Farmkill Remastered

A 2012 iPad game, raised from the dead

Play the demo in your browser!
Coming soon · Steam store page on the way

Hole up inside your small farmhouse and use a stockpile of guns, explosive traps and deadly foliage to stand your ground and defend against the undead horde.

Survive the night and earn Farm Cash to spend at Geezer’s Survivables, the shop run by the wisecracking hillbilly, Geezer. He sells the flowers, gardening supplies, fully automatic weapons and explosives you need to keep the horde at bay.

Can you survive the night?

Can you protect the farm from the zombie hordes bent on its destruction?

Plays in your browser · First load downloads about 510 MB
CLICK / TAP TO FIRER TO RELOADPROGRESS SAVES IN YOUR BROWSER

More than a fresh new coat of paint.

Farmkill Remastered is a whole new experience.

293inventoried gameplay textures restored in HD
28nights in the rebuilt campaign
53waves across the full game
Improvements across all aspects of the original. — captured in Farmkill Remastered
IN-GAME CAPTURE · ENHANCED EVERYTHING
01 / 06

Improvements across all aspects of the original.

Not only have we updated all of the game's original graphics, we have also enhanced the gameplay to create a smoother, more polished experience, resolving many bugs and problems from the original. We have tried to touch every element in the game, from its sound effects to its special effects and particle systems.

28 campaign nights · 53 waves · weapons to unlock and upgrade

Farmkill Remastered

Full game features

Play the demo now directly in your browser! Includes the first 9 Nights and the Farm Chill mode.

Survive the siege

  • 28 Action Packed Nights to survive.Defend the farm through the complete campaign, with a showdown against Zomboss.
  • Unlockable Hard ModeReturn to all 28 nights with tougher enemies and a more demanding final battle.
  • Build by day. Fight by night.Plan your defences, manage ammunition and shoot from the farmhouse when the horde arrives.
  • Improved Replay ValueReplay completed nights to earn special rewards!

Arm the farm

  • Nine Guns and Three Types of GrenadesUnlock and upgrade your arsenal, from the handgun to the Heavy Gun and RPG.
  • 24 Farm Defense ItemsMix fences, mines, deadly plants, scarecrows and explosive livestock into your own defence.
  • Environmental Weather EffectsLightning Strikes, fire and poison gas aid your battle against the undead.
  • Geezer’s SurvivablesSpend Farm Cash on gear, ammunition and supplies, with a Geezer Miracle available when you need help. All Farm Cash is earned through gameplay, not microtransactions.

Find something worth keeping

  • Keepsakes and golden weaponsCollect loot on replays, track crafting ingredients and forge golden versions of your guns.
  • The ZompediaGet acquainted with the undead through a creature guide featuring new illustrated portraits.
  • Farm PostCollect neighbour letters, zombie scribbles, threats and newspaper clippings. Find coupons for discounted supplies.
  • Themes and outfitsPersonalise your farm and Geezer’s wardrobe with cosmetics bought using in-game cash.

Unwind in Farm Chill

  • A peaceful garden sandboxUnlocked after Night 9: free supplies, no attacking zombies and room to make the farm your own.
  • 24 extra garden decorationsArrange flowers, benches, fountains, gnomes and wandering animals alongside the farm’s regular items.
  • Your own collection of farmsName and save multiple layouts, choose their themes, and switch between day and night.
  • Photo ModeTake pictures of your farms to share with your friends.

See and hear the remaster

  • Restored HD artworkRebuilt characters, farmhouse, woodland, weapons and menus, with a widescreen presentation for PC.
  • New animated cutscenesSee the characters and world come to life beyond the battlefield.
  • A fully voiced GeezerHear his advice, stories and reactions, with subtitles along the way.
  • A new soundscapeA broader soundtrack, fresh combat effects and farm ambience accompany both the quiet days and hectic nights.

