SonofSkywalker3
Greenhorn
The Longest Year
Restore the Community Center within a single year — or the Junimos rewind the seasons and you begin again, a little stronger.
This is a public beta (0.9.2), and I'm looking for players willing to help me balance it.
The premise: you have one year to restore the Community Center. Each season sets a minimum you must donate before it turns — and if you fall short, the Junimos rewind time all the way back to Spring 1. What makes it a roguelite is that you don't start over empty: the strength you earned can carry forward, so each loop you come back a little stronger, until one year you finally beat the clock and break the loop for good.
How the loop works
Requirements
What I most want feedback on
One honest note: I have no artistic ability, so the banner is a plain placeholder and the mod leans on vanilla sprites throughout. If anyone would enjoy making proper banner art, or some custom book/sprite artwork (the Cookbook and Craftbook especially), I'd genuinely love to accept it and credit you.
Get it on Nexus: nexusmods.com/stardewvalley/mods/47192
Source (MIT): github.com/sonofskywalker3/TheLongestYear
Thanks for taking a look — happy to answer anything about how the loop is wired.
Restore the Community Center within a single year — or the Junimos rewind the seasons and you begin again, a little stronger.
This is a public beta (0.9.2), and I'm looking for players willing to help me balance it.
The premise: you have one year to restore the Community Center. Each season sets a minimum you must donate before it turns — and if you fall short, the Junimos rewind time all the way back to Spring 1. What makes it a roguelite is that you don't start over empty: the strength you earned can carry forward, so each loop you come back a little stronger, until one year you finally beat the clock and break the loop for good.
How the loop works
- Miss a season's quota and the whole year resets to Spring 1. Make all four and finish the Center to win.
- Junimo Points bank across loops. Donations earn JP, scaled by item rarity and by how late in the year you give, and they persist through every reset.
- You spend JP at the reset on carry-forward upgrades — skill levels, tool tiers, recipes, buildings, even a kept pet.
- Weekly themes give a paired bonus + liability to plan around, and you can lift that week's liability by donating all of its required bonus items.
- Carryover surfaces sit on your farm — a Bundle Log that tracks each season's goals, a Cookbook/Craftbook for banking recipes, and a Junimo Stash chest that survives resets.
Requirements
- Stardew Valley 1.6+ (PC)
- SMAPI 4.0.0+
- A new save on the Standard farm (the mod sets up the farm type and intro for you)
What I most want feedback on
- Difficulty — are the seasonal minimums fair? Which season wall hit hardest?
- Pricing — do JP earnings and upgrade costs feel balanced? What did you save for first?
- Pacing — how many loops before it "clicked"? Did carryover make later loops feel meaningfully stronger?
- Bugs — please grab your SMAPI-latest.txt (from Stardew Valley/ErrorLogs/).
One honest note: I have no artistic ability, so the banner is a plain placeholder and the mod leans on vanilla sprites throughout. If anyone would enjoy making proper banner art, or some custom book/sprite artwork (the Cookbook and Craftbook especially), I'd genuinely love to accept it and credit you.
Get it on Nexus: nexusmods.com/stardewvalley/mods/47192
Source (MIT): github.com/sonofskywalker3/TheLongestYear
Thanks for taking a look — happy to answer anything about how the loop is wired.