between the peace of the pond and the shadow of the treeline.

The old frogs, who had sat on their lily pads since time began, would say: "A duck who survives learns. A duck who learns becomes wise. And a wise duck? Well, a wise duck can change the world." — Frog proverb

Then came the Farmer.

Nobody knows where the Farmer came from. Some say they were drawn by the golden light that rises from the ponds at dawn. Others say the ducks called out across the hills, a chorus of quacks carried on the wind, reaching someone who would listen. What matters is that the Farmer arrived, looked out across the valley, and said: "I will help them."

That Farmer is you.

Your task is simple and impossibly vast: raise your ducks, protect them from harm, help them grow and learn and form bonds that make them stronger than any one duck could ever be alone. Feed them. Pet them. Build them shelter. And when the predators come — and they will come — pray that your ducks have become something extraordinary.

Because in Featherhollow, every duck has a personality, a history, and a destiny. Some will become heroes. Some will fall. And a rare few will transcend everything you thought a duck could be.

"We are small. We are soft. But together, we are a force that makes foxes tremble." — Henry, the First Duck

Welcome to DuckSmith. Your flock is waiting.

♦ ♦ ♦
Chapter II

Getting Started

Your Account

After signing up, you'll receive a confirmation email from DuckSmith. Click the link in the email to confirm your account and start playing. If you don't see it, check your spam folder. You can request a new confirmation email from the signup or login page (once every 60 seconds).

DuckSmith is free forever — you can play the whole game without ever making an account. A free account adds cloud saves, the signet hat, and (if you ask for it) the Featherhollow Chronicle: a monthly digest of what actually happened on your farm. For CAD $2.99/month the Chronicle becomes the Legacy Book — a short story of your flock's month, written for you. Cancel anytime from your account page.

When you first arrive at the farm, you'll find a small flock of ducks already wandering the meadow, a purse of coins and a stock of feed (plus starter feed piles scattered about) — enough to get going, but you'll need to manage your resources carefully.

The farm's economy is tunable, so the exact opening numbers can change. At the time of writing a new farm starts with 100 coins and 160 feed, and each new day adds +75 feed. See Chapter X for how the whole economy fits together.

Your First Day

The farm runs on a day cycle (about 5 real-world minutes per day). Each day passes through five distinct time phases, shown by the icon and label in the top scorecard:

Those days also add up: four to a season, sixteen to a year, and the seasons change what the farm does to you. If you only read one other chapter before you start, make it Chapter XIII: The Wheel of the Year — winter is the part that surprises people.

PhaseIconDurationEffect
Dawn🌅~37 secondsThe sky brightens as night fades away
Morning☀️~75 secondsFull daylight
Afternoon☀️~75 secondsFull daylight
Evening🌅~75 secondsDarkness begins to fall
Night🌙~38 secondsDarkest point before a new dawn

Each new day brings a feed delivery automatically (currently +75). As days pass, new animals and challenges will appear:

DayEvent
Day 1Your farm begins with 4 starter feed piles (one per quadrant). Frogs inhabit the ponds. Foxes lurk beyond the fence.
Day 2A loyal farm dog arrives to help patrol the grounds.
Day 3Crows appear overhead. Hawks begin hunting from the sky.
Day 5Wolves start prowling the perimeter.
Day 8Bears emerge from the deep woods.

The Basics

Your core loop as a farmer:

  1. Feed your ducks — scatter feed or place feed piles to keep them nourished
  2. Pet your ducks — boost their happiness and trigger their thoughts
  3. Collect eggs & wool — sell them for coins
  4. Buy more ducks & sheep — grow your farm
  5. Build defenses — fences, strategic water placement, feed stations
  6. Protect the flock — click predators to scare them, build strong duck units
Your ducks form memories from every experience. A duck who survives a predator attack, makes friends, or gets petted regularly will develop traits that make it stronger. Invest time in your flock!
♦ ♦ ♦
Chapter III

Controls & Interface

Keyboard Shortcuts

KeyAction
FSelect the Feed tool — scatter feed on the ground
PSelect the Pet tool — pet ducks for happiness
CSelect the Collect tool — gather eggs and wool
WWhistle — call every duck in earshot to you. See Your Four Verbs below.
TToss a treat — ducks come and eat; warms a shivering duck in winter
GSend the dog — direct the farm dog to a spot instead of letting it patrol
RRally horn — nearby ducks form up into squads and fight together
Pan the camera. Escape snaps it back to the whole farm.
SpacePause / Resume the game
EscapeExit build mode / close panels / cancel placement
Alt+AToggle the Activity Log panel
17Select build tile type (when in Build Mode)
8, 9, 0Select Bone Shelter, Bone Dojo, or Bone Nest (Build Mode, costs 15 bones each)

Mouse Controls

ActionEffect
Left-click (Feed tool)Scatter 3 feed at the cursor location
Left-click (Pet tool)Pet a duck: +15 happiness, triggers a thought bubble attached to the duck (click × to dismiss)
Left-click (Collect tool)Pick up eggs and wool within range
Left-click on a predatorScare it away
Left-click on a crowShoo it away for a few seconds
Left-click on a duckOpen the Duck Info Panel (any tool except Pet)
Double-click on a duckRename the duck
Right-click on a feed pilePick up the pile (refunds remaining feed)
Click & drag in Build ModePaint tiles continuously

Your Four Verbs

Beyond the tools, you have four things you can do to the whole farm at once. They are how you actually intervene when something is going wrong, and they cost nothing but timing.

VerbKeyWhat it does
WhistleWCalls every duck within earshot to you. The fastest way to pull a flock off a fox, out of the reeds, or away from the pond. The Loud Whistle upgrade widens the radius.
Toss a treatTThrows a treat where you point. Ducks come and eat it, and it lands as a small kindness — it will warm a shivering duck in winter, and geese will catch one out of the air.
Send the dogGDirects the farm dog to a spot instead of letting it patrol. Use it to put the dog between your flock and something with teeth.
Rally hornRSounds the horn: nearby ducks form up into squads and fight together rather than scattering.
The whistle is the one to learn first. Most ducks that die were somewhere you could have called them away from.

