Inspiration
I wanted a cozy, low-pressure world where players could explore, gather, and upgrade at their own pace. I’ve been playing a lot of farming/camping sims and wanted to bring that same “stay a while” vibe into Horizon—something warm, repeatable, and multiplayer-friendly.
What it does
Harvest Valley is a camping-and-harvesting world where players gather resources, farm plots, and upgrade their camp. You can chop, collect, and complete small tasks to unlock more camp items. It’s designed to feel relaxing but still progression-based.
How we built it
I built Harvest Valley in Horizon Worlds using modular terrain, camp props, and interactable resources. Tasks, crops, and upgrades are handled with scriptable, repeatable systems so new content can be added easily. UI guides players through what to do next.
Challenges we ran into
Balancing cozy with “something to do” was hard—I didn’t want it to feel empty, but I also didn’t want grindy farming. I also had to keep assets and lighting optimized so it looked good across VR, desktop, and mobile without losing the warm, outdoorsy tone.
Accomplishments that we're proud of
I’m proud that the loop actually works: gather, upgrade, unlock more camp items. The world feels welcoming, and the art style matches the camping/harvest theme. Most of all, it’s set up so I can keep expanding it without rebuilding the whole thing.
What we learned
I learned how important clear tasks are in cozy games; players want to relax but still need goals. I also got better at building reusable systems for farming and upgrades, and at balancing lighting so the scene stays readable on different devices.
What's next for Harvest Valley
Next is adding more tasks, camp upgrades, and maybe seasonal crops. Because the systems are modular, I can add new areas like a lake dock or forest trail. Long term, I want light social features so players can visit, help each other, and show off their camps.
Built With
- blender
- horizon
- typescript
- unity



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