
Pachinko Farm is a cozy yet chaotic incremental game where you drop balls to grow your farm in a fully physics-based pachinko world. Bonk → Produce → Sell
Modeled estimate, not a reported figure. How we estimate →
About
Anything a ball hits will grow or activate in unique ways.
Complete the skill tree as you sit back and watch the numbers go wild.
Build structures to overcome the randomness of the physics-based world.
Create black holes, control weather, turn off gravity, duplicate your balls and much more... Many levels feature anomalies and bonus cards that enhance your experience.
Pachinko-based production mechanics.
Active / semi-idle Incremental gameplay.
Relaxing pace with no time pressure.
Level-based progression. (There are currently 15 levels in the Early Access version.)
Anomalies, Plinko modes and roguelite-inspired bonus cards.
Pachinko Farm is designed for players who enjoy watching numbers go up, building efficient systems, and experiencing slow but satisfying incremental progression.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 79 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
At launch there was no AI disclosure, but the developer later admitted to the use of generative AI. Trying to maximise those launch day profits through deception is a horrible business practice to trick people into supporting something completely unethical.
Honestly, the game is fun and I do enjoy the challenge curve. However, I just saw the AI disclosure for the music - I did not see it before I purchased, so I might have overlooked it. So, despite enjoying this, I am downvoting for AI use.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: English, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish
Hours played at review time, across 79 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I’ve been working on Pachinko Farm as a solo developer for about a year, It’s surreal to finally see this game out there. Thank you to everyone who has supported the game so far!
パチンコ玉が、農作物や家畜にあたると成長し、収穫を楽しむゲーム うん、書いてる自分もよくわからん説明 そもそも玉を当てたら成長するとか意味がわかr わぁ、トマトがたくさん降ってくりゅー いっぱい、いっぱいだよー 成長ポイントを使い、作物の収穫量の増やしたり エイムの角度や、ランチャーの位置変更ができるようにすることができ よりステージクリア時の評価を上げることができ あわわ、牛さんからミルクがいっぱい溢れてくる 樽で醸造したら、チーズがポポポーンて凄いぃぃ 餌箱に作物が入ると周辺の家畜の成長速度を速め 家畜が成長すると肥し玉を輩出し、それが作物に当たると成長が促進 井戸に球が当たれば水玉が飛び出し作物が成長 井戸も使い過ぎれば枯れてしまうが 枯れた井戸も雨や水玉が当たれば復活するので 設置を工夫すれば爆発的に作物が降り注ぐ おっきいキュウリが樽に入るとね、入るとねー ピクルスにぃぃーなるんだよー …ピクルスは嫌い アーリーアクセスの現時点では、15ステージまで遊ぶことができ 16ステージ目から 「次回のアップデートをお待ちください」というメッセージでロックされている状態 個人で開発で、ユーザーからの要望も求めており 要望に対してのフィードバックもされてる様で、今後にも期待ができる この先のステージを早く遊びたい いっぱいの作物でもっと頭がおかしくなりと思うくらいには楽しんでます
I’ve been having an absolute blast with this game! There are a few things that really make it stand out from other incremental games for me. First of all, progression isn’t just about watching numbers go up. You can actually SEE the things you’ve earned and built, and that makes every little upgrade so much more satisfying.The game is fun right from the start. There’s no “just survive the early game and it gets good later” situation here. It’s GOOD from the very beginning!I also love how every chapter introduces a brand-new mechanic. It constantly makes me wonder, “Okay, what the heck am I going to unlock next?” It keeps that feeling of discovery alive instead of turning into the same loop over and over again.And the physics are fantastic. Watching those turnips fall is ridiculously satisfying. I’m already impatient for the full release. I’m so happy I found an incremental game that keeps giving me that “ooooh, what’s next?” feeling without getting boring.And yes, I WILL be going back to the early chapters and absolutely obliterating my previous high scores.
很难想象圈钱还有这么清新脱俗的,一个正式上线的游戏居然出现了正式版可用的锁定项,我甚至通了不信邪的以为是不是demo继承出了问题删了一次档才发现还真的就更了区区几关。嘴急你也得有个度吧,而且这玩意除了技能树跟增量他就不沾边,越到后面几关越发现作者沉浸在他那个破地图设计里千方百计的不给玩家爽,最可恨的是那个破地图给的桶子或者弹簧无法删除,就界限了你必须这么玩,我能理解出现新元素希望玩家去尽量在新关卡里尝试新元素,但你锁死是真的恶心。demo里的太阳蛋关会爆机我以为会进行性能优化,结果直接给金蛋buff砍了给我气笑了。最最最最恶心的是没有倍速,你只能删球跳一天,拖时间的意图别太明显了,我就奇怪柏青哥本来就没什么技术含量的东西,不加元素反倒加了很多技术性和地图限制到底想让玩家玩什么东西,我要是真想玩瞄准我为什么不去玩FPS呢?本来想着来解压,结果在地图里反复坐牢,甚至牢还要按揭坐,我不知道该说什么,我无言以对。
I love a developer that doesn't put a AI disclosure at launch and then puts it there afterwards. I'm good, I don't support lazy devs. Plenty of devs that actually make what they're selling deserve the money. Not to mention, the game is an interesting idea...but I have no clue why they decided on missions? With a skill tree? It's weird. It wants to be an incremental, but it wants to be like Peggle. I'd actually PREFER if the game didn't (use ai) missions, and just did weather periods where it wipes out your farm...either way, avoid this game cause they use AI, ♥♥♥♥ that ♥♥♥♥.