Camera

The farm is larger than one screen. Zoom with the scroll wheel and pan by dragging; the default view fits the whole farm so you can see trouble coming. Duck names fade out as you zoom out and come back as you zoom in, so a crowded farm stays readable.

Carrying Capacity

The scorecard shows your duck count against a capacity — 8 / 8, and so on. Going over is allowed: nothing culls your flock. But an overloaded farm makes every duck hungrier and less happy, and the pressure grows the further over you go. It is a brake, never a cull. Raise the ceiling with Feed Silo levels.

The Interface

Top Bar (Scorecard)

Displays your vital stats at a glance: duck count, collected eggs, feed stock, wool, coins, and the current day with its time-of-day phase (Dawn, Morning, Afternoon, Evening, Night). The icon and label update in real time as the day progresses. The feed counter turns red when your supply drops below 10.

Bottom Navigation

Your main toolbar. The top row has quick-access tool buttons (Feed, Pet, Collect). Click More to expand the full panel with the Shop and Controls sections.

Activity Log (Right Panel)

A scrolling feed of everything happening on your farm: births, deaths, trait discoveries, predator encounters, and combat results. Toggle it with the tab on the right edge or Alt+A.

Duck Info Panel (Left Panel)

Click any duck to open its detailed profile: personality, stats, HP, abilities, traits, relationships with other ducks, and memory count. This is where you get to truly know your flock.

Favourite Ducks: Click the star icon in the duck panel header to mark a duck as a favourite. Favourite ducks display a gold star above them on the map for easy tracking. You can favourite up to 3 ducks at a time. Unfavourite a duck by clicking the star again.

Thoughts ON/OFF

Toggle duck thought bubbles on or off. Thoughts start OFF by default so the farm stays quiet until you want it talking. Every duck speaks with its own voice, drawn from its memories, traits and relationships — there are no limits and no costs, for anyone. Turning thoughts off has no impact on duck development; memories, traits, stats and relationships all continue as normal.

Start Fresh

Permanently deletes all progress — every duck, sheep, farm animal, map change, resource, and cloud save — and starts a brand-new farm with 5 fresh ducks and default resources. A confirmation dialog warns you before anything is deleted. This cannot be undone.

♦ ♦ ♦
Chapter IV

Your Ducks

Every duck in DuckSmith is a unique individual with its own name, gender, personality, stats, memories, relationships, and potential destiny. Understanding your ducks is the heart of the game.

Duck HP (Life-Force)

Every duck has an HP (hit points) bar representing their life-force. Adult ducks start with 50 + (Pluck × 3) HP, while babies start with 30 HP.

When a predator grabs a duck, it no longer dies instantly. Instead, the predator deals damage over time while holding the duck:

PredatorDPSTime to Kill (50 HP duck)
Fox24~2 seconds
Hawk32~1.6 seconds
Wolf40~1.25 seconds
Bear56~0.9 seconds

This gives you a window to click-scare the predator and save the duck! Rescued ducks survive with their remaining HP but become injured:

Velociraptors bypass the HP system entirely — they remain instant-kill. You cannot save a duck from a raptor.

Gender

Ducks are born male (Drakes) or female (Hens) with equal probability. Drakes have distinctive green heads with a white collar ring and a curled tail feather. Hens have warm brown mottled plumage. Breeding requires one of each — unless a duck has discovered science (see Traits).

Personality

Each duck is born with one of five innate personalities that shape its behavior for life — including what they like to explore:

PersonalityBehaviourExploresQuirks
Friendly Builds relationships 1.5× faster The dog, sheep, frogs Can have up to 3 best friends. Naturally sociable.
Loner Builds relationships at half speed Distant corners, paths Happiness decays faster. Only 1 best friend max. Seeks solitude far from the crowd.
Dramatic Double penalty from negative social events Flowers, sheep 10% chance per second of a random mood swing. Life is a stage.
Chill Half penalty from negative events Flowers, frogs, paths Nothing really bothers a chill duck. Steady and calm.
Greedy Gets hungry twice as fast Hay bales Eats 2× faster from piles, seeks food earlier, and lays eggs 30% faster. Lives to eat.

The Six Stats

Every duck (and every creature on the farm) has six core stats inspired by classic RPG attributes. Stats grow through experience — surviving predators, making friends, learning from frogs, and more.

Grit
Combat power & intimidation
Hustle
Movement speed & dodge chance
Pluck
Toughness & hunger resistance
Wit
Learning speed, exploration range & laser accuracy
Instinct
Awareness & predator detection range
Charm
Relationship growth & leadership aura

Stats grow with diminishing returns at higher levels. A duck who survives many predator attacks will develop impressive Grit and Instinct; one who is frequently petted and breeds often will have high Charm.

Relationships

Ducks form relationships with each other on a scale from -10 (bitter rivals) to +30 (inseparable best friends). Relationships develop naturally as ducks spend time near each other, share experiences, and survive hardships together.

ScoreLabelVisual
≤ -5RivalsDashed red line
0–14Strangers / AcquaintancesNo line
15–19FriendsThin yellow line
20–24Good FriendsMedium green line
25+Best Friends (BFF)Thick pink line

Toggle relationship lines on the map with the Lines ON/OFF button to visualize your flock's social web. Relationships grow from proximity, shared unit membership (+0.3/s), shared trauma (+3 per event), breeding (+10), and knowledge sharing (+5).

Ducks crowded too close together for too long will actually lose relationship points. Give your flock space to breathe.

Exploration

Ducks don't just wander randomly — they have internal motivation to explore interesting things on the farm. When a duck decides to explore, a gold ? appears above its head as it sets off toward its destination.

What a duck is drawn to depends on its personality (see the table above). Friendly ducks gravitate toward the farm dog and sheep, loners seek out distant corners away from the crowd, dramatic ducks are drawn to flowers, and greedy ducks make a beeline for hay bales.

A duck's Wit stat influences both how often it explores (~17–35% of movement decisions) and how far it can see interesting targets (4–9 tiles). The remaining time is spent in the normal routine of wandering, swimming, and idling — so ducks still naturally regroup into units between explorations.

Flowers actually work! Ducks near flower tiles gain a steady happiness boost and will occasionally stop to *sniff* them. A duck's Charm stat amplifies the effect. Plant flowers along paths and near gathering points for the best results.

