Live first island
Cozy Automation Garden is live on Roblox. Sproutworks Meadow, the first island, is playable now; the broader garden roadmap remains planned while the game continues to prove LiveOps Goblin in a real player-facing environment.
Visible automation
A production chain the player can read.
- 01
Plant
Plots and planters begin a visible crop cycle.
- 02
Water
Growth machines accelerate the cycle with readable effects.
- 03
Harvest
Server-validated machines collect ready crops.
- 04
Transport
Vine conveyors and friendly robots show the route.
- 05
Process
Island machines transform output into higher-value produce.
- 06
Store
Capacity and bottlenecks remain visible to the player.
- 07
Ship
A final server-side step converts approved output into rewards.
What the foundation already proves
A modular Rojo workspace separates shared config, server services, client controllers, assets, and generated LiveOps files.
Server-side contracts own player data, economy, rewards, placement, machines, automation, receipts, and rate limits.
LiveOps Goblin provides the game-local bridge for generated quests, shops, events, rewards, and analytics contracts.
Roblox Studio guidance verifies package, server, and client placement without exposing secrets or inventing account IDs.

Island 02 · Coming soon
Dewdrops Docks
Coming soonDewdrops Docks is the planned next island: a waterside garden harbor centered on a main arrival dock, canal routes, cliffside waterfalls, planters, and a lighthouse lookout.
This visual is original concept art derived from the supplied terrain plan. It is not gameplay capture, and Dewdrops Docks is not yet playable.
Roadmap beyond Meadow
Sproutworks Meadow is live. The wider garden remains planned scope—not shipped inventory.
- Planned 01
Dewdrops Docks is coming soon as the planned second island; Sproutworks Meadow is the only live island
- Planned 02
Eight-island progression; seven additional islands remain planned after Sproutworks Meadow
- Planned 03
Large player estates inside shared, visitable island neighborhoods
- Planned 04
Visible machines for planting, watering, harvesting, routing, processing, storage, and shipping
- Planned 05
Helper creatures for boosts and utility robots for readable garden work
- Planned 06
Rebirth, decoration, collection, quest, event, and offline-production loops
Asset pipeline
Playable first. Replaceable art throughout.
- 01
Gameplay truth
Lock machine roles, footprints, economy contracts, and save state before final art.
- 02
Procedural blockouts
Generate intentional part-built machines, robots, and island layouts for scale and performance testing.
- 03
Final art replacement
Replace high-visibility assets while stable gameplay and save-data keys remain unchanged.
- 04
Integration and optimization
Validate assets, fallbacks, streaming, instance budgets, and real Studio captures.
Production principles
- Core automation stays reachable through normal play.
- Paid offers are deterministic, transparent, and server-validated.
- The client animates approved state but never decides rewards.
- The live release claim applies to Sproutworks Meadow only; further island scope remains planned.
- Planned content counts are targets, not claims of shipped inventory.
Built to validate the toolkit

