A generated wooded property with a pond, obstacles, and clearly visible cut and uncut lawn

Independent Godot project · Active development

A Cut Above:
Mow & Grow

A lawn-care business simulator built around physically mowing generated properties, with the business systems that turn each job into a full workday.

  • Godot 4.6.1GDScript · Jolt Physics
  • Complete application loopMenu · town · jobs · mowing · settlement
  • Procedural + persistentGenerated properties and saved simulation state

Project overview

A playable simulation, not an isolated prototype.

The current build takes a player from the main menu to the business town, a generated contract, a physical mowing job, payment, and back again—while carrying meaningful state between sessions.

A Cut Above is an independent project built around gameplay systems, application flow, generated content, simulation state, persistence, UI integration, optimization work, and validation tooling. Credited art, audio, and third-party components remain behind documented boundaries.

01 Main menu02 Business town03 Generated contract04 Physical mowing05 Settlement06 Persistent progress

Engineering highlights

The systems behind the lawn.

Property data, rendering, simulation, and presentation work together so a large lawn can be generated, mowed, saved, and checked without losing the thread between systems.

01

Procedural property system

A contract seed sets up lawn size, terrain, boundaries, obstacles, ponds, planting zones, forest density, and the surrounding area. The same property data also feeds mowing completion and the minimap.

02

Lawn 2.0 mowing state

Compact byte arrays track one-unit lawn cells. The mower deck sweeps across that data directly, so progress updates without a physics body for every blade of grass.

03

Rendering and performance

Cullable near- and mid-field grass tiles use MultiMesh instances. A small mask texture keeps shaders in step with the cut state, while probes and stress scenes track build and runtime costs.

04

Application architecture

Routing, jobs, time, economy, equipment, business state, and file I/O each have a focused home. UI shows state and sends actions back to those systems.

05

Weather and environment

A persistent WorldClock drives scheduled weather. Project adapters pass that into Sky3D, precipitation, lighting, and the ground-condition presentation.

06

Persistence and validation

Save sections cover the world, jobs, economy, equipment, business progress, and active lawn work. Automated suites and visual probes check both the rules and the presentation.

One shared property model

Generation, mowing, rendering, and navigation stay in sync.

A pond is more than scenery: it shapes terrain, removes lawn cells, affects obstacle placement, appears on the minimap, and stays out of the completion calculation. The same approach supports boundaries, rocks, planting beds, conservation areas, and other property features.

  • Properties can be recreated from contract parameters
  • Lawn data drives the mowing result
  • Visual grass reads a compact cut-mask texture
  • Save data restores active work without rebuilding history

Gameplay and business systems

Engineering tied to a complete player experience.

Three mower types, generated jobs, fuel, equipment, upgrades, economy, territories, agreements, reputation, weather, and business history all feed the same playable workday.

Physical mowingThree mower typesJob marketBusiness townEconomyEquipmentUpgradesWeatherMinimapSave/load

Technology

A focused Godot stack.

Godot 4.6.1GDScriptJolt PhysicsMultiMeshShadersProcedural generationJSON persistenceGit / GitHubAutomated probesPerformance instrumentation

Development status

Actively developed and continuously validated.

The connected gameplay and business loop is working. Current development continues across presentation, balance, content breadth, validation, and performance.

Selected project screenshot