Memories

Every significant event in a duck's life is recorded as a memory. Memories are the building blocks of growth — accumulate enough of the right kind, and your duck will develop powerful traits (see next chapter). Ducks can hold up to 20 memories.

Memory types include: surviving predators, losing friends, unit victories, breeding, growing up, being petted, being fed, learning from frogs, finding remains, avenging friends, building things, and more.

Experience Tiers

MemoriesTierBehaviour
0–2NewbornSimple phrases, basic instincts
3–7YoungDeveloping personality, more expressive
8–14ExperiencedWise phrases, confident behaviour
15+WiseDeep thoughts, can auto-build structures, teaches others

Knowledge Sharing

When two adult ducks spend time near each other (within 3 tiles), there's a chance the more experienced duck will teach the other. Ducks can share memories of predator survival and unit victories. Both ducks gain +5 to their relationship from the exchange. A duck's Wit stat determines how effective it is as a teacher.

A Duck's Whole Life

Ducks are not permanent. Each is born with a lifespan of roughly 44 to 60 days, goes grey in its last eight, spends that time teaching the young, and then walks out to the reeds on a spring or summer dawn. Nothing kills it; it simply finishes. What it passes on — stats, temperament, feather colour, and two genes you cannot see — is the subject of Chapter XVI: Bloodlines, Elders & the Long Walk.

♦ ♦ ♦
Chapter V

Abilities & Traits

Abilities

Every adult duck is born with (or grows into) one innate ability that defines its role on the farm. Baby ducks receive their ability when they mature.

AbilitySymbolEffect
Guardian G Counts as 2 ducks in unit formation. The backbone of your defense.
Speedster S Moves at 1.8× speed. Can dodge predator attacks with a chance to auto-flee.
Brave B Never flees from predators. +0.5 bonus to unit power.
Leader L Extends unit formation radius by +2 tiles. Rallies nearby ducks when predators approach.
Laser Z VERY RARE (2% chance). Fires laser beams at predators. One-shot kill on land predators. Can damage the Pond Shark. See below.

The Laser Ability

The golden light that rises from Featherhollow's ponds at dawn is not merely beautiful — it is ancient. The frogs say it has pooled in the deep water since the valley was young. Once in a great while, a duckling hatches at the precise moment that dawn-light reflects off the deepest pond and passes through the shell. The light enters the duckling and does not leave. It gathers behind their eyes, warm and patient, until the day it is needed. The frogs call these ducklings "Sun-Touched." The rest of the flock simply knows them by the faint glow in their gaze — and the terrible, beautiful thing that happens when they open their eyes wide. — Frog elder, on the nature of the light

The rarest and most powerful ability. Laser ducks charge for 1.5 seconds, then fire a devastating beam that destroys any predator instantly. They can also damage the Pond Shark (3 hits to kill).

Laser beams travel in a straight line from the duck's eye to the target. Any duck caught in the beam's path will be vaporized instantly. This is known as "friendly fire." Ducks with high Wit (≥5) will check for friendlies before firing and hold their shot if allies are in danger.

After friendly fire incidents, the laser duck suffers massive guilt: happiness drops, cooldown extends dramatically, and witnesses lose trust. Repeated incidents can lead to the haunted trait.

Traits

Traits are earned through accumulated life experience. Unlike abilities (which are innate), traits are unlocked when a duck has gathered enough specific memories. Traits permanently modify a duck's behaviour.

TraitUnlock RequirementsEffect
Courageous Survive 3 predator encounters Increased bravery in the face of danger
Social 2 unit victories + 1 breeding Thrives in groups, strong team player
Cautious Lose 2 friends to predators Flees from danger more readily, avoids remains
Loved Be petted 5 times High baseline happiness, bonds with the farmer
Wise Learn from frogs 3 times + grow up Can auto-build fences, plant flowers, and gather hay
Nurturing Breed 2 times Natural parent, wise+nurturing ducks prefer planting flowers
Vengeful Lose 3 friends + survive 2 attacks Forms revenge packs to actively hunt predators
Popular 1 breeding + 1 unit victory + 3 pettings Well-known throughout the flock
Scientist Learn from frogs 5 times + grow up Wears tiny glasses. Enables same-gender breeding!
Careful Cause 2 friendly fire incidents Learned caution with laser (laser ducks only)
Haunted 3 friendly fires + witness 2 friendly fires Deeply traumatised by laser incidents
Omnivore Eat 1 predator remains Slight red tint, small fangs. The first taste.
Carnivore Eat 3 predator remains Full goth transformation. Will hunt other ducks. See Special Events.
Legendary 5 survivals + 4 victories + 3 losses + 5 pettings + 2 breedings + 3 learnings + 1 growing up Golden crown, 1.5× size, 1.5× speed, can't flee, halved decay. The pinnacle of duck evolution.
The path to a Legendary duck is long. Focus on keeping a duck alive through many predator encounters while also petting it, helping it learn from frogs, and letting it breed. It takes a full, rich life.
♦ ♦ ♦
Chapter VI

Breeding & Growth

Breeding Requirements

Two ducks will breed when all of these conditions are met:

When breeding occurs, a baby duck appears at the midpoint between the parents. Both parents gain a 90–150 second cooldown before they can breed again, and their relationship increases by +10.

Baby Ducks

Babies start at roughly half the size of an adult and grow over about 60 seconds. During this time they are vulnerable — they have no ability and no hat. They eat from feed piles at a reduced rate.

When a baby matures into an adult:

Nearby ducks with moderate relationships to the parents may experience breeding jealousy, losing a small amount of their relationship score. The drama of the flock!

That is birth. What a duckling inherits from its parents — stats, temperament, feather colour, and two genes you cannot see — is a longer story, told in Chapter XVI: Bloodlines, Elders & the Long Walk.

♦ ♦ ♦
Chapter VII

Farm Animals

🐕

Farm Dog

Arrives on Day 2. Your loyal protector. The dog patrols a route around the four corners of the farm, and when it detects a predator, it charges at nearly double speed to scare it away. The dog also passively boosts the happiness of nearby ducks.

