

To that end, he designed the cooking aspect of the game purposely to not be profitable, but instead pay back in bonuses that aided exploration, farming, mining and fishing skills. During development, Barone recognized that some players would attempt to figure out mechanically how to maximize their farm's yield and profit through spreadsheets and other tools, but hoped that most players would take the time to learn these on their own. In contrast to the pre-Back to Nature Harvest Moon (Back to Nature onwards are open-ended), which could end after two years of in-game time has passed, Barone kept Stardew Valley open-ended so that players would not feel rushed to try to complete everything possible.


īarone aimed to give players the feeling of immersion in a small farming community, stating that he wanted Stardew Valley to be a fun game, while also wanting it "to have real-world messages". He programmed it in C# using the Microsoft XNA framework, while also creating all of the game's pixel art and composing all of the music. Barone spent four years working on the project, redoing it multiple times, and was the sole developer on the game, frequently spending 10 hours or more a day working on it. Barone decided not to use Steam's early access feature for development, as he felt that it was not well suited to Stardew Valley. Chucklefish took over many of the non-development activities for Barone, such as site hosting and setting up his development wiki. Shortly after the Greenlight period in 2013, he was approached by Finn Brice, director of Chucklefish, who offered to help publish the game on release. After the title was shown a great deal of support from the community, Barone began working on the title in full, engaging with Reddit and Twitter communities to discuss his progress and gain feedback on proposed additions. Barone publicly announced the game in September 2012, using Steam's Greenlight system to gauge interest on the game.

Initially, Barone considered releasing the title on Xbox Live Indie Games due to the ease of publishing on that platform, but found early on that his scope for the game became much larger than originally anticipated.
