Docs Farm operating model

Farm operating model

What a "farm" — a growing collection tended on a schedule — owes, so a third farm inherits the shape instead of reinventing it.

A farm is a mesh project that is a growing collection tended on a schedule — new items planted periodically, existing items grown a little every day — rather than a single fixed release. Fairy Fox Games and Fairy Fox Stories are the two farms; they share this operating model even though the craft differs. The canonical copy is in the repository at hub/standards/farm-operating-model.md; it governs the integrated farm tier, which renders as pages of fairyfox.io under the Farms nav slot.

The rules

  • Grow daily; plant periodically. The daily job tends the collection — it deepens at least one existing item each run, not only adds new ones. New items are planted on a slower cadence. Growth, not just breadth.
  • Items are first-class citizens, not throwaway demos. Every item earns ongoing investment — maintenance, docs, tests, real growth.
  • Every item carries real content and craft. No filler, no near-identical padding. If it isn’t good, it doesn’t ship.
  • New items are genuinely distinct — never a re-skin. Each is a mechanically or creatively distinct experiment; check the existing set first.
  • Simple-but-deep is the hard constraint. Growth must never make an item convoluted or cluttered. Depth lives in the mechanic or the story, not in clutter.
  • Plan-first. An item begins from a plan appropriate to its craft — a game concept, or a book’s full public blueprint before a word of prose.