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Genre: Role-playing (RPG), Simulator, Indie

Stardew Valley

Stardew Valley Opt-In Multiplayer Beta now available

Hi everyone,

Stardew Valley version 1.3, which includes multiplayer, is now available for public beta!


How do I opt into the beta?



To enable the beta , right click the game in your library and select properties. On the window that pops up there will be a ‘betas’ tab. In the text box, type the password for the branch: jumpingjunimos. Then click the ‘Check Code’ button.

If you’ve done that correctly, you will now be able to select the ‘beta’ option from the drop down box.

Once you’ve done that, Steam will start downloading the update.

What precautions should I take?


The v1.3 update is still a beta at this point, which means there will be bugs! At the very least, it’s recommended that you:

Backup your save files before playing the update.

Your save files are located in
%APPDATA%\StardewValley\Saves on Windows,
or
~/.config/StardewValley/Saves on Mac and Linux.

Remove any mods you’ve installed that haven’t been updated for v1.3. You can see a list of compatible mods here.

Can I use my existing save files?


Yes, your old save files can be used in v1.3, and they can even be used to host multiplayer games! However, note that:

You should back save files up before installing the beta.
Files that you save in v1.3 can’t be loaded in v1.2 or earlier.
If your game was modded, it may or may not be recoverable in v1.3.
If you have a vanilla v1.2 save file that can’t be loaded in v1.3, it’s a bug! Report it to us, and we will fix the issue.

How do I host my farm?


Each player needs to have their own home on the farm, so the first thing you’re going to have to do is build each of your friends a cabin to live in. Don’t worry, they’re cheap! You can have up to three on your farm.

When your cabins are built, save, return to the title screen and open the co-op menu. Your file should appear in the host tab.

Alternatively, if you are starting a new farm, you can start the game with cabins already built on your farm. From the title screen, open the co-op menu, select the ‘Host’ tab, and then ‘Host New Farm.’

The new options on the left allow you to pre-build up to three cabins on your farm.

In the settings menu are some new options you may want to play with:

‘Server Mode’ configures the visibility of your server:

  • With ‘Friends-Only’, only people on your friends list in Steam (or GOG) can see your server and join it.
  • With ‘Invite-Only’, only people you send invitations (or invite codes) to will be able to join your server.
  • ‘Offline’ shuts the server down immediately. This will disconnect all players besides yourself.

‘Accept IP connections’ allows players on your LAN to join your game, whether any of you are signed in with Steam/GOG or not.

‘Enable new character creation’ allows players who connect to your server to create a new character on your farm. If you’ve got more cabins than players on your farm, and you don’t want anyone else to join for now, you can turn this off.

How do I invite people to my farm?


There are a few ways for people to come to your farm. You can use whatever is most convenient to you!

All of these methods require you to first load your farm through the host tab in the co-op menu.

1. The co-op menu
If your server is running, your Steam/GOG friends will be able to see and join your farm through their co-op menu directly.

This is only possible if your server is set to ‘Friends-Only,’ and your Steam privacy settings permit friends to see your game library.

2. Steam / GOG friends list
If your server is set to ‘Friends-Only’ and your Steam privacy settings permit friends to see your game library, they will be able to join your game through their friends list.

3. Steam / GOG invitations
As the host, you can send invitations from the settings menu, using the ‘Invite Friend…’ button. When the recipient accepts your invitation it will automatically launch Stardew Valley on their end and connect to your game.

4. Invite codes
If the person you want to invite is not on your friends list, you can invite them using an invite code. These codes enable cross-play between Steam and GOG. Due to platform restrictions and technical limitations, we are not currently planning to roll this functionality out any wider than Steam and GOG.

To get your invite code, open the settings menu, scroll down to the multiplayer section and click ‘Show Invite Code.’ A 10-12 character string of letters and numbers will show on your screen for you to send to your friend. Your invite code will change each time you reload the game.

To use the code, your friend should launch the game, and then in the co-op menu choose ‘Enter Invite Code…’

You must both be signed in on the Steam client and/or GOG Galaxy client in order for this to work.

