Harvest Resources
Fish, mine, gather, and hunt to build your inventory. Every action costs a heart — manage them wisely.
The four resources
Each resource comes from a different type of tile in the world.
Fish
Cast a line in a water tile to catch fish. Each connected body of water shares one node with up to 4 charges. Charges refill one at a time over ~20 seconds each.
Action: Fish · Timer: 3 s
Ore
Mine stone cells for ore. Each stone tile is an independent node with 1–3 charges (tier randomised on world load). Depleted nodes respawn after ~90 seconds.
Action: Mine · Timer: 5 s
Plants
Gather from crop, corn, wheat, pumpkin, carrot, and sunflower tiles. Each plant tile is one node with a single charge. After harvest it ripens again over ~2 minutes.
Action: Gather · Timer: 3 s
Meat
Hunt the animals that roam the world. At least 2 and up to 4 animals are always present — the world respawns them automatically after a hunt.
Action: Hunt · Timer: 1 s
How to harvest
Every harvest follows the same four-step loop.
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1
Walk to the node
Move your avatar within one cell of the resource. Water, stone, crop, and animal nodes each glow when you are in range.
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2
Press the action button
Hit Fish, Mine, Gather, or Hunt in the HUD at the bottom of the screen. The action must match the node type or it will be rejected.
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3
Wait out the timer
A progress bar fills over 1–5 seconds. You spend one heart and are locked in place for the duration. Moving cancels the action.
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4
Collect your reward
Resources land in your inventory with a pop-up reward and start a 5-second per-action cooldown. The HUD updates your tallies instantly.
Hearts and cooldowns
Resource management that keeps harvesting tactical.
10 hearts max
You start each session with a full bar. Each harvest costs exactly one heart regardless of the action type or node tier.
1 heart per minute regen
Hearts regenerate passively at one per minute. An empty bar fills back to ten in ten minutes, so time your sessions accordingly.
5-second per-action cooldown
After each harvest the used action button locks for 5 seconds. You can queue different action types back-to-back while you have hearts remaining.
Observer mode
Players who join as observers can watch and chat but cannot harvest. Only players with the play role can interact with resource nodes.
The tax economy
World owners earn passively from every harvest in their world.
Owner tax cut
Each harvest produces 3 units gross. The world owner's tax rate (1–100%) is applied before the harvester receives their share. Owners keep 100% in their own world.
Durable inventory
Resource balances are persisted to Postgres via a service-token flush after every harvest cycle. Your inventory survives disconnects and server restarts.
Tax history
Owners can see a breakdown of tax earned per resource per world via the resources API. Every paid-out unit is recorded in the tax ledger.
Ready to start harvesting?
Enter the tinyverse, pick a world, and fill your inventory.