Cheerful Home with an RV, tidy crop plots and original elemental helpers planting, watering, harvesting and carrying produce
System guide · Getting started

Homeland, build and automate your multi-area Home

The launch version expands the Home into a multi-area map. Build a house and furnish its rooms from a large furniture selection, while the RV remains the mobile core and worker Aniimo run the farm and workshop. Follow the Level 20 opening objectives, plant your first Wheat Seed and reach RV Lv. 2 to unlock workers.

BeginnerGetting startedBy AniimoVerse27 min read8,095 reads
30growables29functional facilities20RV levels45Aniimo places at RV 20
01

Plan profit around your RV level

Compare ordinary Wheat, Soybean and Rose by base yield, seed cost and Home Coin sale price. Their seed offers require RV 1, 5 and 7 respectively; those milestones do not rank the crops by profit. Calibrate the base timers to your full production cycle and check each formula’s growing conditions before rebuilding your Home.

AniimoVerse · Home economy lab

Make every plot count.

Plan your next harvest, then decide what is worth processing.

Base values · calibrate timers
Compare a crop your Home can produce

RV levels below reflect the seed shop's requirements. Check the formula, facility and growing conditions before allocating plots. These candidates are not ranked by profit.

Check Wheat ingredients, conditions and worker stages
Choose a crop
8 growing plots15 complete harvests
Harvest timelineEmpty warehouse at start
060 min
Base-value scenario · check cycle time600Home Coins after entered costs
600harvested
→
0held for orders
→
600raw units to sell
Seed + session costs
0
Sell raw
600

Raw sales keep the chain simple. Open the processing comparison to check whether a workshop earns its space.

Optimize a full facility layout →
Calibrate to your Home

Start with ordinary crop yields, base growth timers, seed costs and Home Coin sale prices. Replace the base timer with your full sow-to-harvest cycle, including watering and worker delays. Check growing conditions, especially Rose's temperature requirement. High-price orders, random yields and Quick formulas are not applied. Plot count is your choice, not an RV capacity claim.

Raw sale or processing?

The selected recipe uses 50 Wheat for one Wheatmeal, with a base sale price of 70 Home Coins. Its workload is 54; that number is not a timer. Check the processing recipe. Five minutes is an illustrative batch duration; replace it with your measured time. Compare recipes producing one finished item per batch, and include extra ingredients in the per-batch cost. Selecting a crop resets the processing inputs.

Whole harvests and completed batches only. Starts with no stock and no mutation bonus. Reserved goods are kept; remaining raw goods are sold. Orders, build costs, food and power count only if you enter their costs. This is a scenario, not a promise of launch income.

An illustrated RV garden, processing workshop and market connected by a short path
Plan the whole journey from crop to sale. Original concept artwork; use your current RV level and in-game prices in the planner above.
Protect progression while earning coins: Keep goods for useful orders and wood for the next RV upgrade. Review dispatch gathering near your parked RV when an order needs world materials. A high sales projection is not a reason to consume the materials that unlock your next facility.
02

Unlock your Homeland

Before you start: Reach Level 20, when Homeland unlocks, and keep an Emberpup available for Fannie’s objective. The objective says one can be caught nearby. If Home Invitation has not appeared, continue the beginner route through the first hours.
A wooden park board beside an unlit RV at morning with a small fire-tailed creature curled at its power coupling
Restore the RV’s power with an owned Emberpup, then register at the Park Board.
  1. 1Accept Home Invitation at Level 20

    Open the Homeland objective and meet Fannie. She hands over the basic RV that carries your Home between RV Parks.

  2. 2Acquire and tour the RV

    Choose the starting RV appearance, then follow Fannie and take the cabin tour. This establishes the RV as the entrance and upgrade hub for the whole system.

  3. 3Restore power with Emberpup

    The RV door loses power during the tour. Own an Emberpup as the objective requests; its heat lets Fannie repair the motor and continue the setup.

  4. 4Register at the Park Board

    Follow the Park Board objective to finish the parking setup. Once the RV is registered, use the portal at its rear to enter your Home.

  5. 5Build your Home

    Follow the construction prompt and place the supplied Farmland, then use the supplied seed in the crop tutorial. That opens the first complete planting loop below.

03

Plant and harvest the first Wheat plot

The tutorial uses Wheat Seed to teach one full manual crop cycle. Seeds bought from the Home Shop go straight into the Homeland Warehouse, so check that stock before opening the plot settings.

  1. 1Place Farmland

    Open Build, select Farmland and place the plot. If you do not own one yet, the interface offers a Quick Buy before placement.

  2. 2Check the Warehouse

    Open the Homeland Warehouse and confirm that Wheat Seed is available. Production draws seeds and other raw materials from this shared stock.