5. LAN
For the final method, you must both be on the same network, i.e. behind the same router.

Launch the game and host your farm through the co-op menu as usual. When the game is loaded, find out your computer’s IP address. Note that you should use your computer’s actual IP, not the Internet-visible IP that websites see. This means checking your computer’s settings. Googling ‘whats my ip’ won’t give you the right result.

Once you have your IP address, your friend should open the co-op menu, click the ‘Join LAN game’ button and type it there.

Neither of you need to be signed in with Steam/GOG in order to do this, however the ‘Accept IP connections’ setting does need to be on.

Why can’t my friend join my farm?


There are a few reasons the connection might fail:

  1. You are not signed in on Steam/GOG. Check ‘Server Mode’ in the settings. It should say ‘Friends Only’ or ‘Invite Only’. If it says ‘Online,’ it isn’t connected to Steam/GOG and it’s only serving LAN games.
  2. Your server is still connecting to Steam/GOG in the background. Click the ‘Show Invite Code’ button in the settings. If the invite code displays, you’re connected. Sometimes it can take a minute or two.
  3. Your friend is not signed in on Steam/GOG.
  4. Your privacy settings in Steam prevent your friend from seeing and joining your game.
  5. There isn’t a cabin available for your friend. Either the maximum number of players is already connected, or all the cabins have all been claimed by other people.
  6. You’re running different versions of the game (‘version mismatch’).
  7. You’re trying to connect by IP when you’re not on the same network. Use invitations instead, they’re a lot easier!
  8. There’s a problem with one of your Internet connections.


How do I report a bug?


Here’s a thread specifically dedicated to beta bug reports. Posting details into this thread is the best way to communicate new issues.

Also, search the support forums for your bug. If there’s already a thread there’s no need to start a new one, but please post if you can provide new information about the problem!

When reporting bugs to us, following a few simple rules can help make bugs much easier to identify and fix:

  • See if you can trigger the bug again by repeating what you did.
  • Give your thread a descriptive and specific title. “Crash” is not specific, whereas (for example) “Game crashes when the load game menu opens” is.
  • Include as much relevant information in the body of your post as you can.
    Including a few bits of extra information in your report can help a lot.


Try to include:

  • What happened? Did the game crash, freeze / lock up, or just do something wrong (e.g. use the wrong character’s dialogue)? What did you expect to happen here?
  • What were you doing in the game at the time? (e.g. switching to full screen mode / talking to Linus on Spirit’s Eve)
  • Whether you were able to trigger the bug again by repeating what you did.
  • Your operating system name and version.
  • If the game crashed, attach (or link) your error logs. These can be found in
    Mac / Linux: ~/.local/share/StardewValley/ErrorLogs
    Windows: %APPDATA%\StardewValley\ErrorLogs
  • Your current version number. You can usually find this in the bottom left corner of the about menu. (Click the ? on the title screen.)
  • A screenshot can help. A video of the bug is even better if you can do that! 👌

How many players does it support?


You can build up to three cabins for other players. With the host player included, that makes four players total.

Can I marry another player?


Yep! You’ll need to find a wedding ring, and right click on them to propose!

Can the game be paused?


In single-player, you can open the menu to pause the game, as you’re used to.

In multiplayer, the game no longer pauses when you have the menu open. If you need to pause the game for a break, the host can use the /pause command in the chat box. This pauses the game for all players.

How do we sleep? How do we start festivals?


To sleep, all players must enter bed and answer yes to the dialog. The day won’t end until all players have done that.

Starting a festival is similar. All players must enter the location of the festival before it will begin.

What things are shared vs separate?


Farm Shared
Money Shared
World updates (Community Center, etc.) Shared
Inventory Separate*
Skills Separate
NPC relationships Separate
*Although inventories are separate, offline players’ inventories can be accessed through the chest of drawers in their cabins.

In deciding what to share vs keep separate, our main goal was to encourage cooperation and teamwork. Since the farm and your money pot are your main way of progressing through the game, they have to be shared in order to facilitate cooperation. Without this, there would be no need for players to even interact!

Does this beta contain the new single-player content too?


Yes. More details about it will be shared at a later date.

When is the update hitting the stable (default) branch?


