Halloween
Happy Halloween, everyone! It's my favorite holiday, so I went a little overboard on the in-game event.
Pocket Country runs on the real calendar, and Halloween is one night only: sunset to midnight on October 31. Let's dig in!
The Build-Up

Grow your own pumpkins.
Pumpkins are a fall crop, and they take eight days to grow, so plant one by about the 22nd if you want it in time for Halloween.
If your pumpkins don't come up in time, the local diner starts selling them on the 20th. (For a little extra, of course.)

Carve your own.
The first time you head out in October, the village mayor, Randy, shows you how to carve a Jack-o'-Lantern. Set it down outside, and it lights up after dark!

The town starts decorating on the 20th.
Jack-o'-Lanterns go up along Main Street, and they light up every evening until Halloween.
The Night

Everyone's in costume.
At sunset, the whole town dresses up and heads to the fair ground. There's a bonfire to dance around, and nobody goes to bed before midnight.

Trick or treat!
Your neighbors come right up to you and ask. Give them a piece of candy and they'll give you a treat back. No candy? Then it's a trick, and they swap your hat for a piece of their costume until morning.
Stock up on candy before the sun goes down~!

The mayor hosts the night.
Randy sets up a stall at the fair ground. The first time you stop by, he grumbles his way through giving you the Grumpy Jack-o'-Lantern, and there's a new one every year. After that, he trades spooky furniture for candy.
The Haunted Motel

Jessi's haunted house.
Every Halloween, the events organizer, Jessi, turns the old motel into a haunted house, and she hires you as her stage manager! Six of your neighbors are putting on acts this year, and every act needs the right room.

Every act is a little picky.
Jake wants his card table, the were-bunnies want beds to jump on, and Grant's band wants no bed at all. Some acts won't tell you everything, but their friends at the party might! You can move furniture between rooms with the porter's cart, and Jessi keeps track of it all in her register.

Opening night!
Once every act is happy, Jessi opens the doors and you're the very first visitor. Every room puts on its own little show as you walk in. Jake's dice are loaded...

The were-bunnies' bed disco.

Maxwell's ghost ship.

The rest of the town comes through, too.
Every so often, someone leaves the party at the fair ground and takes the tour, and they scream at every scare!
Room 13

Wait... a 13th room?
When the last show ends, every light in the motel goes out. Then a door with a brass 13 on it pushes its way out of the lobby wall.

Behind it, a motel hall that shouldn't be there.
It's a procedural pocket dungeon, and it's only open until 6 AM. I won't spoil what's waiting in the 13th room!
And that's Halloween in Pocket Country! Happy Halloween, everyone. 🎃
Thanks again for letting me borrow a little of your time.
- Karter
