Homeland Homeland Last verified 2026-09-20

Crops and Crafting

The Homeland is where Aniimo’s crafting economy lives, and its two halves are growing and making.

Growing

Crops are planted and harvested in the Homeland, worked alongside your Aniimo. The developer names planting, harvesting and decorating directly as Homeland activities.

Three things are worth knowing regardless of which crops you end up running:

  • It runs on a cycle, not on your attention. Like the rest of the Homeland it produces while you are away, which is what makes it worth doing early.
  • It caps. Harvest before the cap, not after.
  • It interacts with the jobs system. Your creatures are workers here, not decoration — see orders and jobs.

Crafting

The system’s output feeds the rest of the game. The clearest confirmed example is the Legendary Anipod, which the developer describes as crafted from exploration and story tokens for one-time encounters. That is a crafting recipe in the literal sense: materials in, a specific item out, gated behind content rather than currency.

The launch notes also describe the Held Item system as simplified and Star Dust drop rates as increased, both changes made in response to feedback from the closed beta. If you played an earlier test, the crafting economy you remember has moved.

What we are not going to print

Recipe lists, material tables and crafting costs. These are exactly the numbers that change between patches, vary with progression, and cannot be verified from the material this wiki can read. A recipe table with one wrong number in it is worse than no table, because you will trust it.

If you need a specific recipe, the in-game crafting screen is the source, and it is always current.

The priority order that holds

Even without numbers, the ordering advice is stable:

  1. Keep the production running. Capped storage is lost output, and that is true whatever you are producing.
  2. Craft for encounters you cannot retry. The crafted pods exist for one-time fights; spending the materials on a repeatable encounter wastes the one thing crafting gives you.
  3. Feed the parts of the loop that feed back. Anything that improves your catching or your traversal pays for itself in more materials.