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.
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.
Welcome to DuckSmith™. Your flock is waiting.
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.
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.
| Phase | Icon | Duration | Effect |
|---|---|---|---|
| Dawn | 🌅 | ~37 seconds | The sky brightens as night fades away |
| Morning | ☀️ | ~75 seconds | Full daylight |
| Afternoon | ☀️ | ~75 seconds | Full daylight |
| Evening | 🌅 | ~75 seconds | Darkness begins to fall |
| Night | 🌙 | ~38 seconds | Darkest point before a new dawn |
Each new day brings a feed delivery automatically (currently +75). As days pass, new animals and challenges will appear:
| Day | Event |
|---|---|
| Day 1 | Your farm begins with 4 starter feed piles (one per quadrant). Frogs inhabit the ponds. Foxes lurk beyond the fence. |
| Day 2 | A loyal farm dog arrives to help patrol the grounds. |
| Day 3 | Crows appear overhead. Hawks begin hunting from the sky. |
| Day 5 | Wolves start prowling the perimeter. |
| Day 8 | Bears emerge from the deep woods. |
Your core loop as a farmer:
| Key | Action |
|---|---|
| F | Select the Feed tool — scatter feed on the ground |
| P | Select the Pet tool — pet ducks for happiness |
| C | Select the Collect tool — gather eggs and wool |
| W | Whistle — call every duck in earshot to you. See Your Four Verbs below. |
| T | Toss a treat — ducks come and eat; warms a shivering duck in winter |
| G | Send the dog — direct the farm dog to a spot instead of letting it patrol |
| R | Rally horn — nearby ducks form up into squads and fight together |
| ← ↑ → ↓ | Pan the camera. Escape snaps it back to the whole farm. |
| Space | Pause / Resume the game |
| Escape | Exit build mode / close panels / cancel placement |
| Alt+A | Toggle the Activity Log panel |
| 1–7 | Select build tile type (when in Build Mode) |
| 8, 9, 0 | Select Bone Shelter, Bone Dojo, or Bone Nest (Build Mode, costs 15 bones each) |
| Action | Effect |
|---|---|
| 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 predator | Scare it away |
| Left-click on a crow | Shoo it away for a few seconds |
| Left-click on a duck | Open the Duck Info Panel (any tool except Pet) |
| Double-click on a duck | Rename the duck |
| Right-click on a feed pile | Pick up the pile (refunds remaining feed) |
| Click & drag in Build Mode | Paint tiles continuously |
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.
| Verb | Key | What it does |
|---|---|---|
| Whistle | W | Calls 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 treat | T | Throws 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 dog | G | Directs 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 horn | R | Sounds the horn: nearby ducks form up into squads and fight together rather than scattering. |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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:
| Predator | DPS | Time to Kill (50 HP duck) |
|---|---|---|
| Fox | 24 | ~2 seconds |
| Hawk | 32 | ~1.6 seconds |
| Wolf | 40 | ~1.25 seconds |
| Bear | 56 | ~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:
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).
Each duck is born with one of five innate personalities that shape its behavior for life — including what they like to explore:
| Personality | Behaviour | Explores | Quirks |
|---|---|---|---|
| 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. |
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.
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.
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.
| Score | Label | Visual |
|---|---|---|
| ≤ -5 | Rivals | Dashed red line |
| 0–14 | Strangers / Acquaintances | No line |
| 15–19 | Friends | Thin yellow line |
| 20–24 | Good Friends | Medium 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 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.
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.
| Memories | Tier | Behaviour |
|---|---|---|
| 0–2 | Newborn | Simple phrases, basic instincts |
| 3–7 | Young | Developing personality, more expressive |
| 8–14 | Experienced | Wise phrases, confident behaviour |
| 15+ | Wise | Deep thoughts, can auto-build structures, teaches others |
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.
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.
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.
| Ability | Symbol | Effect |
|---|---|---|
| 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 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).
