Game Mower wiki

Game

Skills: your body and your knackSK

What each sibling gets better at by doing it, and how it shows. Muscle and fat on the body, the mower's feel (better only), food, negotiation, knowledge for the bench, client taste, and grandpa's weight bench as the skills screen.

Each sibling gets better at what they do. Train and the mower answers quicker; eat every client's cake and you get rounder; close good deals and you learn to read clients. No points to spend: you learn by doing, and in co-op the roles sort themselves out.

The player's view

Grandpa's bench. In grandma's garage, at the workshop end, sit grandpa Harold's old weight bench and two kettlebells. Press E and the skills screen opens: a silhouette that looks like you, Strength and Shape as words and bars, what you've learned. A tab per sibling, so you compare and tease. Hold E instead and you do a short session right there.

A stronger sibling. After a few weeks of the gym three evenings a week, the mower answers quicker: it reaches your pace sooner, turns tighter, lifts its front onto the rear wheels with less effort, and ploughs into the thick grass before slowing you. A new sibling feels exactly today's mower; muscle only ever makes it nicer, and if you stop training it slowly comes back to that feel, never below. Your own forearms on the handle look thicker, and your brother asks since when you have arms.

A rounder sibling. You take the cake at every door and have pizza every night. A month later the character is visibly chubbier; the mower coasts more and takes longer to stop and turn, but never pushes weaker. On foot you're a little slower. The grandma clients love it. Nothing ever forces you to eat, and skipping meals never hurts.

Reading clients. The first calls are just words. After a handful of deals closed near what the client would pay, you catch their mood ("in a hurry"); later you see how urgent it is and get a "meet me halfway" button; a sharp negotiator sees roughly how far they'd go. It never makes the client say yes: the money still comes from what you dare to ask.

Knowing how. At the workbench, the starter rope won't come off: your sibling has no idea how it comes apart. The screen offers to book it at the service desk, or tells you where to learn it: Harold's back pages, a video series on the computer. The whole family watches a repair video on the couch one evening, and from then on nobody pays the mechanic for a rope again.

Ideas

SK1: bodies and the bench

Every sibling carries a body and what they've learned (PlayerBody, in Tech): muscle and fat, two independent axes (skinny, chubby, ripped, strongman), plus negotiation and lessons. The character as it looks today is the start: muscle 0.20, fat 0.30. Players see words and bars, never the numbers.

  • Learned by doingNo points to spend. You get stronger by training, better at deals by closing them.
  • Only the body fadesMuscle fades slowly without training, fat follows what you eat; negotiation and knowledge never fade.
  • One place for the numbersA pure Sim function, BodyFeel.Of(body), turns a body into the feel multipliers (SK2), and BodyTuning holds every rate (Tuning), with a JSON override like OfferTuning.

Getting stronger

Every gain shrinks as you get stronger: gain = rate × (1 − muscle). At most one session counts per day (the gym or the bench, the better one); hard work adds on top (SK2).

  • Grandpa's bench and kettlebells (home): hold E on the bench, 20 game minutes, free, the bench's gain.
  • The bench alone three times a week takes a new sibling from 0.20 to about 0.30 in six weeks (the gyms go further: SK2).
Six weeks of habits: pick a gym, sessions, work hours, dinner and cake, and watch muscle and fat

Fading

After 4 days with no session, muscle drops 0.004 a day, never below the start; a working day counts as half a session. Six weeks of gym is lost in close to three months of nothing, gently. Fading runs at night (EndDay), with the food reset (SK4).

  • Difficulty: a new Mishaps row in Difficulty: muscle fades never (Relaxed), as written (Normal), ×1.5 faster (Hard). The feel itself has no row: presets never change the feel; your body does.

