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PEET: The Golden Harvest

A cozy puzzle where you move water, not just crops. Clear a path, turn the gates, and bring a sabotaged farm back to life across 150 levels.

Download on the App Store

Now on the App Store for iPhone. Play the first levels free — one purchase unlocks all 150. No lives, no timers, nothing else to buy.

What it is

It looks like a crop-matching game. It is a routing puzzle.

Matching three crops does not score points — it clears a cell. That cell becomes open channel, and water floods every space it can reach from the spring.

So the question is never "what can I match?". It is "what do I open, and in what order?" Every level is a small plumbing problem with a move budget.

Rust in the Ditch, in Meadow Pantry: water from the spring already flooding the channel the matches opened, a column of rust patches still to clear, and the goals Water beds done, Clear rust 0 of 3 and Collect carrots 0 of 12, with nineteen moves left

How it plays

Match to open a channel

Line up three crops and they are harvested. The cells they leave behind become open channel — that is how water gets anywhere.

Water finds its own way

It starts at the spring and floods every cell it can reach. You never push it — you choose what to open, and it does the rest.

Turn the sluice gates

A gate points the flow one way. Clear beside it and it rotates a step, so the order of your moves decides where the water ends up.

Feed every crop bed

A dry bed turns green the moment water reaches it. Reach them all before the moves run out and the level is won.

On the board

Two levels, two problems.

Two Boosters, in Lettuce Lagoon: a full board of crops with shielded tiles scattered through it, and the goals Clear shields 0 of 4 and Collect hay 0 of 18 in thirty moves
Collect. Gather what the goal asks for before the moves run out.
Ferrox at the Cellar Door, in Cabbage Cellar: the spring top left, a dry bed on the far right, and a column of cracked clay with a sluice gate between them, with the goals Water beds 0 of 1 and Collect greens 0 of 24 in thirty-six moves
Irrigate. The spring is top left, the dry bed is on the far side, and a column of clay is in the way.

A journey, not a level list

Meadow Pantry on the farm map: the next repair it is saving for, and its first six levels as cards, each saying what it wants and the stars already earned on it

Seven districts, each ending at Ferrox.

Each district holds its levels on one screen, and every card says what that level wants before you open it. Finishing with moves to spare earns stars, and stars pay for repairs — a gate rebuilt, lanterns relit, the elder's room put back together.

How levels open

A grey tile still tells you why.

Levels open two at a time as you play, so finishing one always opens the next two — a level you find hard never walls you out, and one you have not reached yet says plainly which level opens it.

Tap a locked level and it names the one that opens it, with a button straight to the level you can play right now.

A locked level tapped in Meadow Pantry: Level 6, Rust in the Ditch, opens when you finish level 4. Levels open two at a time as you play, so finishing one opens the next two. A button reads Play level 4.

Restoration

The farm changes as you play.

Every district starts in ruins and ends restored. That progress is the reward — there is nothing to buy with stars except the farm itself.

Meadow Pantry in ruins: a caved-in shed, empty cracked beds and a broken pen beside the channel
In ruins
The same view restored: the shed rebuilt, every bed planted with cabbages and carrots, and rabbits back in the pen
Restored

Ways to play

Daily Harvest One new board a day, the same for everyone. Free.
Zen Pantry No move limit, no fail state. Free.
Weekly Waterworks A weekly run against the clock. Full game.
Elder Trials Harder variants of levels you have finished. Full game.

The cast

Elder Clover
General Ferrox
Rust Rat
Shield Weasel
Elder Bramble

Get the water moving.

Download on the App Store

Now on the App Store for iPhone.
One purchase unlocks everything. No lives, no timers.