Cranberries are the fall blueberry
240g seeds look expensive until you do the math: 7 days to mature, regrows every 5 days, yields two berries at 75g each. Over the season one plant returns several multiples of its seed cost. Plant day 1; late plantings miss regrowth cycles that never come back.
Pumpkins are the single-harvest king
100g seed, 13 days, 320g base — and pumpkins are gift-loved by many villagers plus required for the Quality Crops bundle. A pumpkin also has a chance to spawn as a giant crop. A balanced fall field is bulk cranberries with a pumpkin block for bundles, gifting and gold.
The ancient fruit clock starts now
If any ancient fruit seeds came out of your Seed Maker over summer, plant them in fall even though the first harvest barely lands — an ancient plant that survives winter in the greenhouse or on Ginger Island pays 550g every 7 days permanently. Year two players switch the whole fall plan to full ancient fruit.
Fall has the highest ceiling and the most traps
Fall contains both the single most profitable crop in the game and several crops that look profitable and are not. Sorting them out means keeping two numbers apart: gold per item and gold per tile per day.
| Crop | Seed | Sells for | Growth | Regrowth | Harvests | Net per tile | Gold/tile/day |
|---|---|---|---|---|---|---|---|
| Sweet Gem Berry | 1,000g (Rare Seed) | 3,000g | 24 days | none | 1 | 2,000g | 71.43 |
| Cranberries | 240g | 75g × 2 | 7 days | every 5 days | 5 | 510g | 18.21 |
| Grape | 60g | 80g | 10 days | every 3 days | 7 | 500g | 17.86 |
| Pumpkin | 100g | 320g | 13 days | none | 2 | 440g | 15.71 |
| Artichoke | 30g | 160g | 8 days | none | 3 | 390g | 13.93 |
| Amaranth | 70g | 150g | 7 days | none | 4 | 320g | 11.43 |
| Beet | 20g | 100g | 6 days | none | 4 | 320g | 11.43 |
| Eggplant | 20g | 60g | 5 days | every 5 days | 5 | 280g | 10.00 |
| Bok Choy | 50g | 80g | 4 days | none | 7 | 210g | 7.50 |
| Yam | 60g | 160g | 10 days | none | 2 | 200g | 7.14 |
Same window for everything: 28 days, day-1 planting, base quality, no bonuses.
Sweet Gem Berry wins by three times and still cannot be your plan
A Rare Seed costs 1,000g from the Traveling Cart and takes 24 days to produce a 3,000g berry. That is 2,000g net from one tile in one planting — 71.43 g/day, more than triple starfruit and nearly four times cranberries.
Two constraints stop it from being the answer to everything. Rare Seeds are limited stock, so you cannot fill a field with them, and 24 days means exactly one planting fits in fall — plant on day 5 and the berry never ripens. Treat it as a high-value garnish on a few tiles, not a strategy.
It is also one of the few crops with no artisan good, so it must be sold raw. That caps it at 3,000g, where a starfruit can reach 4,500g through a keg and a cask.
Three worked examples
Cranberries. Matures day 7, regrows every 5 days, and yields two berries per harvest at 75g. Harvests fall on days 7, 12, 17, 22 and 27 — five pickups, ten berries, 750g gross, minus 240g of seed = 510g net, 18.21 g/day. The double yield is the whole point; the per-berry price is ordinary.
Pumpkin. 100g seed, 13 days, 320g sale, no regrowth. Two plantings in 28 days: 640g gross minus 200g of seed = 440g net, 15.71 g/day. It loses to cranberries on gold per day but wins on effort — two harvests a season instead of five — and it is also the better jar crop, since pickle output beats juice on a vegetable this valuable.
Grape. 60g seed, 10-day growth, regrows every 3 days at 80g. Seven harvests: 560g gross minus 60g = 500g net, 17.86 g/day. It is the fall crop with the best ratio of profit to seed cost, which matters if cash is tight rather than time.
Which fall crop for which situation
| If your situation is… | Plant | Because |
|---|---|---|
| Cash for machines and upgrades | Cranberries | Highest repeatable fall return, single seed cost, low risk |
| Minimum daily labour | Pumpkin | Two harvests a season, and the best fall jar crop |
| Short on seed gold | Grape or beet | 60g and 20g seeds with strong per-day returns |
| A few spare tiles and 24 days left | Sweet Gem Berry | Highest single-tile payout in the game |
| Filling the greenhouse or keg pipeline | Ancient Fruit | Regrows indefinitely, the long-run wine engine |
One planning note that catches people every year: corn and wheat span summer and fall, so a corn field planted in summer keeps producing into fall and does not need replanting at the season change. Everything else in the fall table above must be planted fresh on day 1.
If you forage as well as farm, the fall foraging calendar lists every wild fall item and the Blackberry Season window (Fall 8–11).Fall planning at the desk
Fall holds both the most profitable crop in the game and several that only look good, so telling them apart is the task. These are the items for that planning.
- Planner notebook — Cranberry regrowth and pumpkins on different clocks are easier on paper than in your head.
- Gaming headset — Fall sessions run long as the year closes; a headset keeps the soundtrack and the game audio contained.
- PC game controller — The daily fall farm loop is relaxed enough for a gamepad.
- Desk lamp — Late-season sessions are often in the evening; a lamp keeps your notes readable without glare.
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Sources and standards
Where these figures come from
Every formula on this page is implemented from the published reference material below. Where a value depends on a regional code, the calculator lets you override it rather than assuming one jurisdiction.
- Stardew Valley — official site — the game of record; version notes and feature announcements come from here.
- ConcernedApe — the developer, and the authority on balance changes between updates.
Figures, formulas and reference tables last verified: 23 September 2026