The skills screen

  • The thing: grandpa's old weight bench and two kettlebells in grandma's garage, at the Workshop end: a new StationKind.Bench (a Blender model). E opens the screen, like the calendar opens the week; no text on the prop. Holding E on it trains.
  • The screen, one per sibling, tabs for the others:
    • a front silhouette that matches your body (the same fat and muscle shapes as the character, SK3);
    • Strength as a bar and a word: Soft (below 0.30), Fit (0.30), Strong (0.50), Ripped (0.75 and up);
    • Shape as a bar and a word: Skinny (below 0.15), Lean (0.15), Comfy (0.40), Big (0.65 and up);
    • Negotiation as its word (Green to Shark, SK5) and what it lets you see;
    • Knowledge: the tiers you have and the lessons left for the next one (SK7);
    • today: what you ate, the boost, the last session, days until muscle starts fading;
    • the gym card: which gym, paid until (SK2).
  • Hints in the world too: your own forearms on the handle in first person (SK3), sibling quips ("since when do you have arms?").
  • Sandbox: F1 sliders for muscle, fat and negotiation per sibling.
The bench screen: move muscle, fat and negotiation, and see the body, the mower's feel and which clients like you

Needs: SB1 · Done when: the tests pass (the BodyFeel floor, the gain and fade curves) and, on two instances, a guest trains on the bench and both players see the guest's bar change (mismatches = 0).

SK2: strength in the hands

The mower reads the body. Better only: today's tuned mower is what a new sibling feels; muscle only improves it (capped around +15-20%), and losing muscle brings it back toward today's feel, never below. Fat changes its character, never makes it weaker.

What muscle changes

s = how far above the start you are: (muscle − 0.20) ÷ 0.80. At s = 0 the mower is exactly today's.

Knob (mowing.md's names)At full muscle
Push: how quickly you reach your pace (mouse push and WASD)+18%
Turning the mower+15%
Tipping onto the rear wheels: how quickly the front lifts+40%
Heavy grass: how much it takes before the mower slows you+15%
Carrying (bags, junk, the roller): walking speed while loaded+15%
Pull corda cold engine needs one pull less at s ≥ 0.6

Each multiplier scales with s; MowerController (push, turn, tip, heavy grass), carrying and the pull cord read them from BodyFeel. Gear does the same job: a self-propelled mower makes muscle matter less. Buying gear or building muscle is the player's choice.

What fat changes

f = how far above the start you are: max(0, fat − 0.30) ÷ 0.70.

  • Momentum: the mower coasts more and takes longer to stop and turn (+30% coast at full f); you plough through heavy grass (+10% before it slows you, added to muscle's). Different, not weaker: push never drops below today's.
  • On foot (no mower): up to 8% slower walking and a shorter hurry at full f. The only thing that gets worse.
  • Below the start (thin): no feel change, just the look.

Work gains

Pushing in heavy grass and carrying bags add muscle at 0.003 per hour (the same shrinking gain), settled with the job.

The gyms

GymGain rateCostTime
Iron Shed (garage gym, grandma's side of town)0.020$25 a month1 game hour + the ride
FitZone (chain gym, showers)0.030$60 a month1 game hour + the ride
The Club (near the mansion: sauna, rich members)0.045$150 a month1 game hour + the ride
  • Rough pace: FitZone three times a week takes a new sibling from 0.20 to about 0.50 in six weeks.
  • A destination on the town map (like the store): pick it, ride there, one game hour passes with a short scene (a fade, a grunt, a quip), then back home or onward.
  • The subscription is a monthly bill (ECONOMY's bills); without wallets yet the company pays, and it becomes a personal expense with EC2.
  • Co-op: the group travels together (today's rule), so the host picks the gym; each sibling with a card trains, the others wait or pay a $10 day pass. Going alone comes with split co-op.

Needs: SK1 · Done when: in the sandbox, muscle 0 feels exactly like before (same numbers) and full muscle is clearly nicer.

SK3: bodies you can see

Feasible and cheap at runtime: shape keys (Unity blend shapes) on both rigs. The keys themselves are built by CH14 (bodies for the whole cast, in the MVP), with this recipe; SK3 makes a sibling's keys follow their muscle and fat.

  • The recipe (characters.py, done in CH14): build the body as today, then again with bigger arms, chest and shoulders (Muscle), a belly, rounder arms and legs and a fuller neck (Fat), and a narrower torso and limbs (Thin). Same topology each time, so each difference becomes a shape key. Outfits are painted on the same mesh, so clothes follow. Hair, beard and the googly face stay; a "chubby cheeks" key is optional. importBlendShapes on, flat-shaded normals kept, prefabs rebuilt.
  • Unity: CharacterLook.Apply sets the weights: Thin = (0.30 − fat) ÷ 0.30 below the start, Fat = f, Muscle = s. Remote siblings (NetAvatar) and the skills screen's silhouette use the same weights.
  • First person: the player's own arms use the same mesh, so thicker forearms show on the handle.
  • Checks: Push, PushIdle and the gestures at full Fat + full Muscle (arms into the belly); bend poses near the mower handle; the wardrobe's face zoom.

