Where the shop is, and what it takes
The stand sits on the Farm map beside the Scarecrow Graveyard, and opening it puts four things on one screen:
- The title and a clock.
PUMPKIN SHOPacross the top, and in the header rowEVENT ENDSwith a countdown —14D 13Hwhen we read it on 3 November 2026. - The counter you spend. A pumpkin with a number and a green
+button beside it, showing 3 at that moment. The coin counter in the HUD read 410 at the same second, so this is a separate balance, not a coin cost. - Three tabs.
SHOP(open),MILESTONESandPUMPKINS. - The scope, in the game's words.
Farm items for the Farm map only. Pick an item to see its upgrade.That sentence is the reason none of this appears on a Poolrooms page: the stock is tied to the Farm map.
The counter is why pumpkins are collected at all. They appear in the HUD above the coin line during a Farm run and rooms drop them on the way; the shop is where they are spent.
The three rows we could read
The left column lists items you pick one at a time; the right pane then shows what that item does and what its next level buys. Only three rows fitted above the cut, and all three were priced:
| Row | The game's own line | Price | Owned on 3 November |
|---|---|---|---|
| FARM REVIVE | Escape a grab | 6 pumpkins | x0 |
| SCARECROW BAIT | Distract the creature | 2 pumpkins | x0 |
| GRIP BOOTS | Faster, less sliding | 3 pumpkins | x0 |
The price chips carry a second signal. 6 sat on a red chip while 2 and 3 sat on green ones, and the player held 3 pumpkins at that moment — so the chip reads affordability rather than item type. That is our reading of one frame, not a rule the panel states.
Under each price is an EQUIP button and a small x0 tag, which we read as how many of that item the player owned. Nothing was bought in the frames we read: at 4:10 the player held 3 pumpkins against a row priced at 6, and the panel was gone eight seconds later.
Levels: the second number on the same screen
Farm Revive was the row the cursor sat on, so its right pane is the one we can describe. It reads FARM REVIVE, then REVIVE PROTECTION LV 0/3, then a two-box comparison — NOW 2s and NEXT 3s — and a wide UPGRADE button priced at 5 pumpkins.
Two costs therefore sit one next to the other: the row prices the item at 6, and the upgrade button asks 5. The panel does not say which one buys the item and which one buys the level, and we never saw either go through, so treat the numbers as printed and check the button's own price before you press it. What the level track does tell you is the shape of the stock: each item is a three-step ladder, and the effect printed between NOW and NEXT is the one that changes. On Farm Revive it is seconds of revive protection, 2 to 3.
The PUMPKIN SHOP panel at 4:09
Video by CaylusBlox
The shop appears about 4:09 into a 14-minute Farm run uploaded on 3 November 2026, an hour after the build that day, and closes again around 4:16. What the frame proves: the three prices, the level track on Farm Revive, and the EVENT ENDS countdown. What it does not: the rows below Grip Boots, or what the MILESTONES tab pays. Watch on YouTube
Which row to buy first
Three items, three different deaths, so the answer depends on which one keeps ending your run:
- The creature keeps catching you. Take Farm Revive.
Escape a grabis the only printed effect that answers being grabbed, and its level track extends revive protection from 2s toward 3s. - It keeps finding you before you see it. Take Scarecrow Bait at 2 —
Distract the creature— and spend it on the room where the noise is not yours to control. - You are losing footing, not fights. Take Grip Boots at 3.
Faster, less slidingis written for the frozen pond and the bale roll, where the input is deliberately backwards.
Ordering them by price is not ordering them by value, and we are not going to pretend otherwise: 6 pumpkins for one escape is worth it in a run you would otherwise lose and wasted in a run where nothing grabs you. If you are short, the cheap two are the ones that change how a room plays; the expensive one changes what happens after a mistake.
What is still unread
The panel was on screen for under ten seconds, and that leaves real holes:
- The rest of the list. The Grip Boots row is cut by the panel's own edge, so at least one more row exists below it and we have neither its name nor its price.
- What MILESTONES pays. The tab is visible; its contents never were.
- What the PUMPKINS tab and the green plus sell. A plus button next to a currency usually means Robux, and that is a guess, not a reading.
- Whether pumpkins survive the run. The count is not reset when a run ends: a CREATE PARTY panel read on 3 November 2026 printed a pumpkin balance of 82 in the lobby, before that run started. How far it carries past that — another map, or leaving the game — is still not in any frame we have.
- What happens at zero on the countdown.
EVENT ENDSwith 14D 13H left is the only clock; no card, post or panel says what closes with it.
The cheap checks are all in one place: open the MILESTONES tab, scroll the SHOP column to its last row, and read the pumpkin counter at the lobby before and after a run.