  3. 3Choose the Wheat formula

    Open the Farmland settings, select the Wheat recipe, choose Wheat Seeds and sow. The selected formula becomes the plot's active production job.

  4. 4Wait, then harvest

    Let the Wheat mature, harvest it and pick up the output. These are base timers before watering and worker adjustments, not full production-cycle durations. Compare the ingredients and production stages in the Wheat formula catalog.

    The base formula turns
    1 Wheat Seed
    4 minute timer
    5 Wheat
    Its Quick Formula, unlocked by Ecological Module Lv. 1, turns
    1 Wheat Seed
    20 minute timer
    42 Wheat
    Premium Wheat turns
    1 seed
    40 minutes
    15 Premium Wheat
  5. 5Sell now or fill an order

    Sell the Wheat immediately at the Home Co-op Store for Home Coins, or keep it for Homeland Daily Orders, which exchange requested goods for their listed rewards.

04

What unlocks at RV Lv. 2

Upgrade the RV to Level 2 after the first manual loop. It asks for 140 Home Coins, 3 Wood Blocks, four placed Farmland plots and the quest The Wondrous RV, then takes one minute. That opens basic Aniimo production automation and purchase access to the next Home plot. The level-up screen also raises Home capacity to 8 Aniimo, unlocks the Storage Unit, the Kitchen Module and its Aniimo Feeding, lifts the functional-facility and Daily Order limits, and adds shop stock. Work out what to build with it in the Homeland priorities guide.

  • Earth

    Reclaim land for production

  • Grass

    Plant seeds

  • Water

    Water crops

  • Dark

    Harvest crops

  • Hauling

    Move capped facility output into Home storage

The five abilities named by the Home-wide automation warning

That is a Home-wide exit warning, so one Wheat plot does not need all five abilities. Select the plot and follow its displayed Ability Distribution for the active formula. Earth handles reclamation; Hauling works through Storage after output reaches a facility’s cap. The Homeland staffing guide covers form-level workers.

Stock the loop before leaving: Keep seeds in the Homeland Warehouse and food in the worker supply. Add a Storage Unit with Hauling coverage when facility output reaches its storage limit, then use the Homeland production optimizer to model supported production chains beyond the tutorial plot.
05

How the Homeland works

Under the soft edges it is a production sim, and it runs on four steps that repeat for as long as you play.

  1. 1Unlock your plots

    Your Home is a set of land plots you unlock and lay out over time, spreading across several zones as your RV level rises.

  2. 2Place facilities

    Drop in farm plots, logging spots, kitchens and material producers. Levelled facilities unlock more formulas, while specialist plots have a fixed function and matching operator.

  3. 3Staff them with Aniimo

    Cover the requirements in Ability Distribution. A creature’s element role and work ability decide which production stages it can run.

  4. 4Keep crop production moving

    Plants keep growing and can be harvested after you log off, and an official patch note covers correcting resources from plants harvested offline. Processors and cooking timers are a separate case, so queue those with a duration that fits your absence. Keep the Home food supply stocked so worker efficiency stays high.

Mature wheat plot showing the red Requires Reaping warning because its harvest job is not covered
Requires Reaping · a visible staffing gap, not a completed automation setup
06

RV levels, customization and components

The Home travels with your RV, which parks beside other Pathfinders in one of four RV Parks. Each park holds six RVs, your pitch expands to 25 plots, and Home Coin pays for land and production upgrades.

The four RV Parks and what each one sits beside
RV ParkSettingPitches
RV Park: Sea of FlowersBetween the Sea of Flowers and a pine forest6
RV Park: Nimbus FieldsBetween Nimbus Fields and Mistwoods6
RV Park: Echoback LandingAn island beach in Echoback Landing6
RV Park: Driftwise MeadowA lakeside pitch in Driftwise Meadow6

Twenty RV levels run from the gift RV to a 45-place Home. The cost curve is steep at the top: RV 2 is 140 Home Coins and one minute, RV 20 is 20,800,000 Home Coins and twelve hours. Three things gate the climb, and the third one catches people out.