Needs: SK1, CH14 · Done when: the four corners (skinny, chubby, ripped, strongman) render cleanly in every pose.

SK4: food

Food is optional and shapes the body: no hunger bar. What you eat moves fat over days and gives short boosts; skipping meals never hurts (you just slowly lose a little fat).

FoodWhereFatBoost
Client cake, cookies, lemonadeoffered at the door after a job (some personalities)+0.010the client is pleased you took it (mood +)
Frozen pizza, chips (junk)the fridge at home, cheap+0.015none
Cooked meal (healthy)the fridge, dearer, 20 game minutes at the stove0push +5% until the next meal (the morning or the afternoon)
Nothing all day−0.003
  • Burning it: −0.002 per hour of mowing or carrying, −0.005 per training session. Fat moves slowly: a working day (about 5 hours) burns 0.01, so pizza every night still adds about 0.005 a day; a month of it is visible, a season makes a big sibling. Cooked meals on working days slim you down.
  • Buying it: food comes with the shopping (the grocery run arrives with ECONOMY's household costs); until then the fridge restocks itself and food is a weekly cost line.
  • The client's cake: personalities that offer it do so at the door after the job; take it or not.
  • What you ate today and the boost reset at night.

Needs: SK1 · Done when: in the sandbox, a month of pizza every night visibly rounds a working sibling, cooked meals on working days slim them and give the push boost until the next meal, skipping meals costs nothing, and a client whose cake you take is pleased.

SK5: negotiation

Learned on deals, used in the haggle. It gives information, not better odds: the money still comes from what you ask.

Learning

After a closed haggle (agreed or met halfway), gain = 0.05 × closeness × novelty × (1 − negotiation):

  • closeness = the markup you got ÷ the client's ceiling (closer to their limit = more learned);
  • novelty: the first deal with this client 1.0, then 0.5, 0.25, ... (no farming one neighbor);
  • a refused ask teaches a little (0.01 × novelty): you learn where the line was.

Roughly, with new clients and fair asks: 7 deals to Decent, 15 to Good, 40 to Sharp; Shark is rare.

What you see

LevelWordIn the call or at the door
0.00Greennothing: the client's words only
0.20Decenttheir mood in a word ("in a hurry", "pinching pennies", "happy to pay")
0.45Goodurgency as low / medium / high; a "meet me halfway" counter button
0.70Sharptheir price room as a range ("would go to about $45-55")
0.90Sharkthe range narrows to ±5%

It hooks into today's +10% / +25% haggle buttons first, then into jobs J3 and J7's markup and ceiling as they land. Jobs: from the phone call to the review owns the haggle; this idea says what a skilled negotiator sees.

The same call at each level: what a Green sibling and a Shark see

Needs: SK1, J3 · Done when: a new sibling reaches Decent after about 7 fair deals with new clients and sees the client's mood in calls from then on, each repeat deal with the same neighbor teaches less, and the level never drops.

SK6: client taste

Body shape works through client taste, not one charisma number: each client personality (Jobs: from the phone call to the review, the client page later) gets a taste.

TasteLikesEffect
None (most clients)
Feeder (grandmas, aunties)someone who eats: a sibling with f > 0.2, or who took the cakehaggle odds +5%, a warmer quip
Fit (upscale districts, gym people)muscle s > 0.4 and f < 0.3haggle odds +5%
Brawn (heavy jobs: logs, back from holiday)muscle s > 0.5trusts you with the job: urgency room +5%
Wary of big guys (rare, comic)s > 0.7a nervous quip, no money effect

Only the sibling at the door or on the call counts, so in co-op the right sibling answers. Never more than ±5%: taste is flavour, not a wall.

Needs: SK1, SK3 · Done when: a Feeder client gives the round sibling at the door better haggle odds than the lean one (5% at most), and in co-op only the sibling who answers counts.

