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Your grandparents gave you the orchard you spent every childhood summer resenting. The plan: collect every fruit, sell the place, never pick up an apple again. Upgrade your tools, clear six gardens, then run it all again next season, faster, with cards that change the run.

A perfect plan

Nico spent every childhood summer at his grandparents' place doing the same thing: picking up fruit. Apples, pears, plums, whatever had just fallen. He hated it. He never said so — Trudi and Klaus were so delighted to have the help that he told them it was the best part of his year, and he was, apparently, very convincing.

Years later they are too old to keep the orchard. So they give it to him, certain it is the loveliest thing they have ever done.

He thanks them. He does not mention that they have just signed over several hectares of childhood trauma. Instead he makes a plan.

Collect all the fruit, sell every last piece, sell the orchard, and never pick up an apple again.

A perfect plan. It holds for about twenty minutes.

Because somewhere between the first full basket, the first money earned, and the genuinely satisfying sight of a patch of grass with absolutely nothing left on it, something goes wrong. Nico is enjoying himself.

The orchard does not stay empty

This is where the exit plan really falls apart.

Clearing all six gardens is not the end of the game. It is the end of season one. The next one begins straight away and it begins faster — and before it does, you are dealt cards that change how it plays. A basket that holds more. A grabber that reaches further. Robots that work harder. A workshop that undercuts itself. A Frenzy that burns hotter. Twenty cards so far, and slots enough to build a season around them.

The scale moves with you. Bare hands take a piece or two at a time; by the end of a run the vacuum is lifting them by the dozen, and the gardens have grown to match. What was an afternoon of tidying becomes something you are frankly too good at.

Nico's plan was to do this once.

Two ways to clear an orchard

Both are correct.

Switch your head off. Walk, hold the button, watch a lawn empty. Nothing here has a timer, a fail state or an enemy; nothing punishes you for standing still and looking at the trees. Buy whichever upgrade looks nice. Let a robot pick away at one garden while you wander into another. You can play this badly for two hours and still finish, and it was built for exactly that.

Or take it apart. Collect without pausing and a streak builds: the pace lifts in stages, the sound climbs with it, and at the top it tips over into Frenzy. Clear a quarter cleanly and it pays a bonus for the rest of the run. Which tool suits which density, when to sell, which upgrade before which — none of that is obvious, and all of it is measured. The records screen keeps your best pick rate, your longest flow, how long you held Frenzy, how far you walked and which tool did what share of the work. The leaderboards are waiting for the moment you think you have it solved.

In the game

  • Six gardens, each with its own fruit and its own robot that keeps collecting while you are elsewhere.

  • Three tools and a workbench full of upgrades, priced so that every purchase is a decision.

  • Twelve rare finds, two per fruit, hiding among the ordinary ones, and an album that fills up as you turn them up.

  • Mastery goals for every garden, for players who want the orchard cleared properly rather than merely cleared.

  • Steam achievements and leaderboards.

  • Ten languages, each one fully voiced and subtitled, with a colour-blind mode, free key rebinding and scalable text.

And then?

"Funny," Nico says, somewhere in the sixth garden. "I thought I'd be happier to be done."

He could sell the place now. That was always the plan.

He is not going to sell the place. You both know it.