Make yourself at home

  • Farm Cash earned through playProgress and buy supplies without paid currency, advertising or the old Tapjoy rewards.
  • Guided opening nightsLearn shooting, shopping and placement through voiced tutorials.
  • Personal settingsAdjust music, effects, voice volume, subtitle size, screen shake and blood effects—including Flowers mode.
  • Flexible controls and savesRebind keys, use controller or touch controls, and keep separate player profiles with saved progression.

From @iENDERi · creator of the remaster

The Story of Farmkill

The story of how we took a nearly 15-year-old iPad game and collaborated with AI to remaster it as a PC game.

01 /

WHAT IS FARMKILL?

Farmkill began taking shape in 2011 as a light parody of FarmVille mixed with Plants vs. Zombies. By day, you built a small farm, planting flowers and decorating it. Each night, a growing horde of zombies arrived to tear it all down.

At night, it became wave-based tower defense—and you were the tower! Holed up in your farmhouse, you used a stockpile of weapons to stand your ground and defend your plants. Survive the night and you earned Farm Cash to spend at Geezer’s Survivables, the shop run by our wisecracking hillbilly, Geezer. He sold flowers and gardening supplies alongside the fully automatic weapons and explosives you needed to keep the horde away.

At the time we had seen the success of the “Free to Play” games and decided to try our hand at making one ourselves so with our small three man team we created Farmkill. Making the game Free to Play had the potential to help the game gain a large user base but the game needed to be able to earn money for our business, which had an influence on its game design. So we decided to try to deliver as polished of an experience as possible to make the game really fun for people so that if they did decide to spend money that it would be worth it.

The game resonated with many people gaining well over 300,000 downloads on the Apple App Store as well as a decent number of downloads on Android devices. Mixing elements of humor, strategy, planning and quick reflexes made Farmkill’s game loop funny and addictive. People loved the Geezer Character and the gameplay and overall experience.

When Farmkill found an audience on the App Store many people who didn't have an Apple device began requesting an Android version. Assuming that we would find the same success for the game on Android devices we began the process of creating an Android version. A process that for our small team ended up spreading us way too thin due to technical challenges. After a difficult development period the Android version came out six months later on August 2012 receiving only around 71,000 downloads with much lower revenue.

By that time the iOS audience had moved on, the majority of its players having completed the games content. I always thought it would be cool to follow February’s nights with another month: a new set of nights, new zombies and a reason to keep coming back. But we spread ourselves too thin. We weren’t in a position to make that next chapter happen, and eventually we moved on to other things.

An archived screenshot of the original Farmkill iPad game, including its original interface
A screenshot of the original game.
02 /

ANOTHER GAME LOST TO TIME

As technology moved on, Farmkill couldn’t. New phones and tablets kept arriving with updated operating systems and old versions of the game were not able to remain available on iOS or Android marketplaces without being updated.

We didn’t have the time or resources to keep maintaining Farmkill alongside everything else we were doing and eventually it disappeared from the store, becoming inaccessible to anyone. And in the years since it was created our team changed, making the idea of a remake or a sequel seemed extremely unlikely. It always made me sad when I heard about a game that got lost to time, becoming inaccessible for some reason and Farmkill along with several other of our games have fallen victim to this.

03 /

HOPE

But the game’s fans never forgot about it. Over the years, every so often, someone would message me asking if Farmkill 2 was coming or if we could re-release the original game. A question I always had to say no to.

And then in July 2026, I received an email from a fan saying...

“Really enjoyed your game back in the day, inspired me to create my own games when I got older. Sadly I can't find your game anywhere I was wondering if you had an APK file or something like that? Cheers!”

This gave me pause. I’ve been a gamer all my life, and hearing that Farmkill had inspired someone to make games of their own reminded me how much a game can mean to a person. I wanted to do something.

I’d been using Codex to speed up the data entry work on Adventure Craft, and I was amazed by what it could do. I’d also seen people use tools like it to bring old games onto newer hardware. Maybe Farmkill wasn’t as lost as I’d thought.

“I wonder if I can remaster the game somehow, or at least get it working again.”