SK7: knowledge, the bench in tiers

Taking a mower apart is know-how, so the workbench is gated by Knowledge, in tiers. Every task stays payable at the store's service desk (MO5b), so a locked task costs money, never progress: learning is how you stop paying the mechanic. Built with the 3D bench (MO11).

TierTasks (MO5b, MO5c)Needs
Basicssharpen, balance, swap a bent blade, oil, air filter, plug, fuel, scrape the deck, grease the wheels, the oil-in-the-filter fix, bolt-on parts (bag, blade, plug, rear flap, mulch plug)everyone, from day one (Harold's notes teach them)
Mechanicthe starter rope and recoil spring, the drive belt and the brake-clutch cable, wheels and bearings, deck and handle swaps in the exploded view (MO4)4 Mechanic lessons: Harold's back pages, the Mechanic video series
Enginethe crankshaft (today money only), cleaning the carburettor, engine swaps and tuning, fixing used mowers' hidden faultsthe Mechanic tier + 6 Engine lessons, mostly videos
  • Locked at the bench: the part doesn't come off; your sibling says "No idea how that comes apart" and the bench screen shows two ways out: Book it at the service desk (today's price) or Where could I learn this? (which manual pages and videos teach it). No text on the bench itself.
  • Lessons (lessons, per sibling, never forgotten):
    • Harold's manual: his notes stay shared (one sibling finds a note, everyone can read it), but the lesson goes to whoever reads the page. His back pages cover the Mechanic tier (rope, belt, wheels: "The spring WILL bite you. — H."); the Engine tier has one page only (Harold "never trusted himself inside an engine").
    • Repair videos on the computer (a video site in the in-game OS): a Mechanic series (4 videos) and an Engine series (6), about 30-45 game minutes each, free (with ads, a joke). Siblings watching at the computer together all learn: a couch evening.
  • Learned by reading and watching only: doing a task doesn't teach the next tier.
  • Co-op: the sibling who learned does the job, another reason for roles to emerge. Locked tasks are per sibling: a sibling who knows can take the bench.
The locked step at the bench: book the mechanic or find out where to learn it

Needs: SK1, MO9, MO11 · Done when: a sibling without the Mechanic tier can't take the starter rope off and gets the two ways out; after reading Harold's back pages and watching the Mechanic videos they can, and a sibling who didn't still can't.

SK8: hearing over days

SN3's ears ring for the rest of the day and reset at night. On top of that: many ringing days in a row leave dulled highs that heal over a week with ear defenders on. Sound: every sound comes from something owns the ears; this idea only keeps the long memory.

SK9: perception

The walk-round before a job (Jobs: from the phone call to the review) reveals more hidden hazards (hoses, toys, rocks). Learned by spotting them before you hit them.

SK10: agility

Nimbleness for the trades that need it: ladders (gutters, high hedges, tree work), hopping fences, ducking low branches, dodging the neighbor's dog. Trained by doing and at the gym. A separate skill from Knowledge, arriving with those trades.

SK11: more knowledge

Diagnosis hints ("sounds like a bent blade"), grass types and the right height, other trades' tools (the pool pump, the pressure washer's engine), all through the same lessons as SK7.

SK12: sickness, from causes

Soaked in the rain without a coat (a cold), every client's cake (a stomach ache), hay fever on high-pollen days (Weather: fronts and forecasts) and antihistamines. A sick sibling is slower and coughs on calls.

SK13: alcohol

A beer at a client's barbecue loosens the haggle; mowing tipsy wobbles the camera and the stripes, and the client notices. No drunk driving: a sibling drives or you pay a taxi.

SK14: stamina and fatigue

With Days: the clock, the sun and the hours's sleep: a long day wears you down; muscle makes it last longer.

SK15: grooming

Sweaty and grass-stained after work; picky clients notice at the door. The shower at home, and the mirror in the bathroom as one more hint of your body (SK1's hints in the world).

SK16: sunburn

A hat and sunscreen on sunny days (Weather: fronts and forecasts).

SK17: back pain

Lifting heavy things the wrong way hurts your back.

SK18: a starting build

Pick a build on the "Who are you?" card: skinny, average or big.

