
Plant seeds, pull weeds and sell vegetables - all while doing something else!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 22 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

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Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is very similar to Sokpop's Clickbox, but then slightly ahead in terms of functionality and decent mouse controls. This game shows you what a gardening sim (NOT an idler!!) would look like if it existed in Mario Paint. (Am I hearing some up-pitched Mario Paint Composer samples???) It's quirky, short and fun, but with a few issues: - It does occasionally crash, and bugged / frozen tiles and animals WILL happen in any playthrough. Luckily this is one of the few Sokpop games that also autosaves, so you won't lose much progress. - Untapped potential and too short. The game gives you automation tools later on, but you've probably already done everything before you even use them. It would have made more sense to make upgrade goals require MUCH more coins. Also why not a "acquire 999 coins" achievement? Would give much more incentive to use all tools. Aside from that pretty fun though!
I did have some fun with this game but it is very buggy. I've had some kind of "errror" window pop up more times than i could count, forcing me to close the game over and over again. Items glitched out on me, vegetables deleted themselves randomly. The game is also weirdls paced, you cannot have it running in the background while doing something else because you have to do things pretty regularly but it's not enough to be the only thing you do. So you get bored because you can only actually do things every minute or so but cannot focus on other things at the same time either.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I gave it a chance (over 2 hours) but this one just didn't work for me. The main gameplay loop is pretty simple, but it requires wayyyy too much micromanaging to count as an idle game. However, it's also not complex enough to really keep my attention as a resource management game, so everything feels like a chore. It's not idle, not really a sim, just kinda doesn't work. If you want more details on the problems: -Upgrades are expensive and not explained at all so you'll keep using your money for stuff you think will be helpful but actually you need to buy 5 other upgrades to make any use of the one you just blew your whole bank on. I was hoping to start automating stuff with upgrades and get to that sweet idle game "number go up" zone, but it doesn't seem to exist in this game. -A lot of the items you can buy also just... don't do the thing they're supposed to? -- Fences stop weeds from spreading but not spawning INSIDE the fence, so you can still get screwed if you don't pay attention. Y'know, the way idle games are supposed to work? -- Automatic watering runs through your water storage almost instantly. If you're watering manually, excess watering returns the resource to you, but the sprinkler just makes it disappear. It just adds a whole extra level of micromanaging instead of making things easier. Maybe there's some kind of upgrade you can get later on that fixes this problem, but the upgrades are SO EXPENSIVE I completely lost interest trying to unlock stuff. -- Small animals have weird unexplained contingencies that make them starve after a cycle or two, which is literal seconds. There's no explanation on why you would want to have most of them around. Bunnies seem to be the only one that are useful. -Hitboxes are an annoying mess and the tiny environment means that things are often overlapping. Have fun trying not to move your wires, pipes, fences, etc. trying to get a carrot out of the ground! -The trash can lid is basically a cryptid? On the plus side: + The style is cute. I like the visual cue when your veggies are done growing. + Completing deals for extra money is a fun mechanic, especially after unlocking multiple offers. + The mechanic for confirming trashing, composting, etc. is nice and intuitive. + I didn't run into any technical or stability issues like other reviews have mentioned + I got this on sale so it's not like I'm out a lot of $$ The idea is lovely and it feels like it's so close to being a game that works as a cute little widget to keep minimized and check in on, but as it is, this game unfortunately fails in just about every way that matters.
玩六小時全成就,其中起司麵包(tosti, sandwich)那個成就超白癡我一直找到底哪個機器可以合成,結果直接一起拖去賣就好== 不推薦這遊戲,我閃退了十次有,加上操作很不方便、互動明顯沒有寫好...沒有那麼難玩,但我覺得不太值得。
히히 잼믰당
ein sehr gutes spiel
sokpop
Crashes once an hour for the first two hours. After that, it quickly starts to crash every 5 minutes, then every minute.
