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Fable Valley

🤖 A Fable 5 experiment. One of a handful of silly side projects I had Fable 5 build before the model was banned. I wanted to see how good Fable really was at game design — so I handed it a concept (a Stardew Valley–style farming sim) and let it run. It's a fun prototype, not a finished product; if Fable ever comes back, or I find the free time, I may pick it up and finish it.

A Stardew Valley–inspired farming life-sim in Rust + macroquad. Solo hobby project: the engine falls out of the game, not the other way around.

Run

cargo run --release

The game

Farm: till, plant, water, harvest, ship produce in the crate by your house. Town: three villagers with daily schedules — talk to them, gift them produce (once a day) and friendship hearts grow, changing what they say. Orin's stall (8 AM–5 PM, rain or shine) sells seeds, bread, and a sword. North of town a cave hides log monsters and mineable rocks — gems sell well, but blacking out costs 10% of your gold. Rain waters your crops for you. Pip the chicken supervises the farm.

Crop Growth Seed Sells
Turnip 4 days 20g 35g
Tomato 6 days 40g 80g
Corn 10 days 80g 200g

Controls

Key Action
WASD / arrows Move
1–5 Select hotbar slot
E / Space Use held item, talk, gift, advance dialogue
Left click Use held item (cursor targeting mode)
T Toggle facing-tile / cursor targeting
Esc Open menu (Inventory / Friends / Map / Settings / Controls)
Tab Next menu section
Q (in menu) Save & quit to title (with confirmation)

Day runs 6:00–2:00 (~8 real minutes); at 2:00 you pass out. Energy limits how much you can do; bread (30g at the stall) restores it. The game autosaves at every day end and on quit. Delete save/ for a fresh start.

Layout

  • src/sim/ — pure game state + systems, zero macroquad imports, fully headless-testable. Save/load is versioned serde + RON.
  • src/render/, src/input.rs, src/audio.rs, src/main.rs — macroquad shell.
  • assets/data/*.ron|txt — items, crops, maps, portals, NPCs are data, not code.
  • tools/ — atlas builder (CC0 sources) and audio synthesizer.

Key architectural seams: one ordered end-of-day pipeline (crops, weather, NPC resets, dungeon respawn all hook there), one interact() dispatch funnel (tools, gifting, combat, eating, shopping all route through it), and a strict sim/presentation split.

Art & audio

Sprites assembled from CC0 OpenGameArt packs by tools/build_atlas.py; music and SFX synthesized from scratch by tools/gen_audio.py. Credits and rebuild instructions: ASSETS.md.

Tests

cargo test

40 headless tests: crop economy over a month, schedules, gifting math, weather, portals, combat, mining, save round-trips.

About

A Stardew Valley-inspired farming sim built in Rust + macroquad — one of Fable 5's side projects.

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