Every RV level: Aniimo places, the gate that opens it and what it adds
RV levelAniimo placesGate beyond materialsWhat it opens
RV 1None yetFannie hands it overRest Module, +3% Stamina
RV 284 Farmland · The Wondrous RV questWorkers, Storage Unit, Kitchen Module, more orders
RV 3116 Farmland · 3 WoodlandEcological Module on sale, Rest Module Lv 2
RV 4148 Farmland · 4 WoodlandOrder refreshing, Kitchen Module Lv 2
RV 51710 Farmland · 5 WoodlandResource Detector and Crafting Module on sale
RV 62012 Farmland · 6 WoodlandSignal Transmitter and Dispatch, Plant Research on sale
RV 722Student III title · 14 FarmlandEcological and Crafting Module Lv 2
RV 82416 Farmland · 8 WoodlandHomebuilding Zone, where Aniimo make Bud Tickets
RV 92618 Farmland · 9 WoodlandIncubation Reaction Module, more orders
RV 102813,000 HabitabilityHome Season event, Kitchen Module Lv 4
RV 1130Wayfarer I title · 13,500 HabitabilitySignal Transmitter Lv 2, second Dispatch place
RV 123214,000 HabitabilityPower Module, generators and power poles, more orders
RV 133414,500 HabitabilityResource Detector Lv 4, Kitchen Module Lv 5
RV 143615,000 HabitabilityPower Module Lv 2, Ecological Module Lv 6
RV 1538Wayfarer II title · 15,500 HabitabilityPlant Research Lv 4, more orders
RV 164016,000 HabitabilitySignal Transmitter Lv 3, third Dispatch place
RV 174217,000 HabitabilityCrafting Module Lv 5, Ecological Module Lv 8
RV 184318,000 HabitabilityPower Module Lv 4, more orders
RV 1944Wayfarer III title · 19,000 HabitabilityCrafting, Kitchen and Resource Detector top ranks
RV 204520,000 HabitabilityPower Module Lv 5, Crackle Generator Lv 5
Habitability and character titles gate the back half: From RV 10 every upgrade needs a Habitability score, climbing from 13,000 to 20,000, and Habitability comes from furniture rather than production. RV 7, 11, 15 and 19 additionally need the Student III, Wayfarer I, Wayfarer II and Wayfarer III titles, which are character promotions outside Homeland entirely. Compare each level’s exact material list in the RV upgrade catalog.
  • Visible milestones: the RV changes shape at Levels 2, 4 and 5 as the body expands and the rooftop opens.
  • Customization: rename the RV, change its body color and swap the rooftop ornament from the RV Customization menu.
  • Reward track: RV levels also award cosmetics, Glimmer, Aniipods, clothes and eggs.
  • Two currencies, two jobs: Home Coin buys land, facilities and RV levels, while Bud Tickets buy decorative furniture and come from Aniimo placed in the Homebuilding Zone at RV 8.

Components are the functional RV unlocks. Five fit inside the cabin and four occupy the rooftop loft; each component’s next rank is gated by RV level.

RV Cabin

  • Raises max Stamina by 3%, then 6% at RV 3 and 10% at RV 5.

  • Adds a Quick Formula to Farmland or Woodland at every rank, starting with Quick Formula: Wheat.

  • Unlocks Aniimo Feeding, then a Premium recipe on the Claw Game Cooker, Blazing Stove or Pickling Jar at each rank.

  • Adds Quick Recipes to the Well, Tidewhisper Sandcastle, Dewy House, Nimbus Bed and Floral Windmill.

  • Unlocks Premium recipes on the Crafting Table and Phonolfactory Table, from River-Washed Stones up to Mixed Perfume.

Rooftop Loft

  • Unlocks the Crackle Generator and Crackle Power Pole, then a higher generator rank and a larger pole limit at each RV milestone to 20.

  • Adds the Colorful mutation, then Shining at RV 9, Crystalline at RV 12, and a higher chance on every type at RV 15.

  • Raises Homeland Hatchinator efficiency, so eggs parked at Home finish sooner.

  • Opens Aniimo Dispatch with one RV Park place, a second at RV 11 with Dispatch · Adventure, and a third at RV 16 with Dispatch · Camping. Dispatches have a chance to return an egg with the Prismana trait; see the Prismana guide and eggs guide.

All nine RV components and what they unlock
Plant Research Module upgrade panel on the RV rooftop showing its crop mutation bonus beside the RV level requirement
Component ranks follow the RV track. Plant Research turns the rooftop into the mutation branch of the farm.
07

Work abilities: who does which job

Each of the 210 worker forms has at least one elemental Home specialisation, and many also carry one of four general Home abilities. These abilities determine what a worker can produce or move. A hammer badge on its portrait means it is actively working, and duplicate Aniimo can share the same Home.

Species-only rosters are misleading because forms can change their jobs. Use the form-level Homeland staffing guide for the complete profile counts, ability ceilings and strongest workers.

  • Hauling

    85
    form profiles

    Hauling Aniimo pick up stockpiled produce from facilities and carry it to Home storage.

  • Artisanship

    45
    form profiles

    Crafty Aniimo make furniture, appearance items and other goods for your Home.

  • Leisure

    54
    form profiles

    Playful Aniimo produce items while they play.