This is a Sokpop game. It has good fundamentals, cute art style and is cheep. Its a Fun "I'm on a call with client but need to do something with my hands" game. Its about farming and you create your own cute farm personalised to your taste. Has progression (expand your farming area, different crops, animals, electrical stuff. I recommend 9/10
Tuin is a gentle, low-pressure farming and gardening simulation developed and published by the Sokpop Collective that exemplifies the studio’s talent for crafting small, focused games built around a single satisfying loop. Rather than striving for the scope or narrative ambition of large-scale farming simulators, Tuin narrows its attention to the quiet pleasures of tending a garden, optimizing growth, and watching steady progress unfold over time. From the first moments, it communicates that this is a game meant to be enjoyed calmly, either as a primary activity or as a relaxing companion running in the background. The core of Tuin revolves around planting crops, maintaining soil, managing weeds, and selling produce to gradually expand your garden. You begin with a modest plot and limited tools, but over time you unlock additional land, new crop types, animals, and infrastructure upgrades. Progression is incremental and intentionally frictionless, encouraging experimentation rather than punishing inefficiency. There are no strict deadlines or fail states; success is defined by how smoothly you can shape your garden into a self-sustaining system that suits your preferred pace and style of play. A defining feature of Tuin is how it blends active interaction with idle progression. Players can manually tend crops, pull weeds, and manage layouts, but the game also supports stepping away while systems continue to function. This makes it particularly appealing to those who enjoy idle or semi-idle games, as it rewards periodic check-ins rather than constant attention. Over time, automation tools and irrigation systems become available, allowing the garden to function more independently and shifting the player’s role from hands-on caretaker to quiet overseer fine-tuning efficiency. Despite its relaxed tone, Tuin offers more depth than its minimalist presentation initially suggests. Multiple crop varieties behave differently, animals introduce new production chains, and upgrades such as electricity and automation add layers of optimization for players who enjoy refining systems. Layout decisions matter, and there is satisfaction in reorganizing plots to maximize output or reduce maintenance. For players inclined toward optimization, the game quietly opens up into a puzzle of space management and efficiency, even while maintaining its calm exterior. Visually, Tuin adopts a clean, top-down 2D style that prioritizes clarity and charm over detail. Colors are bright and friendly, and visual elements are easy to read at a glance, which is essential for a game designed to be checked on frequently or played casually. Animations are simple but expressive enough to convey growth stages, activity, and change within the garden. The presentation feels deliberately unpretentious, reinforcing the idea that the game’s pleasure comes from interaction and progress rather than spectacle. The sound design complements this approach with unobtrusive audio and soft ambience. Music and effects are subtle, creating a pleasant backdrop that never demands attention or breaks concentration. This makes Tuin especially well suited to multitasking, whether played alongside other activities or during relaxed, low-energy gaming sessions. The overall audiovisual package reinforces a sense of calm routine rather than urgency or excitement. In terms of scope, Tuin is intentionally compact. It does not attempt to tell a story or simulate every aspect of farm life, and players looking for character relationships, narrative arcs, or high-stakes challenges will not find them here. Instead, the game focuses entirely on the satisfaction of gradual growth and gentle mastery. This narrow focus is one of its strengths, as it ensures that every system feeds directly into the central experience without unnecessary complexity. Ultimately, Tuin succeeds by knowing exactly what it wants to be. It is a quiet, comforting gardening simulation that values rhythm, consistency, and incremental improvement over ambition or scale. While it may feel too lightweight for players seeking deep simulation or long-term narrative engagement, it excels as a relaxing, meditative experience that rewards patience and gentle optimization. For fans of idle games, cozy simulations, or Sokpop Collective’s distinctive design philosophy, Tuin stands as a small but thoughtfully crafted title that turns the simple act of tending a garden into a soothing and satisfying ritual. Rating: 7/10
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Players by region
Where this game's players are, estimated from review languages.
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