Speed: 0.7–1.4 Detect: 6+ tiles Chase: 1.8× speed

Personalities: Loyal (builds duck relationships 2× faster while chasing), Lazy (slower but double happiness aura, rests more), or Hyperactive (fastest, barely rests, barks twice as much).

The dog builds relationships with nearby ducks during chases. It can scare foxes reliably and sometimes intimidate wolves, but bears are usually too tough for the dog alone. When the dog scares off a predator, you earn +15 feed and +$10.

🐸

Frogs

Present from Day 1, sitting on lily pads in the ponds. Frogs are the wisest creatures on the farm. When a duck wanders close to a frog, the frog shares its ancient knowledge, granting the duck a "Learned from Friend" memory.

Teach cooldown: 30–60s Teach range: 2 tiles

Personalities: Wise (teaches twice as often), Grumpy (flavour text only), or Playful (hops around more actively).

Frogs in water can be eaten by the Pond Shark. Protect your wise friends!
🐑

Sheep

Purchasable for $15. Sheep graze peacefully and produce wool every 2 minutes. They move in herds and avoid water. But don't let their fluffy exterior fool you — sheep are warriors.

Wool: every 120s HP: 60+ Kick DMG: 8+ Can fight: Foxes, Wolves

Sheep will charge foxes and wolves with devastating kung-fu kicks, building up combos for increasing damage. They cannot fight bears or hawks. Timid sheep produce wool 20% faster. Stubborn sheep deal 25% more kick damage. When a sheep defeats a predator, you earn +20 feed and +$20.

Ducks standing near sheep have a 50% chance of being overlooked by predators. A living shield of wool.

🐦

Crows

Appear on Day 3. Crows are a double-edged sword. They serve as an early warning system, detecting predators at extreme range and warning your ducks to flee. However, they also steal from your feed piles.

Warning range: 8+ tiles Theft rate: 2–4 feed/s Speed: 1.5

Personalities: Mischievous (steals at double range and double rate), Shy (smaller particle eating range), or Alert (standard). Click a crow to shoo it away temporarily.

♦ ♦ ♦
Chapter VIII

Predators & Threats

They come from beyond the fence, drawn by the quacking. They are patient, relentless, and hungry. Your only advantages are numbers, courage, and the bonds your ducks have forged.

Land & Sky Predators

Predators spawn from the edges of the map at increasing rates as days progress. Each type requires a certain level of duck unit power to repel. When a predator grabs a duck, it deals damage over time rather than killing instantly — giving you a chance to click-scare the predator and save the duck (see Duck HP above).

🦊

Fox

The first and most common threat. Quick and cunning, but relatively weak. Your farm dog can handle foxes alone, and even a small duck unit of 3 can repel them.

Speed: 1.2 HP: 20 Unit Needed: 3 Reward: $5 From: Day 1
🦅

Hawk

Attacks from the sky. Hawks ignore fences and water — they fly over everything. Fast and difficult to intercept, requiring a strong unit to repel.

Speed: 2.0 HP: 30 Unit Needed: 4 Reward: $8 From: Day 3
🐺

Wolf

Faster and tougher than foxes, wolves require a solid defensive line. They path around water and fences like foxes, but hit harder in unit combat.

Speed: 1.5 HP: 50 Unit Needed: 5 Reward: $12 From: Day 5
🐻

Bear

The apex land predator. Slow but terrifyingly tough with massive HP. Requires a large, powerful unit to defeat. Even the farm dog struggles to intimidate a bear. Sheep refuse to fight them.

Speed: 0.7 HP: 80 Unit Needed: 7 Reward: $20 From: Day 8

Alpha Predators

Any predator has a 10% chance of spawning as an Alpha variant — larger, tougher, and requiring more ducks to repel. Alpha predators gain +3 grit, +2 pluck, +1 to their unit requirement, and 1.5× HP.

Predator Scaling

Predators grow stronger over time. Each predator gains +0.1 to all stats for each day that has passed since the game began, up to a +5 bonus. Spawn intervals also decrease as days progress, meaning attacks become more frequent.

The Pond Shark

The ponds of Featherhollow are not natural ponds. Ask any frog who has dived deep enough and they will tell you: there is no bottom. The water simply grows darker and colder until even the bravest frog turns back. Something has always lived in those depths — older than the hills, older than the frogs, older perhaps than the valley itself. When Featherhollow was quiet — just a few ducks, a handful of frogs — it slept. It had no reason to wake. But a flock of twenty ducks makes the ground tremble in ways you cannot hear. Forty ducks makes the deep water hum. And when the vibrations of all those webbed feet reach the place where the light has never been, the thing in the deep remembers that it is hungry. The Pond Shark is not a visitor to Featherhollow. It was here first. Your growing flock simply woke it up. — The eldest frog, who refuses to swim after dark
🦈

Pond Shark

When your flock grows to 20+ ducks, something stirs in the deep water. The Pond Shark is the most dangerous predator in Featherhollow — a mass-killing ambush predator that hunts from beneath the ponds.

HP: 3 (laser hits only) Kill radius: 3 tiles Shore drag: 1.5 tiles

The shark cycles through five phases:

  1. Deep — Invisible. Waiting. You can't see or interact with it.
  2. Lurking — A dark shadow and faint fin tip appear. Ripples spread. It's scanning for prey.
  3. Surfacing — The fin breaks the water and charges toward a target. A wake of foam trails behind.
  4. AttackingFeeding frenzy. Deals massive damage to all ducks swimming nearby and can drag in ducks standing on the shore. Ducks with enough HP may survive. Kills frogs too. The water turns red with blood.
  5. Retreating — Sinks back into the deep.

Defences against the shark:

The Pond Shark is immune to duck units. No amount of unit power can scare it. Only laser ducks and click-scaring work.
The shark's spawn timer scales with flock size. At 20 ducks the timer is normal; at 40 ducks it's halved; at 80+ ducks it spawns at roughly 15% of normal time. Large flocks must be constantly vigilant near water.