SK19: a walkable gym

The gym as a place: machines as small hold and rhythm mini-games, regulars to chat with, and the Club's rich members as a way to meet rich clients (a Where work comes from: the market channel).

SK20: clients with bodies

The same shape keys for clients: a few random bodies for variety.

Tuning

Placeholder numbers, all in BodyTuning (JSON override), tuned in the sandbox.

NameValueIdeaWhat it does / why
Start muscle / fat0.20 / 0.30SK1the character as it looks today
Gainrate × (1 − muscle)SK1every gain shrinks as you get stronger
Sessions per day1 (the better one)SK1no grinding
Bench gain0.008, 20 game minutes, freeSK1about 0.30 after six weeks at three a week
Fade−0.004 a day after 4 days without a session, never below the startSK1six weeks of gym gone in close to three months
Work and fadinga working day counts as half a sessionSK1
Muscle fades (Mishaps)never / as written / ×1.5SK1Relaxed / Normal / Hard
Strength wordsSoft, Fit from 0.30, Strong from 0.50, Ripped from 0.75SK1the screen shows words
Shape wordsSkinny, Lean from 0.15, Comfy from 0.40, Big from 0.65SK1
Muscle factor s(muscle − 0.20) ÷ 0.80SK20 = today's feel
Push / turn / tip at full s+18% / +15% / +40%SK2capped around +15-20% overall
Heavy grass / carrying at full s+15% / +15%SK2
Pull cordone pull less at s ≥ 0.6SK2
Fat factor fmax(0, fat − 0.30) ÷ 0.70SK2
Coast / heavy grass at full f+30% / +10%SK2different, not weaker
Walking on foot at full f−8%, a shorter hurrySK2the only thing that gets worse
Work gain0.003 per hourSK2pushing in heavy grass, carrying
Gym gainsIron Shed 0.020, FitZone 0.030, The Club 0.045SK2FitZone three a week: ~0.50 in six weeks
Gym prices$25 / $60 / $150 a month; $10 day passSK2placeholders
Gym session1 game hour + the rideSK2
Cake / junk+0.010 / +0.015 fatSK4
Cooked meal0 fat, push +5% until the next meal, 20 game minutesSK4
No food all day−0.003 fatSK4
Burn−0.002 per hour of work, −0.005 per sessionSK4a working day burns 0.01
Negotiation gain0.05 × closeness × novelty × (1 − negotiation)SK5
Novelty1, 0.5, 0.25, ... per repeat clientSK5no farming one neighbor
Refusal0.01 × noveltySK5
Negotiation levelsDecent 0.20, Good 0.45, Sharp 0.70, Shark 0.90 (±5%)SK5~7, 15, 40 deals
Taste thresholdsFeeder f > 0.2; Fit s > 0.4 and f < 0.3; Brawn s > 0.5; Wary s > 0.7SK6
Taste effect±5% at mostSK6flavour, not a wall
Lessons per tierMechanic 4, Engine 6 (after Mechanic)SK7
Repair videos30-45 game minutes eachSK7

Co-op

  1. State: PlayerData.body (Sim). It changes only through commands with an actor: TrainCommand (bench or gym), EatCommand, JoinGymCommand. The host applies work gains and negotiation gains when it settles the work or the haggle; fading runs at night (EndDay).
  2. Per sibling: all of it. The gym bill is per sibling (personal once wallets exist).
  3. Host-only: the gym trip (travel is host-only today); fading at night.
  4. Randomness: none needed (gains are formulas); taste comes from the client's seeded personality.
  5. Sync: the company state already carries PlayerData (no new channel). The feel is computed by the owner of the movement (client-authoritative own movement) from their synced body; avatars read the same shape weights.
  6. Late joiners: get the bodies with the company state.
  7. Roles emerge: no rule pushes siblings to specialise; whoever haggles gets better at haggling, whoever trains gets stronger, whoever watched the videos takes the bench. Solo trains everything, with one person's hours.
  8. Checks: two instances: a guest trains on the bench, the host sees the bar (and with SK3 the shape) change; mismatches = 0.

