Inherit a weathered farmstead at the quiet end of Meadowlark Valley. Plant what you like, learn the names of twenty-eight neighbors, and slowly coax a forgotten little town back to life — one season, one festival, one friendship at a time.
Coming to three platforms
The valley wakes up the moment you do. Weather, crops, and twenty-eight lives all move on their own clocks — whether you tend to them or not.
Your great-aunt Maren left you the old Larkfield place — three overgrown acres, a leaky barn, and a letter that simply says "it just needs hands again." So you take the slow train out, past the last stop anyone visits, to a town that the rest of the world seems to have gently forgotten.
Meadowlark is unhurried on purpose. There is no day you can fail, no clock you can lose to. You wake, you choose — pull weeds, mend the bridge, walk to the shore, sit through a quiet rain — and the valley keeps its own time around you. Crops ripen, friendships deepen, the seasons turn, and the town slowly remembers how to be a town.
It is a game about small, repeated kindnesses adding up to something. By winter you'll know which neighbor takes honey in their tea, which path floods first, and exactly how the meadowlark sounds at the hour the light goes gold.
Every crop has a season and a mood. Plant snap peas in spring rain, dry tomatoes on a hot porch, gather mushrooms after the first autumn storm.
From the gruff ferryman to the kid who collects beetles — twenty-eight neighbors with daily routines, hand-written dialogue, and stories that only open with trust.
Reopen the mill, rebuild the footbridge, replant the orchard road. Each restored landmark wakes a new corner of Meadowlark — and brings a neighbor home.
Twelve seasonal celebrations — the Lantern Walk, the Pickle Fair, the Frost Market — each one a whole little event with games, food, and neighbors at their warmest.
Meadowlark is wide but never demanding. Six ways to spend an afternoon, each one optional, each one quietly rewarding.
Turn your harvest into honey cakes, river stew, and pickled everything. The right dish makes the right neighbor's whole day.
Place fences, paths, ponds and furniture anywhere — indoors and out. No grid lock, no level gates, just your valley your way.
Crops never wither overnight, energy never runs out cruelly. Put the controller down for a month — the valley waits, patient, exactly where you left it.
Six romanceable neighbors, each with a slow-burn story, a heart-event chain, and a wedding you help plan. All paths open to everyone.
Hens, dairy goats, a barn cat that picks you. Animals have moods and favorites — and never, ever come to harm.
Invite a friend to share your farm — local or online, up to four. Their progress saves with yours; leave and rejoin any time.
Wishlisting on Steam is the single biggest help to a four-person studio — it tells the store, and Nintendo, that Meadowlark matters. It's free, it takes a second, and it means you'll hear the moment it's playable.
"The warmest game of the year."
"I lost a weekend and don't regret it."
"Stardew with a softer heart."
"A demo that left us genuinely calm — the rarest thing on the show floor."
"Switch has its next forever-game in waiting."
"Hand-painted, hand-written, and clearly made with love."
Foxglove Games is four people in a converted Portland storefront — a programmer, two artists, and a writer who also does the audio. We started in 2021 with a small puzzle game called Cairn, about stacking stones on a foggy coastline. It was quiet and it was strange, and enough people loved it that we got to keep going.
Meadowlark is our second game, and the one we always meant to make. It's bigger, slower, and far more personal — built crop by crop, neighbor by neighbor, the way you'd actually mend a place. No publisher, no crunch, no hurry. When it's warm enough to live in, it'll be done.
A meditative stone-stacking puzzle on a fog-bound coast. "Tiny, odd, unforgettable." — Eurogamer
The whole valley. Every season, every festival, every neighbor — the complete game, no cuts.
Everything in Standard, plus the things you'll want to keep after the credits — the soundtrack and the art book.
Prices in USD · regional pricing set at launch · soundtrack & art book also sold separately on Steam
Meadowlark is purely cozy — there is no combat anywhere in the game, and nothing can hurt your character or your animals. The valley does have small obstacles, like fallen branches blocking a path or a flooded crossing, but you clear those with tools, neighbors, and patience rather than fighting. The deepest "danger" you'll meet is a rainy day cutting an outdoor festival short. If a system would create stress or loss, we cut it; that was our first design rule and we held to it.
Reaching the natural "story" ending — the valley restored and the town awake again — takes most players 30 to 40 hours, or roughly two full in-game years. But Meadowlark isn't really built to be finished; it's built to be lived in. There's no level cap and no end screen that locks you out, so plenty of players are 100-plus hours deep, still befriending neighbors, redecorating, and chasing the last few recipes. We'd rather it be a place you keep than a game you complete.
Yes — cross-save between Steam, Switch, and iOS is in from day one through a free, optional Foxglove cloud sync. You play on the train on Switch, come home, and your farm is exactly where you left it on PC. It's purely a save-file sync, so you do need to own the game on each platform you want to play on; there's no shared license. Cross-platform co-op is also supported, so a Switch farmer and a PC farmer can tend the same valley together.
Both, and the whole game works either way. Meadowlark was designed first as a calm single-player experience, so you never need another person to see anything. When you do want company, you can open your farm to up to three friends — local or online — and they drop in and out freely without halting your game. Their progress, money, and friendships save right alongside yours, so co-op is something you can pick up for an evening and set down again, never a separate mode you have to commit to.
Yes, and the planned updates are free for everyone who owns the game — no season pass, no paid DLC roadmap. We've already mapped a first year of small, free additions: a new neighbor or two, a couple of extra festivals, more recipes and decorations, and quality-of-life fixes shaped by what the community asks for. As a four-person studio we move gently, so expect a few meaningful updates a year rather than a constant drip. Anything large enough to be its own paid expansion would be announced clearly, well in advance — but the core valley keeps growing for free.
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