The Farming Pets pixel-art logo, showing a cartoon dog wearing a ranger hat beside a chopped tree stump, two crossed axes, and a wrench-and-screwdriver icon over a green forest background

Game review

Farming Pets

6.9 / 10

Developer
强酸工作室
Publisher
强酸工作室
Released
22 January 2026
Platforms
Windows
Genre
RPG

One Review So Far, and It's a Feature Request, Not a Complaint

Farming Pets launched on Steam on 22 January 2026 from developer 强酸工作室, and at the time of writing it has exactly one user review, which is positive. That reviewer, logged at over 24 hours of playtime, writes (translated from Simplified Chinese) that the game badly needs "a one-click sell function," because AFK play generates so many dropped items that selling them one at a time becomes tedious — a small, specific piece of friction rather than a broad complaint, and notably coming from someone who stuck around long enough for that friction to matter. With only one data point available, this outlet can't respond as it would to any of the descriptive tiers Steam ordinarily assigns at higher review counts, and everything here should be weighed accordingly.

A Desktop Pet That Chops Wood While You Type, or While You Don't

The store page's pitch is unusually specific: Farming Pets bills itself as "an intelligent companion for your work and study," where a small pixel pet sits on the desktop and chops wood for resources either passively over time or, faster, whenever the player is typing on their keyboard elsewhere on the system. A main-menu screenshot shows this playing out as a compact window sitting over the game's own anime-style wallpaper backdrop, tracking two existing pet saves by name and level, while a second screenshot shows the idle state directly — a small pixel sprite standing next to a tree with an "Idle mode..." label and a floating "-2" resource tick, confirming that background accumulation is a genuinely separate, always-available mode rather than something bolted on as an afterthought to the typing gimmick. It's an unusual hybrid pitch: part productivity companion, part idle RPG, and the screenshots back up that it's functionally both rather than just one dressed up as the other.

Real RPG Bones Underneath: Attributes, Equipment, Gems, and a Skill-Devouring System

Beneath the productivity-companion framing sits a genuinely detailed RPG progression structure. The store page describes free allocation of Strength, Agility, and Intellect, equipment purchased from a shop and then improved through affix reforging and rerolling, a gem-socketing system for attaching special effects, and a "Skill Devouring" mechanic that strengthens a skill by consuming duplicate copies of it rather than simply discarding them. A pet-creation dialog in this outlet's own screenshot gallery shows one small confirming detail of that stat framework directly — a starter pet named Flopsy carries a distinct "higher base dexterity" trait alongside separate strength, dexterity, and intellect growth sliders set at 5, 8, and 2 — though the deeper backend of equipped gear, reforged affixes, and socketed gems described on the store page isn't captured in any of this outlet's own three chosen screenshots. Even from that starting-stat sliver alone, it reads as a meaningfully considered numbers backend for a NZ$2.99 release, closer to a full incremental RPG's stat sheet than to a simple desktop-toy gimmick.

A Genuinely Separate Roguelike Mode, With Permadeath and Its Own Pet Roster

Alongside the main "Endless Progression Challenge" mode, Farming Pets ships a fully distinct "Roguelike Mode" with its own rules: permanent death on failure, a limited number of farming attempts per run, and a separate leaderboard for competing on roguelike progress specifically. A screenshot of that mode's pet-creation screen shows three different starter pets — Ha Dou (higher base attack), Little Yellow (higher base health), and Totoro (higher farming efficiency) — each with its own strength, dexterity, and intellect growth sliders, plus a bank of six selectable "initial events" (two chosen per run) with concrete stated effects like "Initial final damage increased by 0.1–0.2." It's a real structural choice rather than a reskinned difficulty toggle, giving the roguelike side its own build-planning layer distinct from the main endless mode's more open-ended, session-persistent progression.

Price, Platform, and a Clean, No-IAP Structure

Farming Pets is priced at NZ$2.99 on Steam, among the cheaper releases this outlet has covered, and is Windows-only, with full audio support in both English and Simplified Chinese. It carries no DLC and no Steam achievements at the time of writing, but does support Steam Cloud saves and lists an accessibility-friendly set of categories including mouse-only and touch-only play options and full playability without timed input — sensible for a game explicitly designed to run passively in the background while the player does something else. Nothing in the store page or its single review points to any in-game purchase beyond the upfront price, which is a genuinely low bar to clear at under three dollars.

That price point also puts the store page's fuller feature list in useful context: a solo Chinese developer promising affix reforging, gem socketing, a duplicate-consuming skill system, and a fully separate permadeath mode, all for less than the cost of a coffee, is a meaningfully generous ratio of promised mechanical depth to asking price, even before weighing whether every one of those systems is individually well-tuned. Performance can't be assessed directly from a single review or a handful of static screenshots, and this outlet has no way to independently confirm how the game behaves over very long AFK stretches or across different keyboard-input setups, but the complete absence of crash or stability complaints in the one review available is a mildly encouraging, if extremely thin, signal.

Verdict

Farming Pets pairs an unusually specific hook — a desktop pet that farms resources faster the more you type elsewhere on your system — with a surprisingly deep RPG backend of attributes, reforgeable and gem-socketed equipment, and a duplicate-consuming skill system, then backs both with a genuinely separate, permadeath-driven Roguelike Mode carrying its own starter-pet roster and event choices. Its almost total absence of review data means most of this has to be taken on the strength of the store page and its own screenshots rather than a broad player consensus, and the one review that does exist points at a real, specific quality-of-life gap around bulk-selling drops. At NZ$2.99 with no IAP or DLC to worry about, though, this is a low-risk pickup for anyone drawn to idle RPGs that double as an actual desktop companion rather than just another browser tab left open in the background.

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6.5 / 10
  • Progression 6.5 / 10
  • Performance 6.5 / 10
  • Originality 7.5 / 10
  • Monetisation 9 / 10
  • Interface 5.5 / 10