  • Perfumery

    2
    form profiles

    The perfume-bench specialty: Fragrancier reaches Lv 3 and Dewy supplies Lv 1.

The four general Homeland abilities across exact form profiles
Home workers leave your active roster: Assigning an Aniimo that is in a combat or exploration roster removes it from that roster. Keep a separate field squad before you confirm the Home placement.
Roster notice warning that assigning an Aniimo to Home removes it from combat or exploration
The placement warning is literal: a Home assignment and an active field-roster slot cannot be held at the same time.
08

Ability Distribution and workload

Placing a facility is half the job; staffing it is the other half. Work speed depends on both the operation and the Aniimo’s ability level. Ability Distribution totals assigned elements and work abilities so you can spot missing jobs before choosing faster workers.

  1. Lv 160 Workload per minute
  2. Lv 290 Workload per minute
  3. Lv 3120 Workload per minute
  4. Lv 4150 Workload per minute
Level-1 planting operation · fed workers, no personality bonus

For this planting operation, a Lv. 4 worker contributes 150 Workload per minute against 60 at Lv. 1. Other operations use different rates. The current work-stage countdown is remaining Workload divided by the workers’ combined rate, multiplied by 60 seconds; growth timers, preparation and hauling also affect the full cycle. Open Formula to choose the output, Manage to inspect its workers and Level Up to expand the recipe list.

Facility Management formula panel showing a Phonolfactory Table recipe list and the Batch overwrite control
Batch overwrite pushes one selected formula to matching facilities instead of changing each producer separately.
Ability ceilings differ: Across the 210 worker forms, Hauling, Artisanship and Leisure reach Lv. 4; Perfumery reaches Lv. 3. Light is the only elemental job with a Lv. 3 ceiling; the other eight reach Lv. 4. Match the selected formula’s Ability Distribution, then improve its lowest covered stage.
09

Element roles

Each of the nine Aniimo element types carries its own Homeland specialisation, which is the second filter on who can staff what.

  • Fire

    33
    form profiles

    Cooking and supplying heat

  • Grass

    50
    form profiles

    Planting seeds and gathering resources

  • Water

    34
    form profiles

    Brewing and watering plants

  • Earth

    31
    form profiles

    Reclaiming land and mining resources

  • Lightning

    23
    form profiles

    Manipulating electricity

  • Ice

    24
    form profiles

    Cooling your Homeland environment

  • Wind

    40
    form profiles

    Controlling the wind to process products

  • Dark

    40
    form profiles

    Harvesting crops, cutting plants and drying items

  • Light

    11
    form profiles

    Illuminating your Homeland

Element specialisations around the Home
10

What you can grow

Facility formulas cover 30 growables: 17 crops from Farmland and 13 plants from Woodland. Three of the Farmland entries are seasonal, arriving with the Harvest Moon Festival rather than the base shop, and Woodland also returns Wood Blocks as a by-product.

Farmland

17 entries17 crops, three of them seasonal

Woodland

13 entries13 plants, plus Wood Blocks
Growables with a facility formula
Mutated crops are worth keeping: Mutated crops can be collected, gifted to friends or sold at the relevant shop for a higher price than the normal crop. The Plant Research Module adds one mutation type per rank: Giant is available from the start, Colorful arrives at RV 6, Shining at RV 9 and Crystalline at RV 12, and RV 15 raises the chance on all of them.
11

Temperature and light gate 21 formulas

Most recipes only need workers and ingredients. Twenty-one do not: 16 formulas name a temperature band and 5 name a light level, and a plot outside the band stalls with The temperature is not suitable. Temperature comes from an auxiliary unit in range, not from the weather outside, and you set the target you want on the unit’s Details panel.

Which growables need a temperature or light unit in range
RequirementUnit to placeGrowables that need it
High temperatureHeat FurnaceSugarcane · Cocoa · Agave · Natural Rubber · Palm Bark · Coconut
Warm temperatureHeat Furnace, set lowerCherry Blossom · Chestnut · Pearl
Cool temperatureCooling UnitStrawberry · Rose · Ginseng · Apple · Star
Cold temperatureCooling Unit, set lowerCranberry · Maple Syrup
Artificial lightSunlampLavender · Grapes · Orange Flower · Walnut · Scales
Range is per unit, so layout decides the harvest: The Heat Furnace, Cooling Unit and Sunlamp only serve facilities inside their displayed range, and a cool crop next to a furnace is worse off than one with no unit at all. Group the plots that share a band, then open Build Settings and switch on the range overlays before you leave edit mode.

Five more formulas need a specific species rather than a temperature: Scales from a Flutternym, Wool from a Nimbi, Petals from an Iris, Aromathyst from a Dewy, Star from a Celestis, and Pearl and Sea Salt from a Shelly and a Susuta. Those are the leisure beds and hammocks rather than the crop plots.

