Island Atlas

Field notes / 2026-07-23

Crop Profit Methodology

The exact formula, quality multipliers, processing chains, and worked examples behind every profit-per-day number on crop records and the crop planner.

Original editorial guide
Official Coral Island Steam screenshot used for the farming system overview

Profit per day = (sell price at the chosen grade x harvests in the window x quantity per harvest - seed cost) / days in the growing window. Assumptions: seeds are bought at the listed base price, regrowing crops are planted on day one of their season, and processing steps add their listed process time.

Quality price multipliers — the foundation of late-game profit:

  • Base: 1.0x
  • Bronze: 1.15x
  • Silver: 1.3x
  • Gold: 1.5x
  • Osmium: 2.0x

These multipliers apply to the base sell price listed on each crop record. An osmium-grade crop sells for exactly double its base price, making quality fertilizer and compost one of the highest-ROI investments in the game.

Processing chains — why raw selling is only the beginning:

The core rule of Coral Island's economy is that processed goods always sell for more than raw crops. The major processing chains are:

  1. Crop → Mason Jar (jam for fruits, pickles for vegetables) — fast turnaround, modest profit increase
  2. Crop → Keg (juice for fruits/vegetables, wine for grapes, sake from rice, coffee from beans) — slower but higher value
  3. Flower → Honey House → honey → Aging Barrel (mead) — the highest profit chain in the game for flower crops
  4. Milk → Cheese Machine → cheese → Aging Barrel — strong animal-product chain
  5. Milk → Mason Jar → butter → Aging Barrel — alternative dairy chain

The aging barrel is the ultimate value multiplier. Osmium-grade cactus mead can sell for over 10,000g per bottle, making it the current profit ceiling. However, this requires Town Rank B, greenhouse access, numerous honey houses, and aging barrel infrastructure.

Worked example — Strawberry (Spring):

  • Seed cost: 35g
  • Base sell price: 60g
  • Growth time: 4 days, regrows every 4 days
  • Harvests in 28-day season: 6
  • Units per harvest: 1
  • Raw base profit/day: (60 x 6 x 1 - 35) / 28 = 11.6g/day
  • Raw osmium profit/day: (120 x 6 x 1 - 35) / 28 = 24.5g/day
  • Keg juice (osmium): significantly higher

The Crop Profit Planner on this site computes these values live from the canonical catalog. Every row links back to its source-labelled crop record, so the numbers never drift from the underlying data.