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The Farmer Was Replaced presents a scenario where traditional farm work is no longer performed by a person but by a programmable machine designed to handle daily agricultural tasks. The game begins with a simple field and a single drone, leaving the player responsible not for physical labour but for building the logic that controls the machine. This approach transforms a familiar farming setup into an experience built around automation, planning and observation, where the accuracy of instructions determines the success of the entire operation.
In The Farmer Was Replaced the main activity centers on writing small scripts that dictate how the drone behaves. Instead of clicking to plant crops, the player structures commands that the drone follows step by step. Each command affects movement, timing and task order, creating a workflow that repeats until interrupted. Because the drone responds exactly as written, the player learns to anticipate errors and adjust their logic. The satisfaction comes not from harvesting directly but from watching a well-structured script complete a sequence without intervention.
The mechanics of The Farmer Was Replaced include:
These components create a layered strategy loop. Small mistakes uncover weaknesses in the logic, and successful cycles highlight opportunities for further optimisation. Each improvement increases output, making the automation feel more refined and efficient.
As progress continues, The Farmer Was Replaced introduces conditions that require more thoughtful script design. Some crops grow at different speeds, some fields require multiple passes and certain upgrades introduce behaviours that must be coordinated. The player may eventually operate multiple drones, each assigned to specific roles. This expansion forces the player to rethink existing scripts, dividing tasks or building new routines. Complexity advances naturally, pushing the player to approach farming as a system rather than a series of isolated actions.