The Velociraptor Pack

Beneath Featherhollow, the hills are hollow. The frogs have always known this — they hear the echoes when they press their bellies to the stones at night. Deep in those caverns, in the places where the rock is warm and the air smells of iron, something survived that should not have. The oldest frog, who claims to remember the time before the ponds had water, calls them the "First Hunters" — creatures from an age when the world was young and nothing, not even the hills, was safe. They sleep in the deep rock, coiled and patient, dreaming of a time when they ruled the open ground. But they can feel triumph above them. The vibrations of successful defence, the percussion of predator bodies hitting the earth, the celebration of a flock that believes itself invincible — these vibrations reach the caverns. At ten victories, the stone cracks. And the First Hunters remember what hunting feels like. — The oldest frog, trembling
🦖

Velociraptor Pack

The ultimate test. When your farm has repelled, defeated, or scared off 10 predators through any combination of duck units, farm dog, sheep kung-fu, click-scaring, or predator explosions, your success draws the attention of something ancient. A pack of three velociraptors charges onto the farm in V-formation.

Speed: 2.0–2.5 Duration: 20 seconds Status: UNSTOPPABLE

Raptors cannot be scared, clicked, damaged, or stopped by any means. They hunt independently, targeting adult ducks on land. Each raptor can kill multiple ducks depending on your flock size.

There are two variants:

VariantTriggerSpeedSize
Normal10th event, fewer than 15 ducks2.0Normal
Elite10th event, 15+ ducks2.560% larger
The only defence against velociraptors is water. Ducks swimming in ponds are safe — raptors won't enter water. Baby ducks are also not targeted. If you hear the raptor alert, pray your ducks are near a pond.
♦ ♦ ♦
Chapter IX

Combat & Defence

Duck Units

When 3 or more adult ducks cluster within 3 tiles of each other on land, they automatically form a unit. Units are your primary defence against predators.

Unit Properties

Unit vs. Predator Combat

When a predator enters a unit's zone, HP-drain combat begins:

Vengeful Duck Packs

When 2 or more ducks with the vengeful or legendary trait gather near a predator (within 3 tiles), they form an impromptu revenge pack. If their combined power meets the requirement, they deal power × 3 damage per second. On a kill, they earn the "Avenged Friend" memory.

Sheep Combat

Long before the Farmer came, the sheep of Featherhollow were prey to everything that stalked the valley. Then came the winter of Brother Hoof. A lone ram, old and stubborn, cornered by three wolves at the edge of the eastern ridge with nowhere left to run. So he did not run. He planted his hooves in the frozen mud and kicked — and kicked — and kicked. By morning, the wolves were gone and Brother Hoof's legs trembled with exhaustion, but something had been forged in the desperation: a technique. He spent his remaining seasons teaching every lamb the Way of the Hoof — the precise angles, the building rhythm of consecutive strikes, the art of turning wool and bone into something wolves learn to fear. The sheep of Featherhollow have passed down these combat forms ever since, each generation refining the kicks into something closer to art than violence. — The Shepherd's Tale, as told by the rams at dusk

Sheep are surprisingly fierce fighters. When a sheep detects a fox or wolf within 5 tiles, it charges with a battle cry and unleashes kung-fu kicks.

MechanicDetail
Kick damage8 base + Grit bonus + combo bonus
Kick cooldown0.8 seconds
ComboBuilds up to ×5, adding +2 damage per consecutive hit
HP recovery+3 HP/s when not fighting
RetreatAt 5 HP remaining, sheep retreats for 15 seconds
Stubborn bonus+25% kick damage
Sheep cannot fight bears or hawks. Position your sheep strategically near paths where foxes and wolves enter, and rely on duck units and the farm dog for the bigger threats.

Laser Ducks vs. Pond Shark

Laser ducks are the only way to permanently kill the Pond Shark. Each laser hit deals 1 damage (shark has 3 HP). After dying, the shark respawns after 15–25 minutes. Laser ducks target the shark at 8-tile range (further than their 6-tile range for land predators).

♦ ♦ ♦
Chapter X

Economy & Resources

Economy values (costs, daily feed, day length, spawn timers, AI cooldowns) can be tuned by the game administrator via the Admin Panel. The values below are the defaults.

Coins

You start with $20 (default). Earn more by selling eggs and wool, or by having your duck units destroy predators.

SourceAmount
Sell eggs$3 per egg
Sell wool$3 per wool
Destroy Fox$5
Destroy Hawk$8
Destroy Wolf$12
Destroy Bear$20

Shop

ItemCostEffect
🦆 Buy Duck$10A new adult duck joins the farm
🌾 Buy Feed$5+20 feed added to your stock
🐑 Buy Sheep$15A sheep joins the farm (produces wool, fights predators)

Shop buttons are greyed out when you can't afford the item.

Upgrades

Upgrades are permanent improvements to the farm itself, bought in levels. Each level costs more than the last, and two of them are paid for in bones rather than coins.

UpgradeLevelsCostEffect
Rich Feed340 / 80 / 160 coinsFeed satisfies more hunger, so the same stock goes further
Dog Training350 / 100 / 200 coinsA faster, sharper, braver farm dog
Feed Silo360 / 120 / 240 coins+4 duck capacity per level
Loud Whistle230 / 60 coinsThe whistle reaches further
Cozy Nests210 / 20 bonesDucks breed sooner — and the nests are warm, which matters in winter
Cozy Nests is the quiet winter upgrade. It reads as a breeding bonus, but a warm place to sleep is what keeps chill off your flock during the Long Dark.

Feed

Feed is your most critical resource. Without it, ducks go hungry, their happiness drops, and they stop laying eggs or breeding.

Scatter Feed (Feed Tool)

Click anywhere on the map to scatter 3 feed. Creates small piles that ducks rush toward. Great for luring ducks to safety or drawing them together to form units. Scatter piles feel 30% closer to hungry ducks, making them attractive.

Feed Piles (Build Mode)

Place permanent feed stations using Build Mode (key 7) for 5–25 feed per click, or use the Add Feed Pile button for a full 75-feed pile in one action. Maximum 10 piles on the map, each holding up to 75 feed. Right-click to pick up a pile and reclaim the remaining feed.

Crows steal from feed piles at 2–4 feed per second. Mischievous crows are especially greedy with double range and double theft rate. Shoo them away regularly!

Eggs

Adult ducks with happiness above 30 and hunger below 80 lay eggs every 200–400 seconds (~3–7 minutes). Greedy ducks lay 30% faster. Use the Collect tool (C) to gather eggs within range, then sell them for $3 each.

