
Posted 6/4/2026Events
Four Days to Build a Room - War of the Harvest Nobles
When Rec Room launched War of the Harvest Nobles, we had just four days to turn an idea into a fully playable experience. This is the story of how Club Sandwich built an event focused PvP arena while the clock was already ticking.
Building Fast During War of the Harvest Nobles
When Rec Room announced War of the Harvest Nobles, the creator side of the event seemed pretty simple: add the tomato-buying signs to your room and try to get players to buy as many tomatoes as possible.
We could have done that. We could have taken one of our existing rooms, placed the event signs inside it, and called it finished.
Instead, we asked a different question:
What if we built an entire room around the event?
That became War Of The Harvest Nobles, a fast built PvP arena created during one of Rec Room's biggest live events.

The Idea
The event was already built around teams, tomatoes, and lots of chaos, so we leaned into that as much as possible.
At the start of the room, players picked which team they were on through a UI in the start of the room. After that, they entered a large arena filled with other players. Around the pit were raised stands where spectators could watch the fight and throw tomatoes down into the action.
The goal was not to make a normal PvP room with the event added on top. The goal was to make the event feel like the entire reason the room existed.

Building While the Clock Was Already Ticking
The hardest part of this project was not the the idea, that was pretty simple. The hardest part was getting it done before the event ended.
The event had already been announced, which meant the timer had basically started. If we waited too long, players would move on. If we spent too much time planning, the room would miss the moment it was made for.
That forced us to make decisions quickly. We had to figure out what mattered, what could be built fast, and what needed to be cut before it slowed the whole project down.
The Real Challenge
This project taught us how to move from idea to playable room while a live event was actively happening.
Designing Around Tomatoes
Since the creator side of the event was focused on getting players to buy tomatoes, we designed the room so tomatoes were not just a side feature.
The pit created the action. The stands created the audience. The tomatoes gave the audience something to do. Instead of spectators just watching, they became part of the chaos.
That simple idea helped the room feel connected to the event instead of feeling like a random arena with a tomato sign placed in the corner.

Working as a Team
War Of The Harvest Nobles was built by Woody, Goat, Gridino, Nugget, and Dude.
Because everything had to happen fast, teamwork mattered more than ever. There was not enough time for every person to wait around for perfect instructions. Everyone had to understand the goal, take ownership of their part, and keep the room moving forward.
That was probably the coolest part of the whole project, how quickly the idea became real once the team committed to it.
What We Learned
Looking back, this project taught us more than a normal build would have. It forced us to work under pressure, make fast creative choices, and build around a live event while the community was already participating in it.
Start with the strongest idea and build around it.
Do not over plan when the deadline is short.
Make the main event mechanic part of the room's core design.
Cut anything that slows the project down without improving the experience.
Trust the team and keep moving.
War Of The Harvest Nobles was not perfect, but that is part of why it mattered. It was built quickly, during a live event, with a clear purpose. It showed us that sometimes the best portfolio pieces come from projects where there is no time to wait, it became a lesson in rapid development, teamwork, and building around a live community moment before that moment passed.