12

Keep several temperature zones in one Home

Build separate production zones before trying to tune overlapping heat and cooling. Put each temperature unit beside the plots it serves, leave a clear hauling path, and keep storage close to processing. A layout is useful when its crops finish and its workers can move, not when every square is filled.

A placement sketch with separate high-temperature crops, warm woodland and cold crops, each served by its own unit, plus a hauling path and one Sunlamp group
Three separate temperature jobs. Use the range preview to fit the sketch to your unlocked plots; the drawing is not a scale plan.
RV 7: add one temperature job at a timeHeat Furnace and Cooling Unit unlock at RV 7. Keep your ordinary crop area and woodland, then add a cooled Rose area if Rose is the crop you want. Check that the cooling range reaches every selected plot before expanding it.
RV 9: group the light-dependent jobsSunlamp unlocks at RV 9 and has a placement limit of one. Put your currently unlocked light-dependent production together under its range. Keep the temperature requirement of each recipe satisfied as well.
More space: separate high, warm and coldUse one Heat Furnace for high-temperature crops, a second set lower for warm woodland, and a Cooling Unit set lower for cold production. Choose only recipes you have unlocked and leave room for the units, workers and storage.
Wood-first alternativeKeep most of the production area as ordinary woodland while saving materials for RV upgrades. Add temperature-dependent trees only for the goods you need; move crop expansion later if wood is the current progression bottleneck.
  1. 1Place and staff the unit first

    Set its target in Details and give it the required worker. An unstaffed auxiliary unit is not a reliable growing condition.

  2. 2Check a plot at the near edge and far edge

    Select the recipe and confirm its temperature and light conditions at both positions. Move the unit or plot before planting an entire block.

  3. 3Leave a path through the layout

    Keep hauling access to storage, ingredient supply and finished output. Match the staffing plan to the buildings you actually run.

  4. 4Observe a complete production cycle

    Confirm planting, watering, harvesting and hauling all finish before copying the arrangement across the Home. Expand the successful block and check the new outer plots again.

Use the Homeland production calculator to compare unlocked facilities and workers, and the staffing guide to solve the slowest task. Do not choose a profitable crop projection until its growing conditions fit the space you can operate.

13

Facilities and what they make

The build menu divides 29 functional facility families into five groups: Materials Production, Materials Processing, Item Production, Auxiliary Facilities and Aniimo Facilities. The catalogue below lists every one with its level range, the Homeland ability it needs and what it makes. Materials Processing is the largest group at twelve families, and the food chain alone runs across the Blazing Stove, Claw Game Cooker, Simmering Pot and Pickling Jar.

Enter your owned buildings, facility levels and unlocked modules in the Aniimo Homeland production calculator to model supported Home Coin production chains. The calculator labels estimated values and exclusions where its data is incomplete.

Materials Production

9 entries9 families · raw crops, wood, ore, water and Aniimo materials

Materials Processing

12 entries12 families · the whole cooking, brewing, drying, milling and crafting chain
  • Crafting Table

    Levels 1–8Artisanship

    Wood Sculpture, Harvest Platter, Bamboo Ware, River-Washed Stones, Rose Freshener, Pottery, Bouquet, Shell Ornament, Lavender Sachet, Wind Chime, Star Wish Lantern, Dream Catcher, Rubber Duck, Pearl Necklace, Woven Toy, Porcelain, Dye, Gemstone Dust, Flowers in a Bottle and Doll

    Open Crafting Table
  • Blazing Stove

    Levels 1–5Fire

    Cherry Blossom Rice Ball, Creamy Potato Soup, Soy Sauce Fried Rice, Umbral Hot Pot, Soy Sauce Tofu, Sugar-Roasted Chestnuts, Tanghulu, Walnut Cake, Ginseng Chestnut Cake, Steamed Vermicelli Roll, Jello, Rich Grape Compote, Strawberry Candy, Strawberry Cream Puff and Cranberry Chocolate

    Open Blazing Stove
  • Claw Game Cooker

    Levels 1–7Fire

    Bread, Roasted Waxing Moon Pepper, Roasted Soybeans, Maple Candy Roasted Potatoes, Apple Tart, Rose Shortbread, Lavender Cookies, Apple Candy, Grape Candy, Caramel Nut Chips, Maple Candy Star, Coconut Cookie, Flower Bread and Berry Chocolate Coconut Pudding