Wool

Sheep produce wool every 120 seconds (timid sheep: every 96 seconds). Collect it with the Collect tool and sell for $3 each.

Bones

When predators are destroyed, they leave behind collectible bones on the ground. Gather them with the Collect tool (C). Bones are used exclusively for constructing Bone Houses (15 bones each). Tougher predators drop more bones:

SourceBones Dropped
Fox / Wolf grabbed a duck, then killed1–2
Fox exploded (unit kill)4
Hawk exploded5
Wolf exploded6
Bear exploded8
Sheep defeated a predator1–2
Pond Shark destroyed3–5
Velociraptor kill (from remains)2–3
♦ ♦ ♦
Chapter XI

Build Mode

Enter Build Mode from the Controls section of the bottom bar. A palette of tile types appears. Select a tile with keys 17 (standard) or 8/9/0 (bone houses) or by clicking the palette buttons (hover for descriptions). Click or click-and-drag to paint tiles. Press Escape to exit.

KeyTileEffect
1 Grass Basic terrain. Ducks wander and graze here. The foundation of your farm.
2 Water Creates pond tiles. Ducks can swim here. Ground predators and raptors avoid water. Strategic safety zones.
3 Path Dirt path. Loner and chill ducks are drawn to explore along paths.
4 Fence Blocks ground predator movement. Hawks fly over them. Use to create chokepoints and safe zones.
5 Flowers Ducks on or adjacent to flowers gain a steady happiness boost (scaled by Charm). Ducks are naturally drawn to explore flower tiles. Plant them along paths and near gathering points.
6 Hay Hay bales that wise ducks can gather for +5 feed. A renewable feed source.
7 Feed Pile Places a feed pile (5–25 feed per click). Click existing piles to top them up to 75 max.
8 Bone Shelter Costs 15 bones. Repels predators from nearby ducks and boosts happiness. See Bone Houses.
9 Bone Dojo Costs 15 bones. Nearby ducks slowly gain stat XP over time. See Bone Houses.
0 Bone Nest Costs 15 bones. Doubles breeding cooldown reduction and speeds up baby growth. See Bone Houses.

You cannot build on the map border (the outer two rows/columns). The border fence is permanent.

Wise ducks (15+ memories) will occasionally auto-build on their own — planting flowers, building fences, and gathering hay. Nurturing wise ducks prefer planting flowers.

The Add Feed Pile Button

For quick feed pile placement without entering Build Mode, use the 🌾 Add Feed Pile button in the Controls section. This costs 75 feed and places a completely full pile with a single click on the map. Press Escape to cancel placement.

♦ ♦ ♦
Chapter XII

Bone Houses

"From the bones of our enemies, we build sanctuary. Let their remains serve the flock." — A wise duck, surveying the first Bone Shelter

When predators fall in battle, they leave behind bones — small collectible fragments scattered on the ground. Gather them with the Collect tool (C), and once you have 15 bones, you can construct one of three powerful Bone Houses in Build Mode.

Collecting Bones

Bones appear as small white bone shapes on the ground after any predator death — whether destroyed by duck units, sheep combat, laser ducks, or the pond shark's defeat. Tougher predators drop more bones. Use the Collect tool to pick them up, just like eggs and wool. Your bone count is displayed in the top scorecard (🦴).

Building Bone Houses

Enter Build Mode and select a bone house type with keys 8, 9, or 0. Each costs 15 bones to place. You can have a maximum of 3 bone houses on the map at any time. Bone houses cannot be placed on water or fence tiles.

The build preview turns red if you can't afford the house or have reached the maximum.

The Three Bone Houses

🏠

Bone Shelter 8

An A-frame hut built from predator bones, topped with a skull. Emits a faint blue protective aura.

Cost: 15 bones Range: 3 tiles Effect: Predator deterrent

Effect: Ducks within 3 tiles gain a protective shield. Predators that attempt to grab a shielded duck are repelled — the grab fails and the predator must find a new target. Also provides a small happiness boost (+0.5/s) to nearby ducks.

⚔️

Bone Dojo 9

A training arena marked by crossed bone swords in a circle. Emits an orange glow of martial energy.

Cost: 15 bones Range: 3 tiles Effect: Stat training

Effect: Ducks within 3 tiles have a chance each frame to gain +0.02 to a random stat (capped at 20). Floating text appears when a stat levels up to a new whole number. A passive way to train your ducks without combat.

🥚

Bone Nest 0

An oval ring of bones forming a warm, nurturing nest. A heart glows at its centre.

Cost: 15 bones Range: 3 tiles Effect: Breeding boost

Effect: Ducks within 3 tiles have their breeding cooldown reduced at double speed. Baby ducks near the nest grow 50% faster, reaching adulthood sooner. Place near your breeding pairs for maximum effect.

Strategic Tips

Focus on growing your unit power first to reliably destroy predators. The bones will come naturally as your defense improves. Bears and sharks drop the most bones per kill.
♦ ♦ ♦
Chapter XIII

The Wheel of the Year

"The old frogs say the wheel does not turn past us — it turns through us." — The Farmer's Journal, Chapter XII

A day on the farm lasts about five real minutes. Four days make a season, four seasons make a year — so a full turn of the wheel is sixteen days, or roughly eighty minutes of play. The season is read straight off the day counter in the scorecard, and the glyph beside it tells you where you are.

SeasonGlyphDays of the yearWhat it brings
Spring🌸1–4The thaw. Ducklings, tadpoles in the shallows, the Hatching Festival. Elders take their Long Walk on spring dawns.
Summer☀️5–8The long ease. The Midsummer Fair and its duck race. The thing in the pond is wide awake.
Autumn🍂9–12Gold light. The geese arrive on the first day and stay the season. The Send-Off closes it.
Winter❄️13–16Snow, frozen ponds, Lantern Night — and the Long Dark on the last two days.

Day & Night

Every day passes through five phases — dawn, morning, afternoon, evening, night — shown by the icon in the scorecard. Night is not decoration:

Weather

Rain makes ducks happier — they are ducks — everywhere except winter, where the same weather falls as snow and cheers nobody. Fog cuts how far anyone can see, which cuts both ways: your dog spots trouble later, but so does the fox.