TBD,
but we'll be updating the beta branch every day until all bugs are gone.

Thank you so much for helping test out beta and have fun!

Stardew Valley available to play in 7 languages!

Stardew Valley is now available to play in seven languages: English, German, Spanish, Russian, Japanese, Simplified Chinese and Brazilian-Portuguese! While localization is the biggest new feature, 1.2 also includes some controller improvements and important bug fixes.

Check the patch notes below!



Patch Notes








Bug Fixes














:brownchicken: P.S - We're still working on multiplayer!

v1.11

Hello,

I've just released version 1.11 to address a few bugs and issues with 1.1.

Changelog:

  • Farm bulidings can now be placed in more areas, including on grass.
  • All the new farm maps now provide some kind of fishing opportunity, although the Riverlands farm is still superior
  • The Riverlands farm now has the potential to spawn splashing fish nodes and ore panning nodes.
  • On the Riverlands and Forest maps, some bushes can be destroyed with an upgraded axe
  • Digging spots now appear on the Farm, although less frequent as elsewhere. The Hill-Top farm quarry also has a chance of spawning them.
  • Slime Egg prices increased (green to 1000g, blue to 1750g, red to 2500g, purple to 5000g)
  • Placing a Wicked Statue in a slime hutch prevents the witch from cursing it.
  • Mutant Bug Lair now replenishes itself a bit each day.
  • On the Forest map, forage items have a chance to spawn on any grassy area, not just in the west.

Bug Fixes:

  • Price of Galaxy Dagger has been corrected to 35,000 (it was at 350,000)
  • The Artisan Perk description has been corrected to reflect the actual bonus (it's 40% now, but the description still says 50%)
  • Weeds in the Mutant Bug Lair no longer change with the season (and no longer turn to battery packs in the winter)
  • Monsters in the mutant bug lair will now always be mutant... not revert to the standard grub/fly after saving and reloading.
  • Meteorites can no longer land on top of stumps or boulders
  • You can once again place buildings in the little shaded strip right below cliffs.
  • Fixes a crash that could occur while saving after seeing a town improvement cutscene on the Wilderness farm.
  • Forage no longer spawns under stumps.
  • Spring onions and seasonal berries can be iridium quality with the botanist perk
  • Truffles should no longer spawn in the water
  • Pets can no longer walk down the cellar stairs into the void.
  • The Outlaw boss in Journey Of The Prairie King will warp back to the center of the map if he happens to run too far off screen in either direction
  • Coop animals can now actually produce higher quality produce, like they were supposed to
  • You can no longer fill your watering can at a well that's in construction
  • The forage berry bushes are now affected by the botanist perk
  • Forage items shouldn't spawn in inaccessible places.
  • When you reach level 5 or 10 in a skill, but haven't slept yet, it no longer shows your new profession as "Desperado"
  • Fixed issue where lightning that struck an object on the farm would cause that object to "pop" into the current map when the current map was not the farm.
  • Spouses will now speak to you when they come home on Friday nights.
  • Trees can no longer spread off the map into the void, causing the game to start getting slower with each day.
  • Minor convenience adjustments and bug fixes.


Thanks for playing
-Ape

Stardew v1.1 is here!

Cross-posted from the Stardew Valley blog!