Adventure Craft was already a massive project for two people, so taking on another game hadn’t seemed realistic.

But the fan’s message arrived just as those tools were changing what we could manage. Perhaps we could get Farmkill running again.

I had ChatGPT look at the old game files. There was a lot to untangle, including old services like Tapjoy that no longer belonged in the experience. I told the person who had written to me that revisiting it might actually be possible, opened a Codex project and started rebuilding.

04 /

HOW FAR CAN WE TAKE THIS?

Codex got the old build running on my PC almost immediately. Within minutes, I was playing Farmkill again! That was the light bulb moment. I started rebuilding its systems one by one, and what began as an attempt to get an old game working grew into a full remaster, with improved graphics, sound, and gameplay.

Farmkill Remastered on Day 5, showing the restored farmhouse, woodland, garden defences and animal placement menu

I began with the old graphics, collaborating with AI to restore them into crisper, much higher resolution assets. The more I worked on it with Codex, the more I wanted to see what else we could bring to it: extra visual flair, richer effects, even weather that could occasionally help you in a fight.

The old soundscape needed attention too. The original only had a handful of generic banjo tracks with one song seeming to play over and over. Suno helped me make a broader soundtrack. ElevenLabs helped me give Geezer a voice and bring new sounds to the farm.

And then there were the cutscenes. Using MiniMax’s video tools, I could put fully animated scenes into a game that had started life on a phone and tablet. That was something I had never imagined being able to afford for Farmkill. Seeing those scenes come to life was one of the most exciting parts of the whole process.

05 /

A SECOND CHANCE

I took on the remaster myself, part-time, with more room to imagine than we’d had the first time around. Codex made the rebuild possible for me, and the other tools let me try ideas that would once have been far beyond our time and budget. There was still plenty of choosing, reviewing, fixing and figuring things out, but those ideas were finally possible.

The remaster also gave me the chance to change the part that had bothered me from the start: the pressure to sell Farm Cash. This time you earn it by playing. I could finally build toward the experience I wanted people to have.

PC is the first step. I would love to bring Farmkill back to platforms like the iPad after that. For now, I’m excited that someone who remembers this little game can visit the farm again—and someone who has never heard of it can discover it for the first time.

James AndersonCreative Director, Edible Entertainment@iENDERi

Graphics Comparison

Here’s a comparison of the graphics of the old game with the new upscaled and revised graphics.

SAME SCENE · SAME SCALE
The frozen farm scene rendered with the current remastered game textures
The identical scene reconstructed using the original 2012 game textures
2012 ARTREMASTERED

Updated Character Sprite Sheets

The zombies in the original game were prerendered 3D models on 2D Sprite Sheets so we upscaled all of them to give them higher fidelity.

01 / ORIGINAL SPRITEThe pink-shirt zombie, original game sprite enlarged for inspection
2012 · enlarged original
02 / RESTORED SPRITEThe pink-shirt zombie, restored game sprite at the same display size
Same pose · restored detail
03 / NEW ZOMPEDIA ARTThe pink-shirt zombie, new illustrated Zompedia portrait
A new portrait for the remaster

The familiar slouch. The questionable fashion sense. Now you can get a much closer look at both.

One creator, working part-time with AI

A small project became a much bigger possibility.

Farmkill Remastered was made by James Anderson - @iENDERi, working part-time in collaboration with ChatGPT Codex and a suite of A.I. tools. The original game came from a three-person studio; this remaster was one person’s return to it. A.I. opened up time and creative capacity across programming, artwork, sound and video, making ideas practical that would otherwise have stayed on the wish list. A.I. helped do in two and a half weeks of part time work what would have easily taken a year and a lot of money to achieve. Enabling not just a simple remaster but a refreshed project with substantial new content as well.

01

Understanding what could be saved

ChatGPT

ChatGPT was able to analyze the original game, identify systems that were no longer relevant to the game, and help remove them quickly and easily from the code.

What it opened up A cleaner starting point for rebuilding the game, with obsolete systems removed.