Winter, and the Cold That Counts

Each duck carries a chill value you can watch in its panel. Chill builds only at night, only in winter, and only when a duck is not somewhere warm. Two things make it build faster:

Warmth pushes it back down, and sleeping somewhere warm pushes it down further. Daylight helps. And when spring or summer comes, chill drains away fast — the farm forgives quickly once the sun returns.

The Long Dark

The last two days of winter are the Long Dark. The ponds freeze over — your ducks will walk across them, and whatever lives underneath sleeps through it. This is when cold stops being an inconvenience.

YearSeverityWhat it means
Year 1GentleYour first winter cannot kill a duck. It is a rehearsal, and it is meant to be.
Year 2HardA duck can now die of cold. It has to be at full chill, during the Long Dark, and it has to stay there.
Year 3+FullThe valley stops making allowances.
Cold never takes a duck by surprise. A freezing duck shivers, and the activity log says so, long before anything happens. If you see it, you have time — toss it a treat, or get it somewhere warm.

Staying Warm

Warmth comes from shelter, from the Cozy Nests upgrade, from a treat thrown to a shivering duck — and, on the two nights that matter most, from the lanterns you lit at the festival. See Chapter XV.

Henry's Choice

Once each winter, the farm asks you a question it will not explain. It happens on its own, it happens once, and both answers are answers. The journal has a chapter about it. That is all you get in a guide.

♦ ♦ ♦
Chapter XIV

The Visitors

"The sky lends us its travelers and always calls in the loan. So I am learning their names quickly, and teaching my heart the shape of a goodbye." — The Farmer's Journal, Chapter XIII

🦢 The Geese

On the first day of autumn a ragged V drops out of the grey and a flock of geese lands on your pond. They stay the whole season and leave on the first day of winter. Wilbur leads the very first flock you ever meet; after that the roster changes year to year, and geese who liked you come back.

Bonds you have built are worth banking before departure day — that is exactly what the Send-Off Gauntlet is for. See the next chapter.

🐸 Frogs, and Where Frogs Come From

The old frogs on the lily pads dispense wisdom, as they always have. What is newer is that they raise their own young, in front of you, and that it can go wrong.

A clutch of tadpoles appears in the shallows in spring — small commas of shadow, wriggling. Getting them to adulthood is a gauntlet:

Survive all that and a tadpole climbs out wearing a frog's face, takes a name from the pond's own lineage, and joins the elders on the pads. Frogs raised on your farm carry a phrase that is theirs.

Dragonflies & Chickadees

Neither does anything. They are alive, they are seasonal, and the farm is better for having them in it.

♦ ♦ ♦
Chapter XV

Festivals of the Year

"The old frogs say joy is just worry wearing its festival clothes. Then let it wear them often." — The Farmer's Journal, Chapter XV

Four days a year, the farm throws a party. A banner appears in the scorecard and you can join or ignore it — nothing is forced on you, and a festival you skip is simply a quiet day.

FestivalWhenWhat happens
Hatching FestivalSpring, day 2Eggs are hidden across the farm. Find them.
Midsummer FairSummer, day 2The Great Duck Race — pick a runner and back it with coins.
Send-Off FestivalAutumn, day 4The Gauntlet: bank your goose bonds the day before they fly.
Lantern NightWinter, day 2Light six lanterns against the dark that is coming.

🥚 The Egg Hunt

Eggs are scattered on walkable ground across the whole farm. Go and get them. It is the gentlest of the four and it is meant to be — spring is a kind season.

🏁 The Great Duck Race

A field of your own ducks lines up. You pick one to back and choose a wager. The race is not random: a duck's speed depends on its own stats, so the flock you raised is the flock that runs. Watch which of your ducks actually has legs — you will start noticing it in ordinary play afterwards.

The game saves before a wager is settled, so a race can never eat coins you did not actually lose. If a predator takes your runner mid-race, your wager comes back — the farm is not that cruel.

🦢 The Send-Off Gauntlet

Played on the last day of autumn, the evening before the geese leave. You throw treats; the geese catch them. Every catch converts the season's goodwill into something that survives their departure. There is a cap on the purse — the Gauntlet is a send-off, not a coin press.

🏮 Lantern Night

Six lanterns stand at fixed places around the farm. Light them.

This is the one festival with consequences that outlive the day. A lit lantern becomes a genuine source of warmth during the Long Dark two days later — a small gold circle on the snow that ducks can sleep inside while the cold works on everyone outside it. Which lanterns you lit, and how many, is remembered.

If you only ever join one festival, join this one. The others give you coins and a story. This one gives you ducks that are still alive in spring.
♦ ♦ ♦
Chapter XVI

Bloodlines, Elders & the Long Walk

"The flock that stands in this spring grass is bigger than anything I dared plan for, and every duck in it carries the whole year in its feathers." — The Farmer's Journal, Chapter XII

A Duck's Life

Ducks do not live forever. Each is born with a lifespan of roughly 44 to 60 days — three to four in-game years — and passes through three stages:

StageWhenWhat changes
DucklingThe first daysSmall, fast to chill, learns from any elder standing nearby.
AdultThe long middleBreeds, fights, forms squads, earns its traits.
ElderLast 8 daysGoes visibly grey. Teaches. Prepares to leave.

What a Duckling Inherits

A duckling born to two recorded parents is not rolled from nothing. It takes:

Hidden Genes

Two traits ride along invisibly, carried by ducks that never show them:

This is the long game. You cannot see who carries what — you can only keep good lines going and notice, three generations later, that something extraordinary showed up.

Kin

Ducks from the same line will not pair with each other. You do not have to police it; the flock declines on its own.

Elders & Mentors

Eight days before the end, a duck goes grey. The activity log will tell you. What an elder does with those days matters:

Park your ducklings near a grey duck. It is the single most efficient thing you can do for a young flock, and it is also the reason elders are worth protecting rather than writing off.

The Long Walk

When an elder's time comes, it does not fall over. On a spring or summer dawn — never in the dark, never in the cold — it separates from the flock and walks, slowly, out to the reeds at the edge of the farm. Nothing can touch it on the way: not a fox, not a hawk, not the thing in the pond. It simply goes.

There are no remains. It does not count among your ducks lost. The name stays in the book with the day it left beside it.

"We do not lose them all the same way. Some are taken. Some are simply finished, and walk out to the reeds on a good morning, in their own time, on their own feet. I have decided that is the better ending, and I hold the gate open." — The Farmer's Journal, Chapter XVIII

The Lineage Panel

Open any duck and you can read its family: parents, grandparents, and its line. A dagger (†) beside a name means that duck has died or departed. The farm keeps its record generously — hundreds of names — so the ancestry of a duck born in year four is still there to read.

♦ ♦ ♦
Chapter XVII

The Farmer's Journal

The journal is the farm's own record, and it writes itself as you play. It has eighteen chapters. Each has three goals; finish all three and the chapter closes, the farmer writes his entry, and you collect the reward — coins, bones, and for eight of them, a hat your ducks can wear.

Chapters unlock in order, so the journal doubles as the closest thing this game has to a campaign. Open it from the book button.

#ChapterReward
IFirst Flock20 coins
IIThe Watcher in the Grass30 coins • Straw Hat
IIIStronger Together20 coins, 5 bones
IVThe Way of the Hoof40 coins • Headband
VLittle Ones8 bones
VIWhat the Frogs Know50 coins • Tiny Crown
VIIThe Deep Wakes12 bones
VIIILegends of Featherhollow100 coins, 10 bones • Golden Crown
IXFirst Frost40 coins
XThe Long Dark10 bones
XIHenry's Choice60 coins, 5 bones
XIIThe Wheel of the Year120 coins, 10 bones • Knit Cap
XIIIThe Visitors50 coins
XIVSmall Beginnings80 coins, 8 bones • Plume
XVThe Fair Comes to Featherhollow75 coins
XVIKeeper of the Flame100 coins, 10 bones • Garland
XVIIBloodlines90 coins
XVIIIThe Long Walk120 coins, 12 bones • Heirloom

Hats

Hats cost 15 coins each at the duck panel, in whatever colour you pick. Every duck can wear one — except a legendary duck, which wears its crown and will not be talked out of it.

HatHow you get it
CapAvailable from the start.
SignetA small wax-seal cap. Free account holders only — it appears the moment you sign in.
Straw HatJournal chapter II
HeadbandJournal chapter IV
Tiny CrownJournal chapter VI
Golden CrownJournal chapter VIII
Knit CapJournal chapter XII
PlumeJournal chapter XIV
GarlandJournal chapter XVI
HeirloomJournal chapter XVIII — grandfather's cap, weathered and patched.
♦ ♦ ♦
Chapter XVIII

Special Events & Legends

✨ The Legendary Super Duck

"When a duck has survived the worst, loved the most, fought the hardest, and learned from the wisest — when it has lived a life so full that no memory can be wasted — it transcends. A golden crown descends, and the flock knows: a legend walks among them."

The rarest achievement in DuckSmith. A duck that accumulates enough varied memories across all aspects of farm life — survival, combat, love, loss, learning, and the farmer's touch — becomes Legendary.

🧛 The Carnivore Transformation

Before the Farmer, there was the Bitter Winter. The ponds froze. The feed ran out. One by one, the ducks of Featherhollow grew still. Henry — gentle, social, beloved Henry — was the last duck standing between his flock and the end. When a fox fell to the cold at the meadow's edge, Henry did what no duck had ever done. He ate. And the valley knew. The old frogs say the land itself recoiled — Henry's feathers darkened overnight, his eyes burned a deep and terrible red, and something ancient and predatory woke inside him that would never sleep again. He saved his flock that winter. But the cost was his own nature. Every carnivore duck since carries Henry's curse: the valley remembers what he did, and it marks all who follow his path. Their feathers darken. Their eyes glow. And the hunger never truly leaves. — "We do not speak of what Henry did that winter" — Frog proverb

When a hungry duck eats predator remains, it begins a dark transformation:

  1. First taste (Omnivore): A slight red tint appears. Small fangs emerge. The duck has tasted meat.
  2. Third taste (Carnivore): Full goth transformation — dark body, glowing red eyes, dark particle wisps, prominent fangs. The duck is faster (+0.2 speed), gets hungry slower (0.7× rate), and can never flee.
Carnivore ducks will hunt and kill other ducks. They target the duck they have the worst relationship with (non-baby, non-carnivore, non-legendary). Nearby ducks are horrified, losing relationship points with the killer. Consider carefully whether to let a duck walk this path.

🔬 The Scientist Duck

A duck who learns from frogs 5 times and has a "Grew Up" memory develops the scientist trait. These bespectacled intellectuals break the rules of nature: they can breed with ducks of the same gender. The activity log records these events as "Science!"

🥀 Wise Duck Builders

Ducks with the wise trait and 10+ memories will occasionally build things on their own — planting flowers to brighten the farm, constructing fences for defence, or gathering hay for feed. They become autonomous farm hands.

💥 Laser Friendly Fire

The laser ability is powerful but dangerous. Ducks caught in the beam's path are vaporized. High-Wit laser ducks (Wit ≥ 5) will check for friendlies before firing and hold their shot if allies are in the way. After friendly fire, the shooter suffers guilt, and witnesses lose trust in them. Repeated incidents lead to the careful and eventually haunted traits.

🌊 Blood Water

After a shark attack, the pond water turns crimson for 15 seconds. Carnivore ducks swimming in bloody water can slowly nourish themselves, reducing their hunger. A grim detail of the circle of life in Featherhollow.

💀 Remains Discovery

When ducks encounter the remains of fallen friends, they react based on personality: friends mourn deeply, cautious ducks flee, and courageous ducks approach with determination. Finding remains grants a "Found Remains" memory. Starving ducks (hunger > 70) may eat duck remains in desperation, losing happiness and the respect of witnesses.

♦ ♦ ♦
Chapter XIX

Farmer's Wisdom

Defence Strategy

Economy Tips

Duck Development

Dealing with Threats

Bone House Placement

Advanced Tactics

"In Featherhollow, no duck is truly gone. Their memories live on in every friend they made, every lesson they taught, and every life they inspired. That is the legacy of a well-loved duck." — The Farmer's Journal, final entry
♦ ♦ ♦
← Return to the Farm