Pachinko Farm approaches the incremental farming genre from an unusually playful direction, replacing ordinary harvesting routines with a physics-based pachinko system where bouncing balls become the engine behind progression. Developed and published by Witchcraft Entertainment, the game combines farming, automation, resource management, physics simulation, and idle mechanics into a relaxing experience centered on building increasingly productive setups. The basic concept is immediately understandable, yet the systems surrounding it provide considerably more room for experimentation than the simple premise might suggest. At the heart of the experience is a board where balls bounce, collide with objects, and contribute to the production of resources. Instead of simply clicking buttons and waiting for timers, players can actually watch the machinery of their economy operate. Every collision has the potential to contribute toward growth or production, creating a satisfying visual connection between the physics simulation and the incremental progression. There is naturally an element of randomness because balls do not always travel exactly where expected, but learning how to influence their movement becomes an important part of improving the farm. Placement and optimization therefore matter. As more structures and abilities become available, the board can be arranged to encourage more useful collisions and reduce wasted opportunities. What initially resembles a chaotic pachinko toy gradually develops into a customizable production machine. The satisfaction comes from recognizing inefficient areas, changing the arrangement, purchasing improvements, and then watching the redesigned setup perform better. It creates a pleasant balance between passive observation and active management without requiring demanding reflexes. Progression becomes increasingly unconventional as the player gains access to mechanics capable of manipulating the physical environment itself. Black holes, altered weather conditions, gravity manipulation, and ball duplication introduce possibilities that go far beyond traditional farming. These abilities give later stages a sandbox-like quality because players are not merely increasing numerical statistics. They are gaining new ways of changing how the board behaves. The increasingly ridiculous interactions are part of the charm, particularly when multiple effects combine and turn an orderly farm into productive chaos. The farming theme gives these mechanics a recognizable purpose. Crops, animals, production buildings, and an economy based around generating and selling goods create a clear progression cycle. Resources earned through the pachinko system can be reinvested into improvements, allowing production to accelerate over time. The game embraces the familiar incremental pleasure of starting with modest output and eventually creating a much more powerful operation. A substantial skill tree reinforces this long-term progression by providing upgrades and giving players additional goals beyond simply accumulating currency. There is also variety beyond the standard farming board. Different levels provide new environments for the central mechanics, while anomalies can introduce unusual conditions that change how a particular situation behaves. Plinko-inspired gameplay adds another variation on the bouncing-ball formula, and roguelite-style bonus cards provide additional modifiers and opportunities to shape progression. These systems are particularly useful because incremental games can easily become repetitive when advancement consists exclusively of purchasing larger multipliers. Here, new mechanics and temporary bonuses encourage players to experiment with different combinations instead. Pachinko Farm is deliberately relaxed in its approach to difficulty and pacing. It does not constantly punish inefficient decisions or demand uninterrupted attention. Players can spend time carefully optimizing their layouts, but simply watching the system run is also a legitimate part of the experience. That makes it suitable for shorter casual sessions as well as longer periods of tinkering. The cute visual direction complements this low-pressure design, while the movement of numerous balls and the constant feedback from successful interactions make an otherwise numbers-heavy concept much more entertaining to observe. Its biggest potential weakness comes from the same incremental structure that makes it appealing. Players who need constant direct action may eventually find the observation-heavy portions too passive. There is also unavoidable unpredictability in a game built around bouncing objects and physics. A carefully considered arrangement will not necessarily produce identical results every time. For players who demand exact control, this randomness could occasionally become frustrating. For those who enjoy experimentation, however, unpredictability is precisely what keeps the optimization process from feeling completely mechanical. The Early Access nature of the game is another consideration. Its existing framework already includes several interconnected systems involving farming, production, upgrades, levels, cards, physics manipulation, and economic progression, but the experience is still positioned as something that can grow and change during development. Players comfortable with Early Access may appreciate seeing its mechanics expand, while anyone specifically seeking a completely finalized package may prefer to account for its ongoing development before committing significant time to it. Steam Deck compatibility is less straightforward. Pachinko Farm currently does not have an official Valve Steam Deck compatibility classification, meaning it should not be described as Steam Deck Verified or officially Playable. Its Windows-focused presentation and mouse-oriented controls also mean handheld operation is not formally guaranteed. Steam Input and compatibility solutions may potentially make experimentation possible, especially considering the relatively straightforward nature of its controls, but players should treat that as unofficial functionality rather than confirmed Steam Deck support. Overall, Pachinko Farm takes a straightforward incremental concept and gives it personality through interactive physics. The appeal is not merely seeing production numbers increase, but physically watching the system responsible for those increases bounce around the screen. Farming, animals, buildings, skill upgrades, bonus cards, anomalies, environmental manipulation, and increasingly strange physics abilities provide enough interconnected elements to turn the simple pachinko premise into a surprisingly flexible management playground. It is best suited to players who enjoy optimization, idle progression, experimentation, and the satisfaction of transforming a humble setup into an elaborate automated operation. Rating: 8/10
爽快感があり、大量のボールと作物が画面を良い感じに埋め尽くしドーパミンを出す事が出来る。 製品版でうんぬんが出て進めないが、バージョンアップをお待ちくださいとかの文言の方がいいのでは
So I played the demo a bunch and the full game seems just like I can play the rest of the levels. I like that it has a building aspect. There are a lot of different approaches, especially in the roguelike levels where you pick a boon. This gives you a reason to play through again.
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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