A reference to Rodent Farm's level gates and progression bands, from Acorn production and storage through civic landmarks, Dispatch, and the Rocket Post.

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
L1Acorn PatchTimed Acorn production.
L2StorehouseOrdinary storage capacity.
L3Cheese ShedTimed Cheese production.
L6Wood LotTimed Wood production for expansion and Works.
L8Pondworks and basic Petition orderFirst Public Work arc.
L10Visitor CabinNeighbor Notices and hospitality.
L12WorkshopRecipes and Craft Work Orders.
L14Bridge to NowherePeninsula expansion.
L16BeaconNight Ledger, ambience, and story presentation.
L18Dispatch DeskRoad, River, and Aerial delivery surface.
L25Canopy AnnexThree presentation slots.
L35Rocket PostAcorn 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.

© Noah Encke