    Open Claw Game Cooker
  • Simmering Pot

    Levels 1–6Fire

    Plain Rice Porridge, Umbral Sweet Spicy Sauce, Rose Concentrate, Rock Candy, Strawberry Jam, Maple Candy Apple Jam, Chestnut Purée, Grape Jam, Ginseng Porridge, Maple Sugar Chunk, Malt Sugar, Cocoa Spread, Cranberry Jam and Agave Syrup

    Open Simmering Pot
  • Chimney Kiln

    Levels 1–4Fire

    Coarse-Sifted Ore, Sintered Ore Brick, Refined Ore and Microcrystalline Ore Plate, the ore side of every RV upgrade above Level 7

    Open Chimney Kiln
  • Bouncy Brew Keg

    Levels 1–5Water

    Toasted Rice Green Tea, Wheat Tea, Strawberry Juice, Sugarcane Juice, Apple Juice, Potato Kvass, Grape Juice, Ginseng Water, Grape Lemon Drink, Walnut Milk, Cranberry Juice, Coconut Cooler, Coconut Cocoa, Hot Cocoa, Orange Flower Dew and Agave Drink

    Open Bouncy Brew Keg
  • Pickling Jar

    Levels 1–5Dark

    Salted Cherry Blossom, Soy Sauce, Umbral Pickle, Sweet Rice Drink, Cider Vinegar, Sweet Rice Wine, Rice Vinegar, Salted Lemon, Candied Strawberries and Candied Orange Flower

    Open Pickling Jar
  • Jukebox Dryer

    Levels 1–7Dark

    Potato Chips, Dried Lemon Slices, Dried Cherry Blossom, Dried Bean Curd, Dried Apple Slices, Dried Strawberries, Nuts, Dried Ginseng, Dried Grapes, Shredded Coconut, Dried Cranberries and Dried Flowers

    Open Jukebox Dryer
  • Carousel Mill

    Levels 1–6Wind

    Wheatmeal, Tofu, Milled Rice, Lavender Powder, Rice Drink, Ginseng Powder, Refined Flour, Coconut Oil, Cocoa Powder and Coconut Milk

    Open Carousel Mill
  • Joy Wheel Loom

    Levels 1–4Wind

    Cotton Thread, Woolen Yarn, Cotton Fabric, Wool Fabric, Palm Rope and Dyed Cotton Fabric

    Open Joy Wheel Loom
  • Phonolfactory Table

    Levels 1–6Perfumery

    Bamboo Joss Stick, Rose Incense, Cherry Incense, Lavender Incense, Lemon Incense, Herbal Ginseng Aroma, Soap, Mixed Perfume, Orange Flower Incense and Lotion

    Open Phonolfactory Table
  • Woodworking Bench

    Levels 1–4Artisanship

    Rough Lumber, Standard Planks, Laminated Beams and Densified Timber Component, the timber side of every RV upgrade above Level 7

    Open Woodworking Bench

Item Production

2 entries2 families · catch and growth consumables

Auxiliary Facilities

5 entries5 families · they hold no formula of their own and serve everything in range
  • Storage Unit

    SingleHauling

    Lets Hauling Aniimo move fully stacked facility output into Home storage

    Open Storage Unit
  • Heat Furnace

    SingleFire

    Raises the temperature for the 9 formulas that need heat. Set the target on its Details panel

    Open Heat Furnace
  • Cooling Unit

    SingleIce

    Lowers the temperature for the 7 formulas that need cold. Set the target on its Details panel

    Open Cooling Unit
  • Sunlamp

    SingleLight

    Provides the artificial sunlight 5 formulas need, Lavender and Grapes among them

    Open Sunlamp
  • Crackle Generator and Power Pole

    Levels 1–5Lightning

    Supplies electricity to nearby machines. Several generators and poles form one grid, and connected facilities share its total power

    Open Crackle Generator and Power Pole

Aniimo Facilities

1 entry1 family · incubation at Home
  • Hatchinator

    Single

    Incubates eggs inside the Homeland, faster once the Incubation Reaction Module is fitted at RV 9

    Open Hatchinator
All 29 functional facilities, their level ranges and outputs

Placement is part of production design. Storage Units need Hauling coverage, while the Heat Furnace, Cooling Unit, Sunlamp and generators serve only machines inside their displayed ranges. Open Build Settings to show heating, cooling, power and lighting overlays before locking the layout.

Storage Unit build panel explaining that Hauling Aniimo transfer full facility output into storage
Storage Unit · automatic collection for fully stacked facilities
Build settings showing rotation controls and heating, cooling, power and lighting range overlays
Displayed Range · verify every dependent machine before leaving edit mode
14

Food and energy

Cooking links the farm to its workforce. Crops become dishes, and the Food tab converts those dishes into a visible supply timer for assigned Aniimo. If the bowl runs empty, worker efficiency falls; keep it stocked while production jobs are active.

