Updates
A complete history — both this project's own changes (site features, game fixes) and the real FarmVille's own history from Zynga, the original developers — newest first within each.
Rank-based avatar frames are no longer flat colored circles â each of the 9 ranks now has its own distinct visual treatment, from a plain ring at the bottom all the way up to a fast-spinning gold/rainbow ring with a pulsing glow and sparkles for Legendary Farmer. Forum posts now show that same frame, plus your chosen profile banner and a small showcase preview, next to everything you post.
This page now has two tabs: this project's own changelog, and a researched, sourced timeline of the original FarmVille's real history under Zynga â launch in 2009, its peak of ~84 million monthly players, the English Countryside expansion, the crafting system, the recurring Halloween worlds, FarmVille 2, and the Flash-deprecation shutdown at the end of 2020.
A player's saved level/score in event worlds (English Countryside, Sleepy Hollow, etc.) could previously be silently pushed backwards by a stale or replayed request from the client. Progress in those worlds is now locked to only ever move forward.
Two pieces of real, original game functionality had gone completely dead on this server: posting/reading/deleting comments on a farm's message wall, and upgrading vehicle equipment (tractors, seeders, harvesters) in the Garage. Both are now fully working again, with proper replay-safety so a resent request can't double-charge or duplicate a comment.
The game server was trusting a client-supplied player ID with no verification at all â any connection could act as any other player just by changing that field. Added a signed, short-lived token issued at game launch and verified on every request, plus request-size and rate limits, closing the hole without needing any changes to the game client itself.
Compared this project against Jade's Fork, a friend's independent fork of the same base game, and pulled in the genuine bug fixes: the plot wither-timing formula was wrong (crops looked ready but the server disagreed), unaffordable plants/plows could still get persisted before the charge failed, replayed plow/harvest requests could double-charge, withered plots couldn't be re-plowed via the equipment tool, several animal-storage buildings (coops, stables, pens) rejected capacity upgrades the catalog actually supports, and visiting a neighbor in an event world showed their base farm instead.
A public, admin-managed history of every change to the site and game, each entry credited to whoever pushed it.
Profile banners (pick from curated farm scenes), an avatar frame that upgrades automatically with your Rank, a 5-item Showcase (replacing the old single Favorite Item), and per-section visibility toggles so you control what visitors see.
Public profiles now show your level/score in limited-time event worlds (English Countryside, Sleepy Hollow, etc.) alongside your main farm level, for every event world you've actually unlocked.
Expanded from 21 to 63 badges, pulling from crafting skill levels, crop/animal mastery, owned animals/trees/buildings/decorations, chat activity, Discord mini-game plays, and more.
A full achievements system â badges for game milestones and site activity, each earning a small one-time Farm Cash reward, and an overall Rank (Greenhorn â Legendary Farmer) shown next to your name. See /achievements.
Admin and Developer dashboard links moved out of the main menu bar and into the site footer, so the primary nav only shows things every player cares about.
Technical tools (error log, resource monitor, item management, Discord bot config, audit log) now require a distinct Developer permission, separate from Admin â previously one flag controlled everything.
A new /admin/errors dashboard now catches errors from both the website and the actual game layer (previously invisible outside a flat log file), grouped by fingerprint with Discord alerts on new/recurring issues.
Three new legal wiki pages, plus a required consent checkbox at registration that records a timestamp â covering the non-commercial, fan-preservation nature of the project.
A new /wiki/xp-levels page listing how much XP each level takes and what unlocks at each one, pulled from this server's real level thresholds and item catalog.
Clicking Share in-game (level-ups, quest completions) now posts an embed to a Discord channel instead of doing nothing â the first step in replacing old Facebook integration with Discord/site-native features.
Every Discord embed (bot replies, status updates, log channels) now carries real game art as file attachments instead of broken image URLs â the server isn't reachable from the open internet, so URL-based embed images were silently failing the entire time.
Three Discord mini-games (/farmchore, /harvest, /trivia), an hourly Care Package, and a daily Website Activity Bonus â all ways to earn Farm Cash outside the game itself.
A rotating Auction House selling 6 animals at a time that aren't otherwise available in the shop, plus an admin panel to manage listings, custom items, and rotation timing.
After eleven and a half years, the original FarmVille went offline permanently on Facebook, closing out the game that helped define the entire social-gaming era it launched into back in 2009. This project exists to preserve and keep that original game playable.
Zynga announced the original FarmVille on Facebook would be discontinued on December 31, 2020, driven by Adobe and Facebook's industry-wide end of Flash Player support â the technology the original game had always depended on.
By this point FarmVille (the original) had fallen to 110th place among Facebook games by daily active users, while FarmVille 2 had climbed to 42nd â the sequel had clearly overtaken the original.
A mobile-first, offline-capable entry in the FarmVille 2 line launched for iOS and Android, aimed squarely at the mobile audience the original Flash-based game could never fully reach.
FarmVille's recurring Halloween-themed limited-time world (Haunted Hollow, with the Headless Horseman and Sleepy Hollow-style theming) opened in early access before rolling out free to all players about a week later. Similar Halloween-themed worlds returned in later years under different names. This is the same lineage as the 'sleepyhollow'/'hallow' world types this server tracks.
Zynga launched a full sequel with updated 3D-style graphics and reworked mechanics, unveiled in June and released in September. FarmVille 2 would go on to outlast the original game.
FarmVille's ranking among Facebook games continued sliding, down to 7th place by player count â a steep fall from its multi-year run at #1.
After 2011, FarmVille's player counts began a sustained decline as Facebook's gaming platform matured, competitors multiplied, and (by contemporary accounts) the pace and quality of new content became harder to sustain.
Zynga shipped an HTML5 build of FarmVille, years ahead of Flash's eventual industry-wide deprecation â though the primary Facebook version continued running on Flash for the rest of its life.
FarmVille added its crafting system â a Craftshop building that turned harvested crops into higher-value crafted goods, with recipe mastery stars for repeated crafts. Announced May 11, 2011, with a full release roughly three weeks later.
A second, England-themed farm became available â a full parallel expansion world with its own crops, animals, and buildings, aimed partly at bringing lapsed players back. This is the same 'england' world type this server's Event Levels feature tracks.
FarmVille shipped as a mobile app for iPhone, iPod Touch, and iPad, alongside brand partnerships that season (McDonald's, Bing, 7-Eleven, and others) as Zynga leaned into cross-promotion.
FarmVille hit its all-time peak: roughly 83.76 million monthly active users and 34.5 million daily active users â for context, more monthly users at the time than Twitter had.
FarmVille's growth was formally recognized as the largest and fastest-growing social game to date, cementing it as Facebook's biggest game.
Zynga released FarmVille as a Facebook game. It reached one million daily active users within its first four days â the start of what became, for a time, the largest and fastest-growing social game ever made.