One zucchini plant, 48 real days. It grows on the real clock, whether the app is open or not, and the light inside follows the actual sunrise and sunset of wherever you say your garden is. Water it, feed it, pull weeds, treat pests. How well you keep up decides how many zucchini you harvest, between 4 and 10. Free, no microtransactions, no account. In the browser in 9 languages, or on iOS with a home screen widget.
Hi everyone. I'm a UX designer in León, Spain, and this is the first thing I have ever shipped on my own.
I wanted a game that ran on the same clock I live in. So there is one zucchini plant, it takes 48 real days, and it grows whether the app is open or not. The light inside follows the real sunrise and sunset of wherever you say your garden is.
You water it, feed it, weed it and treat pests. Keep up and you harvest ten at their prime. Drift and you harvest four. Disappear for a week and the plant dies, though you still get a few days to rescue whatever was already ripe.
Fair warning: it is slow, and there is exactly one plant. Two check-ins a day is the whole game.
It is free, with no microtransactions, no account and no server. The save lives on your device. Ads pay for it, and there is nothing to buy that would make the plant grow faster.
On the build: the whole game is one HTML file of 1.1 MB, no framework and no backend. That same file is the website and, wrapped in Capacitor, the iOS app, plus a SwiftUI home screen widget that knows none of the game's rules. The nine languages come out of one Spanish source through a script that fails loudly when a string stops matching.
I don't program. I built it with Claude over a month, and I say that up front because I would rather tell it than be asked. The design, the rules and the balancing are mine.
I write a devlog about the decisions rather than the features, if that is the part you are here for: https://ihaveagarden.com/devlog/
Happy to talk about any of it.