1.1 Launch trailer here:
https://www.youtube.com/watch?v=xf9e3c-nMRA

Changelog


[LIST]
<*>Shane and Emily are now available to marry. They each have new events, music, and more!
<*>Spouses now have a unique outdoor area and behavior on the farm.
<*>You can now choose from 5 different farm maps at character creation. Each map is focused on a different skill area.
[LIST]
<*>Standard Farm - The original Stardew Valley farm.
<*>Riverland Farm - Lots of water, good for fishing.
<*>Forest Farm - Foraging opportunities and a unique weed that always drops mixed seeds.
<*>Hill-top Farm - Has a small mineral deposit from which ores spawn, including a unique geode-bearing ore.
<*>Wilderness Farm - Monsters spawn at night.
[/LIST]
<*>"Shed" building... An empty room that can be decorated, filled with kegs, etc.
<*>"Mill" building... Can be used to turn wheat into flour and beets into sugar overnight.
<*>A new quest that can be started after the Community Center or JojaMart quest arc is complete. The new quest results in a new "magical construction" feature available from the Wizard's Tower. The new quest is triggered when you enter the Railroad area.
<*>Added several new locations that are related to the above quest. "Junimo Hut" building (Magical Construction). Junimos will harvest crops within a certain distance of the hut, instantly transporting the harvest back to the hut for you to gather at your convenience.
<*>"Earth Obelisk" building (Magical Construction). A permanent warp totem to the mountains.
<*>"Water Obelisk" building (Magical Construction). A permanent warp totem to the beach.
<*>"Gold Clock" building (Magical Construction). Prevents weeds from spawning and fences from decaying on your farm.
<*>You can now move your buildings via Robin's construction menu.
<*>New house upgrade from Robin that adds a cellar to your house and teaches you the "cask" crafting recipe. In the cellar, you can use Casks to age cheese and alcohol, increasing their quality.
<*>"Iridium-star" level quality is now attainable for goods, fruit, forage items (if you have the botanist perk), and animal products. Iridium-star level items have twice the value of normal items.
<*>NPC's now appreciate quality level in gifts, but it only has an effect on gifts they "like" or "love".
<*>Added Coffee, a spring/summer crop, and Coffee Bean. The bean acts as the produce and the seed, similar to sunflowers.
<*>5 Coffee beans can be added to a Keg to make coffee.
<*>Honey can be placed in a keg to make mead.
<*>Void eggs can be placed in mayonnaise machines to make void mayonnaise.
<*>2 new fish, "Void Salmon" and "Slimejack"
<*>You can now choose to color your chests with one of 20 color options.
<*>Evil Shrines, where you can make offerings in exchange for dark magic.
<*>Divorce. You can file from a little book in mayor's house.
<*>You can now wallpaper the little hallways in your upgraded house.
<*>When you beat Journey Of The Prairie King, you can now start over in a harder mode, keeping your upgrades and coins.
<*>2 new "Lost Books"
<*>Krobus now sells a "Return Scepter"... a tool which acts as a permanent warp totem to the farm.
<*>Giving someone a gift on their birthday will never make your spouse jealous.
<*>Pierre now sells a "Catalogue" furniture item that can be used for unlimited free access to all wallpapers and floors.
<*>Robin now sells a "Furniture Catalogue" furniture item that can be used for unlimited free access to nearly all furnitures.
<*>If you’ve found the Galaxy Sword, you can now buy another from Marlon. <*>You can also buy the Galaxy Dagger and Galaxy Hammer.
<*>Slime balls have a chance to drop petrified slime
<*>Added a graphics option to display “sharper” stack number digits.
<*>You can once again plant fruit trees around the edge of the Greenhouse interior.

Balance changes:
<*>All animal products are increased in value by 25%
<*>The Rancher profession now increases the value of animal products by 20%, up from 10%
<*>The Artisan profession now increases the value of Artisan goods by 40%, down from 50%
<*>The Blacksmith profession now increases the value of metal bars by 50%, up from 25%
<*>The value of Blueberry is now 50g, down from 80g
<*>The value of Starfruit is now 750g, down from 800g
<*>The value of Cranberry is now 75g, down from 130g
<*>The value of Ancient Fruit is now 550g, down from 750g
<*>Cranberry Seeds now sell for 60g, down from 120g (The price to buy them from the store is the same)
<*>Fences take twice as long to decay
<*>Sunflower can now be grown in the summer as well as the fall
[/LIST]