An open-air kitchen bench with a stew pot, a row of filled bowls and one empty bowl beside a crop field
If the bowl runs empty, worker efficiency falls; keep it stocked while production jobs are active.
Queue useful work before leaving: Choose a useful recipe whose duration fits your expected absence and make sure its inputs and worker food are stocked. Plants harvest offline, so put the long crop cycles on before you log out.
Premium dishes and the food each one adds
DishCooked onFood added
Premium BreadClaw Game Cooker26,740
Premium Potato SoupBlazing Stove23,470
Premium JelloBlazing Stove Lv. 447,440
Premium Berry Chocolate Coconut PuddingClaw Game Cooker Lv. 7142,560

Since version 1.1 the four Premium dishes feed workers 3 to 3.8 times longer than before. Premium Berry Chocolate Coconut Pudding adds 142,560, the most of any food in the game and 1.13 times the standard pudding. Premium Bread and Premium Potato Soup now match regular Bread and Creamy Potato Soup, and Premium Jello beats regular Jello (42,690) by 1.11 times.

Clearing can waste food: The Clear prompt returns the unused food, but some of it is lost in the process. Let the current supply run down before replacing it unless accepting that loss is worthwhile.
15

Decorations and editor tools

Decorative furniture is bought with Bud Tickets, and the browser splits into three families: Outdoor Decorations for the grounds, Indoor Decorations for the rooms, and Home Decorations for the structure of the house itself. Habitability, the score that gates every RV level from 10 upward, comes from what you place here rather than from production.

Every decoration category, grouped by where it goes
FamilyCategoryWhat it covers
OutdoorGround levelPaths, turf, paving and ground surfaces
OutdoorFencesStone walls, rope barriers, rails, gates and fence pieces
OutdoorPlantsTrees and large planted scenery
OutdoorPlant (Small)Flowers, shrubs and compact greenery
OutdoorDecorationsLarge ornaments, statues, ponds, arches and display pieces
OutdoorSmall DecorBooks, signs, carts, food props and tabletop-scale ornaments
OutdoorGardening ViewsLogs, rocks, hedges, topiary and arranged garden scenery
OutdoorBuilding BlocksModular structural pieces for custom builds
OutdoorTables and ChairsOutdoor dining, lounge and seating furniture
OutdoorInteractive FurnitureUsable leisure furniture and activity props
OutdoorLampsStanding, hanging and decorative lighting
IndoorSoft Furnishing FabricsRugs, throws and fabric dressing, the largest indoor shelf
IndoorTables and Chairs · Cabinets · BedsThe core room furniture sets
IndoorBathroom · Kitchenware · Home AppliancesWorking fittings for each room type
IndoorGreenery · Interior Ornament · DecorIndoor planting and shelf dressing
IndoorLighting · Curtains · PartitionLight, windows and room dividers
IndoorAniimo FurniturePieces your Aniimo use rather than you
HomeWall · Floor · RooftopThe house shell, and the largest category in the game at 115 wall pieces
HomeWindow · Door · Stairs · Pillar · FenceStructural openings and supports for a custom build
Building the house is what unlocks the indoor shelves: Outdoor decoration is available from the first plot, but Indoor Decorations and the Home Decorations shell only matter once you construct the house, which is why the eleven outdoor categories are the ones a new Homeland sees first. Compare Habitability and placement limits for individual pieces in the Homeland furniture database.
Outdoor Decorations browser open to Fences with the placement grid, Rough Stone Wall details and fence carousel visible
Every piece exposes its own description, price and placement cap before it reaches the grid.

The build drawer also has Favorite, Aniimo and Item tabs. Pull a harvested crop from Item to use it as scenery; mutated crops keep their distinct visual treatment, so production can supply the decorative farm as well as the Order Robot.

Edit-mode controls that speed up large builds
ControlWhat it does
Multi-selectMoves a group of facilities, crops or decorations in one edit.
GridShows the plot grid for measured spacing.
Grid snappingLocks movement to grid cells.
Bird’s-eye viewFixes the camera on a flat overhead layout.
Rotation and scalingUses 1, 15, 45 or 90-degree rotation steps, plus three-axis rotation and scaling.
Continuous PurchaseBuys the next copy after placement, with a confirmation before spending.
Displayed RangeToggles heating, cooling, power and lighting coverage.
  • Shareable furniture groups: furniture groups can be shared through codes as blueprints of up to 500 pieces, and the editor accepts larger multi-selections.
  • Interactive furniture: more furniture supports interaction, and some pieces can be placed and used in the open world.
  • Furniture sell-back: unused furniture can be sold back at a discount through the Home Co-op Store.
  • Home season events: seasonal events offer season-exclusive furniture and formulas.
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Browse furniture, formulas and worker forms

Use the Homeland database to compare furniture Habitability and placement costs, find production ingredients and base outputs, and check every RV component level. The work ability catalog lists exact forms and ability levels so you can choose a worker for the selected production stage.