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 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.
| Trait | Unlock Requirements | Effect |
|---|---|---|
| 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. |
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.
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:
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.
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.
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.
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.
Personalities: Wise (teaches twice as often), Grumpy (flavour text only), or Playful (hops around more actively).
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.
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.
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.
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.
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).
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.
Attacks from the sky. Hawks ignore fences and water — they fly over everything. Fast and difficult to intercept, requiring a strong unit to repel.
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.
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.
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.
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.
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.
The shark cycles through five phases:
Defences against the shark:
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.
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:
| Variant | Trigger | Speed | Size |
|---|---|---|---|
| Normal | 10th event, fewer than 15 ducks | 2.0 | Normal |
| Elite | 10th event, 15+ ducks | 2.5 | 60% larger |
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.
When a predator enters a unit's zone, HP-drain combat begins:
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 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.
| Mechanic | Detail |
|---|---|
| Kick damage | 8 base + Grit bonus + combo bonus |
| Kick cooldown | 0.8 seconds |
| Combo | Builds up to ×5, adding +2 damage per consecutive hit |
| HP recovery | +3 HP/s when not fighting |
| Retreat | At 5 HP remaining, sheep retreats for 15 seconds |
| Stubborn bonus | +25% kick damage |
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).
You start with $20 (default). Earn more by selling eggs and wool, or by having your duck units destroy predators.
| Source | Amount |
|---|---|
| Sell eggs | $3 per egg |
| Sell wool | $3 per wool |
| Destroy Fox | $5 |
| Destroy Hawk | $8 |
| Destroy Wolf | $12 |
| Destroy Bear | $20 |
| Item | Cost | Effect |
|---|---|---|
| 🦆 Buy Duck | $10 | A new adult duck joins the farm |
| 🌾 Buy Feed | $5 | +20 feed added to your stock |
| 🐑 Buy Sheep | $15 | A sheep joins the farm (produces wool, fights predators) |
Shop buttons are greyed out when you can't afford the item.
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.
| Upgrade | Levels | Cost | Effect |
|---|---|---|---|
| Rich Feed | 3 | 40 / 80 / 160 coins | Feed satisfies more hunger, so the same stock goes further |
| Dog Training | 3 | 50 / 100 / 200 coins | A faster, sharper, braver farm dog |
| Feed Silo | 3 | 60 / 120 / 240 coins | +4 duck capacity per level |
| Loud Whistle | 2 | 30 / 60 coins | The whistle reaches further |
| Cozy Nests | 2 | 10 / 20 bones | Ducks breed sooner — and the nests are warm, which matters in winter |
Feed is your most critical resource. Without it, ducks go hungry, their happiness drops, and they stop laying eggs or breeding.
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.
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.
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.
Sheep produce wool every 120 seconds (timid sheep: every 96 seconds). Collect it with the Collect tool and sell for $3 each.
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:
| Source | Bones Dropped |
|---|---|
| Fox / Wolf grabbed a duck, then killed | 1–2 |
| Fox exploded (unit kill) | 4 |
| Hawk exploded | 5 |
| Wolf exploded | 6 |
| Bear exploded | 8 |
| Sheep defeated a predator | 1–2 |
| Pond Shark destroyed | 3–5 |
| Velociraptor kill (from remains) | 2–3 |
Enter Build Mode from the Controls section of the bottom bar. A palette of tile types appears. Select a tile with keys 1–7 (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.
| Key | Tile | Effect |
|---|---|---|
| 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.
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.
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.
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 (🦴).
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.
An A-frame hut built from predator bones, topped with a skull. Emits a faint blue protective aura.
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.
A training arena marked by crossed bone swords in a circle. Emits an orange glow of martial energy.
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.
An oval ring of bones forming a warm, nurturing nest. A heart glows at its centre.
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.
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.
| Season | Glyph | Days of the year | What it brings |
|---|---|---|---|
| Spring | 🌸 | 1–4 | The thaw. Ducklings, tadpoles in the shallows, the Hatching Festival. Elders take their Long Walk on spring dawns. |
| Summer | ☀️ | 5–8 | The long ease. The Midsummer Fair and its duck race. The thing in the pond is wide awake. |
| Autumn | 🍂 | 9–12 | Gold light. The geese arrive on the first day and stay the season. The Send-Off closes it. |
| Winter | ❄️ | 13–16 | Snow, frozen ponds, Lantern Night — and the Long Dark on the last two days. |
Every day passes through five phases — dawn, morning, afternoon, evening, night — shown by the icon in the scorecard. Night is not decoration:
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.
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 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.
| Year | Severity | What it means |
|---|---|---|
| Year 1 | Gentle | Your first winter cannot kill a duck. It is a rehearsal, and it is meant to be. |
| Year 2 | Hard | A 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+ | Full | The valley stops making allowances. |
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.
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.
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.
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.
Neither does anything. They are alive, they are seasonal, and the farm is better for having them in it.
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.
| Festival | When | What happens |
|---|---|---|
| Hatching Festival | Spring, day 2 | Eggs are hidden across the farm. Find them. |
| Midsummer Fair | Summer, day 2 | The Great Duck Race — pick a runner and back it with coins. |
| Send-Off Festival | Autumn, day 4 | The Gauntlet: bank your goose bonds the day before they fly. |
| Lantern Night | Winter, day 2 | Light six lanterns against the dark that is coming. |
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.
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.
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.
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.
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:
| Stage | When | What changes |
|---|---|---|
| Duckling | The first days | Small, fast to chill, learns from any elder standing nearby. |
| Adult | The long middle | Breeds, fights, forms squads, earns its traits. |
| Elder | Last 8 days | Goes visibly grey. Teaches. Prepares to leave. |
A duckling born to two recorded parents is not rolled from nothing. It takes:
Two traits ride along invisibly, carried by ducks that never show them:
Ducks from the same line will not pair with each other. You do not have to police it; the flock declines on its own.
Eight days before the end, a duck goes grey. The activity log will tell you. What an elder does with those days matters:
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.
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.
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.
| # | Chapter | Reward |
|---|---|---|
| I | First Flock | 20 coins |
| II | The Watcher in the Grass | 30 coins • Straw Hat |
| III | Stronger Together | 20 coins, 5 bones |
| IV | The Way of the Hoof | 40 coins • Headband |
| V | Little Ones | 8 bones |
| VI | What the Frogs Know | 50 coins • Tiny Crown |
| VII | The Deep Wakes | 12 bones |
| VIII | Legends of Featherhollow | 100 coins, 10 bones • Golden Crown |
| IX | First Frost | 40 coins |
| X | The Long Dark | 10 bones |
| XI | Henry's Choice | 60 coins, 5 bones |
| XII | The Wheel of the Year | 120 coins, 10 bones • Knit Cap |
| XIII | The Visitors | 50 coins |
| XIV | Small Beginnings | 80 coins, 8 bones • Plume |
| XV | The Fair Comes to Featherhollow | 75 coins |
| XVI | Keeper of the Flame | 100 coins, 10 bones • Garland |
| XVII | Bloodlines | 90 coins |
| XVIII | The Long Walk | 120 coins, 12 bones • Heirloom |
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.
| Hat | How you get it |
|---|---|
| Cap | Available from the start. |
| Signet | A small wax-seal cap. Free account holders only — it appears the moment you sign in. |
| Straw Hat | Journal chapter II |
| Headband | Journal chapter IV |
| Tiny Crown | Journal chapter VI |
| Golden Crown | Journal chapter VIII |
| Knit Cap | Journal chapter XII |
| Plume | Journal chapter XIV |
| Garland | Journal chapter XVI |
| Heirloom | Journal chapter XVIII — grandfather's cap, weathered and patched. |
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.
When a hungry duck eats predator remains, it begins a dark transformation:
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!"
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.
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.
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.
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.