02

Turning the idea into a playable game

ChatGPT Codex

Codex became the development collaborator: recovering the old game data, rebuilding the experience in Godot, integrating restored assets and working through the bugs that appear when a mobile game becomes a PC game. The collaboration extended to the calendar, shop, combat, controls, weather, progression and testing across the campaign.

That shortened the distance between an idea and something playable. It became possible to build a version, try it, give feedback and improve it during the time available for a side project.

What it opened up A working rebuild and room to add systems that expanded the game.

03

Letting the farm find its voice

ElevenLabs

Geezer had always been a character. Now he could actually speak. ElevenLabs helped turn dialogue into voiced lines and helped create sound effects and ambience for the remaster. Advice, warnings and reactions could become part of playing, giving familiar screens and encounters more personality.

The work continued inside the game: deciding when a line should play, making room for music and effects, and stopping repeated reactions from overwhelming the player. Generating a sound was the beginning of putting it in the right moment.

What it opened up A voiced shopkeeper and a richer soundscape for a game that once relied on stock audio.

04

More than the same banjo loop

Suno

The original Farmkill had only a small selection of music. Returning to it was a chance to give the game a broader soundtrack, with more room for the farm’s humour, its quieter moments and the pressure of another night under siege.

Suno made it possible to explore music for that larger range of moods. Tracks could be developed, selected and fitted into the game, giving the remaster a musical identity beyond the handful of stock pieces remembered from the iPad version.

What it opened up More variety and atmosphere across the experience, within the reach of a part-time project.

05

Putting the world in motion

MiniMax

Fully animated cutscenes were far beyond what was imagined for the original mobile game. MiniMax’s video generation tools helped make those scenes achievable for the remaster: another way to bring its characters and world to life beyond the top-down battlefield.

This was one of the clearest changes in what the project could attempt. Animation that would have required a separate production effort could become something a single creator could explore, review and bring into the game.

What it opened up Animated story scenes that the original game’s budget and workforce could not accommodate.

Naming note: Hailuo is MiniMax’s video product/model branding, credited here under MiniMax.

The creative direction stayed personal

The original game, the ideas for its return and the decisions about what belonged in it came from its creator. AI made it possible to explore and implement far more of those ideas in the time available. That expanded creative reach is the story of this remaster.

05 / THE SCALE

Understanding the creative reach

A.I. Collaboration Made it Possible

Without A.I. assistance, Edible Entertainment, a team of one artist and one programmer, would not have been able to remaster Farmkill. Instead, the game would have been lost to time. The comparison below estimates the potential cost of creating a remaster of this scope through traditional development, covering programming, artwork, sound, video and testing.

This remaster · One creator + AI@iENDERi · Working part-time
Comparison belowIllustrative conventional production effort
Illustrative production model

A$162,400 to A$365,600

Estimated traditional labour to reproduce this scope

A$50A$150
Code, recovery and PC rebuild650–1,200 hA$52,000–A$96,000
Artwork restoration and integration600–1,500 hA$48,000–A$120,000
Voice, music and sound180–420 hA$14,400–A$33,600
Animated cutscenes250–700 hA$20,000–A$56,000
QA, balance and release polish350–750 hA$28,000–A$60,000
Estimated effort2,030–4,570 hours
Conventional team3–6 specialists
Illustrative scheduleAbout 4–9 months

These are planning assumptions, not invoices or measured AI savings. The 4–9 month schedule assumes four specialists averaging 140 productive project hours each per month; staffing can vary by phase. Hours reflect a conventional team recreating code, assets, audio, video and testing; the rate is adjustable. The project inventory includes 293 restored gameplay textures, 28 nights, 53 waves and at least 144 recorded Geezer clips. Actual cost would depend on scope, talent, revisions and location.

The farm is yours again

Survive the first nine nights.

Play the browser demo now. The full 28-night remaster is on its way to Steam.

Play the demoSTEAM STORE PAGE COMING SOON