One authoritative shared world, with per-player progression and inventory.
| Shared now | Per player now |
|---|---|
| Calendar, weather, farm tiles, crops, placed objects, chests | Inventory, energy, health, equipment, tool tiers |
| Default wallet; optional separate-wallet setting | Separate balance when enabled |
| Mine floors, elevator unlocks, claimed floor rewards, legendary catches | Skills, XP, professions, learned recipes, buffs |
| Shipping queue and aggregate shipped counts | Shipping attribution and next-morning summary |
Time and sleeping
The clock runs while anyone is connected unless paused. Menus and dialogue do not individually pause the shared world. Every connected player must confirm sleep at the starter-home bed; offline players never block. Current players share that home. Individual cabins and player marriage remain planned. Villager relationships, mail, requests, dating and spouse status are per player; animal care, buildings, restoration and museum progress are shared. Festival main events freeze the calendar only when every connected player participates in an unfinished run.
Wallets and storage
Shared money is the default. Switching to separate wallets divides the balance among existing player IDs, assigning remainder gold deterministically. Switching back merges balances. Players may transfer positive whole amounts in separate-wallet mode. Shipping pays the original shipper when wallets are separate.
Chests and objects are shared. XP goes to the action’s owner rather than being duplicated for both players.
When everyone leaves
Calendar, crops, combat, and player effects freeze. Processing machines are the exception: injected elapsed time advances their offline clock, unless paused. Reconnection summaries come from the server’s event history.
packages/sim/src/systems/wallet/index.ts · packages/sim/src/systems/energy/index.ts · packages/sim/src/systems/shipping/index.ts · docs/time-and-multiplayer.md