Levels and Unlocks
Levels organize Rodent Farm's expanding settlement. Experience opens each level and its associated buildings, Public Works, and systems, moving from early resource production toward the Rocket Post and Aerial presentation.
- Progression track
- Experience.
- Early sequence
- Acorn production, storage, Cheese, and Wood.
- Midgame sequence
- Pondworks, visitors, Workshop, Bridge, Beacon, and Dispatch.
- Late sequence
- Canopy Annex, Rocket Post, and Aerial Dispatch presentation.
Named level gates
| Gate | Unlock | Role |
|---|---|---|
| L1 | Acorn Patch | Timed Acorn production. |
| L2 | Storehouse | Ordinary storage capacity. |
| L3 | Cheese Shed | Timed Cheese production. |
| L6 | Wood Lot | Timed Wood production for expansion and Works. |
| L8 | Pondworks and basic Petition order | First Public Work arc. |
| L10 | Visitor Cabin | Neighbor Notices and hospitality. |
| L12 | Workshop | Recipes and Craft Work Orders. |
| L14 | Bridge to Nowhere | Peninsula expansion. |
| L16 | Beacon | Night Ledger, ambience, and story presentation. |
| L18 | Dispatch Desk | Road, River, and Aerial delivery surface. |
| L25 | Canopy Annex | Three presentation slots. |
| L35 | Rocket Post | Acorn Space Program and Aerial presentation. |
Progression bands
The L1-L5 band establishes producer output, readiness, capacity, and a clear next step. L6-L9 connects Wood to Pondworks planning; L10-L13 adds visitor requests and named crafting; L14-L17 introduces the Bridge and Beacon. L18-L24 adds Dispatch and possible War availability, while L25-L34 develops Canopy presentation. L35 and later levels reach the Space Program and Aerial Dispatch.
Civic Needs, Public Works, Work Orders, notices, and Story Windows supply the settlement's objective structure throughout these bands. A level unlock identifies availability, while material costs, current offers, and milestones determine the particular commitment.
Conditional access
Some systems combine a level gate with additional conditions. War Squirrels requires L18, Dispatch Desk comprehension, one completed Public Work, and a scheduled regional window. Notices, commissions, and events can also display their own current conditions alongside their level context.
Pacing
Community pacing observations place early meaningful choices in the first 5-20 minutes of ordinary play, a midgame Work at roughly 4-12 hours, and later work at 1-3 days. Producer count, stock, open orders, and return patterns shape individual timing.