Tech

Who owns what

This page owns each sibling's body (muscle, fat), learned skills (negotiation, knowledge), the gym, food at home, the home bench and the skills screen. Mowing: the mower bible owns the mower's behaviour (this page only scales a few of its numbers); Jobs: from the phone call to the review owns the haggle (this page says what a skilled negotiator sees); Sound: every sound comes from something owns the ears; Economy: prices, costs, wallets and the long game owns prices and wallets; Days: the clock, the sun and the hours owns hours and sleep.

What the code has today

  • PlayerData (Sim/Company/CompanyRecords.cs): id, name, body (brother / sister), look (outfit, hair, beard, colours, eyes). Changed by commands (SetLookCommand), synced with the company state. No body or skill fields.
  • Haggling: Company.HaggleOdds (reviews, reputation, regulars, new clients, mail) and HaggleRoll (seeded, Salts.Haggle); two buttons (+10%, +25%). J3 turns it into accept = 1 − markup ÷ (2 × ceiling).
  • The mower: MowerController walk speed × MowerSim.SpeedFactor, heavy grass (HeavyGrassFactor), clean pace, tipping onto the rear wheels; Shift hurries. No stamina, no fatigue.
  • Characters: generated by ArtSource/scripts/characters.py from size settings (arm_r, leg_r, bust, sleeve, ...); outfits are painted on the same mesh (make_outfit_image); hair and beard are separate meshes; the face is bones (FaceRig). The importer has importBlendShapes = false. Prefabs under Prefabs/Characters are saved copies.
  • Home stations: StationKind has Calendar, Bed, Computer, Phone, Workshop, Look, ... No bench, no fridge, no gym.
  • Food: none (a client quip about a cake).

Data: PlayerBody

Each sibling gets a PlayerBody next to look on PlayerData:

FieldRangeStartMoves withFades?
muscle0..10.20gym, home bench, hard workyes, slowly, never below the start
fat0..10.30food in, work and training outfollows what you eat
negotiation0..10.00deals closed near the client's limitno
lessonsidsnonemanual pages read, videos watched (SK7)no
fedToday, ateLogwhat you ate today (boosts, the screen)resets at night
gymid + paid-until daynonethe subscription
  • Save: a version bump; old saves get the start values.
  • BodyFeel.Of(body) (pure, Sim) returns the multipliers; BodyTuning holds every rate (JSON override like OfferTuning).

Sandbox pieces (Sandbox)

  • SK1: F1 sliders for muscle, fat and negotiation per sibling.

Tests

  • BodyFeel floor: every multiplier ≥ 1 at any muscle and fat.
  • Gain and fade curves; the six-week pace (FitZone three a week ~0.50, the bench alone ~0.30).
  • Negotiation novelty (repeat deals teach less).
  • Two instances: a guest trains on the bench, the host sees the bar and the shape change (mismatches = 0).

Open questions

  • Words and bars or numbers on the skills screen: words and bars are written above; the user picked the bench, not the display.
  • Gym names and prices are placeholders.
  • The Club's members as a client channel (Where work comes from: the market)? See SK19.
  • Fit taste and fat: the rule says f < 0.3 (up to fat ~0.51); the bench figure lights Fit only below the starting fat (0.30). Which one reads as "strong and lean"?
  • The floor test and walking: BodyFeel's floor says every multiplier ≥ 1, but a big sibling walks up to 8% slower on foot (SK2). Keep on-foot walking out of the floor test, or drop the slowdown?

Rejected

  • Points to spend: skills are learned by doing (and knowledge by reading and watching), never bought with points.
  • Consequences only (stats never change the mower's feel): the user picked "feel, better only". Today's mower is the floor; muscle only improves it, fat changes its character.
  • One charisma number: body shape works through each client personality's taste (SK6).
  • A hunger bar: food is optional; not eating never hurts.
  • Luck as a skill: it clashes with the honest economy, and jobs already smooth bad streaks with their luck tally.
  • Knowledge learned by doing: the user's pick is reading Harold's manual and watching videos; doing a task never teaches the next tier.
  • Agility gating the workbench (the user's first idea): taking tools apart is know-how, so the bench is gated by Knowledge (SK7); agility stays its own skill for ladders and fences (SK10).
  • A rule pushing siblings to specialise: roles emerge from what each sibling does.
Source docs/game/skills.mdEdited 2026-10-02