Bug Fixes


[LIST]
<*>Wild plums are now labeled as fruit.
<*>Grandpa's Shrine should now always properly give the reward for reaching 4 candles.
<*>Fixed issue where gathering an item with the "botanist" profession would fail if the inventory was full, even though the gold-level item was present in the inventory.
<*>Slime charmer ring should now protect against giant slimes
<*>You can no longer tap a stump
<*>Fixed Joja Warehouse graphic issue in winter
<*>"Check action"-mapped keys should now work to attach bait to a rod.
<*>Rain ambient sound should no longer play in Sandy's Oasis under any conditions.
<*>Your baby should now be properly born, even if you pass out in the mines on the eve of the birth.
<*>Moonlight Jellies engagement crash
<*>Galaxy sword should now be truly unloseable
<*>You can no longer lose hay to a hopper because you have no silo.
<*>You can no longer plant fruit trees off the farm.
<*>“Attack” foods now properly give an attack buff.
<*>Clay can no longer always be found one tile above a previously discovered clay spot.
<*>Blue Jazz flowers in the refrigerator are now properly consumed in cooking recipes.
<*>Fruit that drops when you chop a tree now properly stacks with fruit that drops when you shake a tree
<*>Worm bins no longer continue to produce worms every 10 minutes after midnight
<*>Jack-o-lanterns properly glow
<*>Torches and other light sources held by player are now properly lit after saving/reloading
<*>You will now see the final Joja cutscene if you switched to Joja after starting with the community center.
<*>When retrieving the cave carrot for Marnie, she will only take one from you.
<*>Fixed strange behaviors when picking up certain items with a full inventory.
<*>When a bomb is placed and then the player leaves the area, the resulting debris will no longer erroneously appear in the new area.
<*>Watering a trough in a slime hutch will now have no effect on the troughs in other slime hutches.
<*>Using the rain totem and then quickly entering your house no longer causes you to become stuck in the wall.
<*>The stone floor now look correct in any configuration.
<*>Numerous minor bug fixes.
<*>Typo fixes
[/LIST]

Aside from the new farm maps, all the new content from 1.1 will be available in your existing save file. Making a new character is only necessary if you want to play on one of the new farm maps.

Note: The new balancing changes correct the values of a few outlier crops that were far more valuable than all others by a huge margin. I don't want Stardew Valley to make players feel "forced" into one particular way of making money. I think it's a lot more fun to feel like there are many different options for success. However, I do understand that growing blueberries and making ancient fruit wine is part of the Stardew culture at this point, so I've made sure that they are still very lucrative options. But these changes should help players feel like they have a few more options.

I hope you enjoy the new update!

***Please be aware that some mods might not be compatible with the new update

-Ape

Stardew Valley is now available for Mac and Linux!



Your Steam build should update right away with Mac and Linux compatibility!
Steam cloud saves are integrated and will allow you to access your save files across all platforms.

Multiplayer, version 1.1, console ports and localization are all still in the works and I'll update everyone as soon as more info is available.


If this will be your first time playing Stardew Valley, thank you and I hope you have fun!
Also... thanks so much to everyone who helped test these builds before launch <3

-ConcernedApe

New Build -- 1.07


Changelog

Gameplay:

  • Spouses now say unique dialogues during festivals (most of the time), rather than the generic handful of dialogues
  • Spouse stands next to you at the Dance of the Moonlight Jellies
  • In-law dialogue... when you marry someone, their parents/relatives dialogues will change slightly to account for the change
  • Sam, Sebastian, and Abigail now go to the saloon on fridays after you marry them.
  • Spouses won't leave on rainy days, unless they have to go to work.
  • Fruit trees produce higher quality fruit as they age. (once per year, up to gold star)
  • Fruit tree harvesting now involves shaking the tree to drop the fruit
  • Lightning strikes now have a unique effect on fruit trees
  • Lightning is more likely to strike trees and crops, but lightning rods now have a very good chance of intercepting lightning strikes (if they aren't already processing a lightning bolt)
  • Charcoal Kiln now requires 10 wood to produce 1 coal, down from 20
  • Maxed-out friendship levels will no longer decay
  • Added another digit to the shipping menu money counters.
  • Dying in mines is less harsh: money lost caps at 5000g, rate of item loss reduced, can't lose rings or the Galaxy Sword
  • Your assigned movement keys are now used within Journey Of The Prairie King
  • You can now retrieve powerups and coins that drop on the edge of the map in Journey Of The Prairie King
  • The last two hearts are now greyed-out for marriage candidates until you give them the bouquet
  • Willy now likes most fish dishes
  • Adventurer's Guild now sells monster slayer rewards after you've unlocked them (you still get the free reward)
  • Hardware mouse cursor option


Bug Fixes:

  • