The village rules and surviving the night
The three rules on the store page, the eight rules you unravel in the story, what breaking them does after dark, and how the nozuchi night event works.
Three rules are stated up front: do not talk to strangers, do not leave the village, do not go out at night. The story then has you unravel eight rules in total.
This is the page the game is actually about. The farming is the day; the rules are the reason the day matters.
The three rules you are told
The store page states them without decoration:
- Don't talk to strangers.
- Don't leave the village.
- Don't go out at night.
They are not suggestions. Breaking them is what turns the village from a farming sim into something that watches you.
The eight rules you unravel
The achievement list has one entry per rule, and the completion percentages read like a story progression chart:
| Rule | Global rate | What it implies |
|---|---|---|
| Rule 1 | 80.2% | Almost everyone learns this |
| Rule 2 | 69.2% | Early |
| Rule 3 | 57.7% | Mid-game |
| Rule 4 | 54.7% | Mid-game |
| Rule 5 | 48.0% | Where the drop starts |
| Rule 6 | 47.2% | Story branch territory |
| Rule 7 | 47.3% | Story branch territory |
| Rule 8 | 41.9% | The committed players |
The gap between Rule 1 at 80.2% and Rule 8 at 41.9% is roughly the gap between "played a farming sim" and "finished the scenario". If you are at Rule 5, you are past the halfway point of the main route.
What happens at night
Night is a different village. The rules exist because the dark has things in it, and the achievements document what that costs:
| Achievement | What it records | Global rate |
|---|---|---|
| Made in the Shade | Protected your farm | 41.9% |
| ER Regular | Carried to the clinic 10 times | 6.9% |
| Liquid Assets | Dug up a hot spring | 41.8% |
ER Regular is the honest one. Six point nine percent of players have been carried to the clinic ten times, which means the failure state is not a game over — it is a wasted night and a walk home. Treat a bad night as lost time, not lost progress.

Staying alive without testing the rules
- Be indoors before dark. Not "on the way", not "one more cast".
- Keep the farm protected. The Made in the Shade achievement exists because farm defence is a real task, not a story beat.
- Know your escape. The clinic is where you wake up when a night goes wrong; ten trips is an achievement, which tells you the game expects it to happen.
- Do not read the rules as lore-only. Each rule you unravel changes what the village will do to you.
- Use Sunshine mode if the night is not what you came for. It exists precisely so the farming stands alone.
What the village does to rule-breakers
Patch 1.05 fixed a bug where an event in the graveyard would not proceed even after the weeds were removed, and Patch 1.20 made the ghost cow stop appearing during evaluation weeks. Both are small notes that reveal the shape of the system: the village keeps a schedule, and the supernatural parts keep it too.
If you want the mechanical side of the rules — offerings, stages and skills — read magatama and skills. If you want to avoid the whole thing, read Sunshine mode.
Next
- Magatama and skills — what the hokora buys you.
- Sunshine mode — the version without the night.
- Beginner guide — surviving the first week without breaking a rule.