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Harvest Moon seasonal collections

When the Harvest Moon Festival is available, its activities open in three stages: Harvest, Preparation and Gathering. Reach RV Level 10 and finish the opening story requirements to get started; seasonal plots have an additional story gate.

Complete Harvest Dailies, plant Moondew Radish and Waxing Moon Pepper to find mutations, and collect seasonal items for Harvest Moon Points. Later stages add gathering preparations and the gathering itself. The Harvest Moon catalog lists daily rewards, all 16 crop mutations, 52 point-granting items and collection milestones.

The four Season Tiles (I to IV) cost 1,600 Bud Tickets each to unlock and arrive covered in 36 pieces of Misc. clutter. Clearing each piece pays 10 Moonray Wheat, 360 across all four tiles, and Moonray Wheat is the currency the season furniture trader takes.

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Shop, storage, orders and visitors

An RV park corner at golden hour with an open warehouse door, a produce stall, a parked delivery cart and a small creature leaning over an egg in a cradle
Visitors can inspect a Home and pet an egg in its Hatchinator to accelerate incubation.
  • Warehouse: opens from anywhere inside Homeland and holds crops, seeds, materials and finished output.
  • Homeland Shop: sells seeds and Aniimo food, then provides Homeland Gifts and a Resource Exchange.
  • Home Co-op Store: buys most Homeland products immediately, including crops, for the currency listed on the sale screen.
  • Homeland Daily Orders: BINI #2333, the Order Robot, holds delivery requests. The board tops up at 04:00 and 16:00 server time, twice a day from RV 2 onward and only at 04:00 while the RV is still Level 1. Each top-up brings more requests as the RV levels, and the board cap climbs from 5 to 17 across RV 2, 4, 6, 9, 12, 15 and 18. RV 4 is where refreshing an order unlocks at all. Submit completed goods for the listed reward, use the free refresh first, then check the displayed cost before refreshing again. Every Homeland clock, including the Monday 04:00 Gacha reset, sits in the reset timers tool.
  • Worker care: an injured, sick or upset Aniimo stops work and moves aside for attention; interact with it to return it to the job.
  • Visits: other Pathfinders can enter the RV Park, inspect a Home and pet an egg in its Hatchinator to accelerate incubation. Daily petting limits apply in both a friend’s Home and your own; see the egg guide for the hatching rules.
  • Soil tilling: till the soil at another Pathfinder’s Home and the owner thanks you with a Home Tilling Reward. You can collect that reward 5 times from any one Home per day and 30 times a day in total, and the gift pool refreshes once a day, so spreading visits across several friends pays more than repeat trips to one. Every 15 tills at friends’ Homes also earn a Tilling Chest, and you can open 1 a day. The co-op guide covers shared Home visits.
  • Home Coin is the Homeland currency for land and production upgrades.
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Frequently asked

How do I unlock the Homeland in Aniimo?

Reach Level 20, accept Home Invitation, meet Fannie, tour the RV, restore its power with an owned Emberpup, register at the Park Board and enter through the portal behind the RV. The beginner guide covers the earlier route.

What unlocks at RV Level 2?

RV Level 2 introduces basic automation, raises Home capacity to 8 Aniimo, unlocks the Storage Unit plus the Kitchen Module and its Aniimo Feeding, lifts facility and Daily Order limits, adds shop stock and opens purchase access to the next Home plot. It costs 140 Home Coins and 3 Wood Blocks and needs four placed Farmland plots plus the quest The Wondrous RV. The exit warning names Earth, Grass, Water, Dark and Hauling for the Home as a whole; follow each selected formula's own Ability Distribution.

How many Aniimo can live in your Homeland?

8 at RV 2, rising with every upgrade to 45 at RV 20. Capacity is the only thing that climbs on a fixed curve: from RV 10 each level also needs a Habitability score between 13,000 and 20,000, and RV 7, 11, 15 and 19 need the Student III, Wayfarer I, Wayfarer II and Wayfarer III titles.

Do Homeland facilities keep producing while I am offline?

Plants do. They keep growing and can be harvested when you return, and an official patch note covers correcting resources from plants harvested offline. Set processor and cooking jobs to a duration that fits the time you plan to be away.

Why did an Aniimo disappear from my combat roster?

Assigning an Aniimo to Home removes it from its combat or exploration roster. Replace that field slot or remove the creature from Home before taking the squad back out; the staffing guide helps build a separate worker bench.

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