Field notes / 2026-07-23
Fall Crop Picks
Ranked fall crops by profit per day, with Fairy Rose honey chains, Grape wine routes, and Pumpkin jar processing as the three pillars of fall economy.

Fall has 45 crops — the largest season. Three profit pillars define the fall economy:
Pillar 1 — Fairy Rose Honey (highest daily profit in the game for most players):
Fairy Rose is the breakout crop of fall and arguably the entire game.
- Fairy Rose honey sells for ~500g at base quality
- High-quality Fairy Rose honey can sell for over 1,100g
- At Town Rank C, Fairy Rose has the highest daily profit of any crop in the game
- Requirement: Honey Houses. Build as many as possible before fall begins.
- The chain: Fairy Rose → Honey House → honey → Aging Barrel (for mead) → osmium quality for maximum profit
- This is the most stable high-profit route in the game. Most experienced players consider Fairy Rose honey the backbone of their economy from fall onward.
Pillar 2 — Grape Wine (classic brewing chain):
Grapes are the classic fall brewing crop.
- Regrows every 7 days, providing continuous harvests
- Grape → Keg → Wine is the processing chain
- Wine can be further aged in the Aging Barrel for additional profit
- Osmium-grade aged wine is among the highest-value processed goods
- Top-grade wine can sell for ~1,650g per bottle
- Requirement: Kegs. Build a keg farm during summer to prepare for fall grape processing.
Pillar 3 — Pumpkin Jar Processing (high single-sale value):
Pumpkin has the highest single-sale value of any fall crop.
- 13-day single harvest
- Pumpkin → Mason Jar (pickles) for faster turnaround
- Alternatively, Pumpkin → Keg (juice) for higher but slower returns
- Pairs well with quality fertilizer for osmium-grade profits
- Good for players who do not yet have honey house infrastructure
Other notable fall crops:
- Cranberry — regrows every 5 days, 2 units per harvest. Top profit per day for raw selling. Good for jar processing.
- Eggplant — regrows every 5 days. Moderate but consistent income. Good for pickles.
- Sweet Potato — 7-day single harvest, good profit margin with low seed cost.
- Beet — Low per-unit value, cannot be processed into sugar. Not recommended — processing value is low and the manual harvest effort is high.
- Rice → Keg → Sake. Sake is needed for offerings and makes a good gift. Viable as a side crop.
Fall is the last major outdoor season. Critical planning notes:
- Plant all regrowing crops (Cranberry, Grape, Eggplant) by day 7 to ensure enough harvests before winter.
- Process surplus crops into jars and kegs for winter income.
- Stockpile Fairy Rose honey for aging through winter.
- If you have a greenhouse, transfer high-value crops indoors before the season ends.
The transition from fall to winter is where processing infrastructure pays off. Players who invested in kegs, jars, and honey houses during summer and fall will generate passive income throughout winter while raw-crop income drops to near zero.