Grow and cross-breed
Water, cut, pollinate and plant. A cross sets seed and ripens overnight. Chase two-tone petals, glowing blooms, five-star flowers that twinkle across the garden, and seven legendary flowers.
For iPhone and iPad
A flower shop by the sea
Run the old flower shop on Harbor Lane. Grow and cross-breed flowers nobody has seen, name them, arrange bouquets for villagers who remember what you did for them, and bring a seaside village back to life, one season at a time.

Each flower is a genome: petals, shape, rings, hue, a second colour at the tips, glow, scent. Cross two and their genes mix, so what comes up is a variety nobody has grown. The morning after it first opens, you give it a name.
With the pollen brush loaded, a card shows what a cross will likely give before you make it: blue 3 in 4, glow 1 in 2. Wren's notebook fills with what you have seen pass from parents to children, and a glowing line bred with care stays glowing.
No ads, no timers, nothing to buy inside the game. The clock runs only while the village is on screen, and a missed order ends in a kind note, not a penalty.
Try it
Every flower in Posy is a genome: petals, shape, rings, hue, glow, scent. Crossing mixes the genes with a little jitter and a few small chances of something new. This is the game's own breeding code, scoring and renderer, running in your browser.
A day in Posy
A day is about ten real minutes, and the clock stops whenever you open a letter, a panel or a conversation. Then the night does its work.
Orders from the village, the Posy Morning Post on a news day, a heart gift or two. A flower that opened for the first time overnight waits for its name.
Water, cut, take seed. Load the pollen brush from one open flower, and a card over the next shows what the cross would likely give. Tap it, and both set seed for the day.
Arrange a bouquet that says what the letter asked for. Wrap it, pick a ribbon, tuck in a pressed card.
Deliver, chat, forage, dig up a curio, do a favour from the notice board. The square, the lighthouse, the mill, the woods.
Load spare stems at Saltmere Halt for the city market, or sit a while in June's tea room while the light goes.
Plants grow a stage, pods ripen into seeds, letters are written, and the clerk sets the paper from what actually happened.
Six wild flowers growing as the game grows them, night by night: the seed mound, the sprout, the bud and the open flower, as you see them in the beds.
The village
Ten villagers, each with a schedule, a favourite colour, two feelings their letters ask for and a birthday. They remember every bouquet, and the P.S. under their next letter shows it. At three hearts they invite you out; at four they tell you about the one flower they have always wanted.

Saltmere
A tea room, an orchard, a lavender field, a chapel on the headland and Saltmere Halt, where a steam train stands at nine and five. A six-chapter story opens the hamlet; commissions for weddings and garden parties need several arrangements set up at the venue before the day.

Indoors
The shop with its display table and curio cabinet, the bakery, the school, the forge, the lighthouse, the mill, the tea room, the station, the chapel, the greenhouse and the cellar under the shop, where the machines go. Every room has one thing worth noticing.

And then
There is no ending. Renown climbs through fifteen ranks, the long goals run into the third year, and the second year brings letters of its own.
Water, cut, pollinate and plant. A cross sets seed and ripens overnight. Chase two-tone petals, glowing blooms, five-star flowers that twinkle across the garden, and seven legendary flowers.
Orders arrive by post each morning. Villagers keep a memory of what you did for them, and the P.S. under their next letter shows it.
Beds, sprinklers, beehives, a compost bin, lanterns, rose arches, a lily pond and, late on, a gazebo. The garden itself grows with your rank.
Blossom Day, Lantern Night, the Harvest Dance and Starlight Eve. Wild flowers change with the season, and some flowers turn their colour with it.
Every seventh day the square fills with judging tables and a theme. Enter one stem against the village and win ribbons for the shop wall.
Beehives make one of twelve honeys. A drying rack, a flower press, a perfume still and a workbench turn cut flowers into goods that keep.
East past the woods: a tea room, an orchard, a lavender field, a chapel on the headland and a steam train that takes spare flowers to the city market.
48 curios, 18 landmarks, Captain Hale's bottle letters with riddles and buried treasure, and a travelling merchant twice a season.
At a spring low tide a cave mouth shows in the rocks east of the lighthouse. Inside lies a garden under a fallen roof, with flowers found nowhere else.
The village clerk sets the paper overnight from what actually happened, and only on mornings with news. It prints public facts, never a secret, and comes with the letters.
Open your shop to up to three friends nearby. They join with a code of four pictures over the local network and help in the garden or run the shop with you.
A kitten may come looking for a home. It follows you about the village and sleeps in its basket in the shop.
Pinch and drag to frame the village, then take the picture. It goes straight to your Photos, in a frame.
The journal's awards show in Game Center too, if you are signed in on your device. Nothing to sign up for, and nothing changes if you are not.
Move a game to a new phone or an iPad with a six-letter code over the local network, or send it as a file by AirDrop. The old phone keeps its copy.
Screenshots
A map 107 tiles wide, walkable from the first morning: the shop and garden, the square, the lighthouse, the river and mill, the woods, and on past them to Saltmere.
The village
Each has a favourite colour and two feelings their letters ask for. A flower in their colour, or one that says what they hoped for, is loved; on a birthday it counts triple.

Baker
The darkest week of the year, in the warmest room in Posy.

Retired lighthouse keeper
Keeps the tide log that names the next spring low.

Schoolteacher
A fortnight into the school year, when she can least cope with fuss.

Blacksmith
Sells the tool upgrades, and a discount once you are friends.

Seed seller
Sowing time; she is never busier and never happier.

Village doctor
She tells nobody, and somebody always finds out.

Miller
The week the new wheat comes down, so he is already happy.

Schoolgirl
Her first birthday in Posy; Mara baked the cake anyway.

Tea room keeper, Saltmere
The week the terrace tables go out.

Station master, Saltmere
First day of the winter timetable, which he regards as the better present.
And beyond the cast: Hester Lark the travelling merchant, Captain Odile Vance on the ferry, Captain Hale and his bottles, Ophelia Stroud at the County Show, Agnes Wick who kept the shop two hundred years ago, and six regulars at the counter with stories of their own.
Every morning
Everything that happens in your village is noted as a fact, marked public or private where it happens. On mornings with news, the village clerk sets the paper from the public facts alone, so it never invents an event and never prints a secret. A quiet day makes no paper.
A Letter for Ivy
The florist carried a bouquet of three blue stems to the schoolhouse yesterday. Miss Park called it “exactly the calm I asked for” and pinned the card above her desk.
A New Name in the Catalog
A cross between Sunpenny and Bluestar opened overnight in the bed by the scarecrow. The florist has named it “Harbour Penny”, the shop's fourth variety this season.
Set overnight by the village clerk, from the facts of the day.
The calendar
Four seasons of fourteen days. Each has its own wild flowers, its own festival on the tenth day, and a fair out at Saltmere. Winter frost slows the beds; the greenhouse never notices.
Blossom Day
a maypole in the square; joy and hope
Lantern Night
lanterns at dusk; wonder and love
Harvest Dance
a bonfire; gratitude and comfort
Starlight Eve
the star tree; calm and hope
Some flowers change their face each season: pastel in spring, their own colour in summer, warmer and edged in amber in autumn, frosted white with their colour at the tips in winter. A cut stem keeps the face it was cut in, and each face is a variety of its own in the catalog.
Once a year, on the ninth of summer, the County Show in Port Calder: a day trip on the nine o'clock train.
Progress
Deliveries, new varieties, shows, projects and favours all add renown. Each rank opens something: build mode, sprinklers and beehives, the greenhouse, the lighthouse project, the painted cart, the Society's briefs, the gazebo.
“There is nothing left to prove. Keep growing anyway.”
Questions
iPhone and iPad, in landscape, on iOS 26 or later. On iPad it also runs in Split View, in a window at least 667 points wide.
Yes. In the journal's Settings, Move my game to another phone shows a six-letter code; type it on the other phone nearby, or send the game as a file by AirDrop, Messages or Mail. A game it replaces is kept as that slot's earlier save.
Yes. There are no timers that ask for money, no ads and nothing to buy inside the game. The clock only runs while the village is on screen.
Not really. Festivals, fairs and missed favours never punish you. The worst outcome of a late order is a little friendship and a kind note.
A day in Posy is about ten real minutes. The Saltmere story takes six to eight hours, the first year about twelve, and the long goals, the Society, the Old Queen, every heart flower, run into the third year and beyond. There is no ending: the second year brings letters of its own, anniversaries come round every year, and the game grows with each update.
English and German. The language follows your iOS setting.
No. Saves live on your device in three slots, and the game works offline. Playing together uses the local network only, with an encrypted connection keyed by the four-picture code. If you are signed in to Game Center, your achievements show there too. No data is collected.
The letters are in the mailbox, and the beds want watering.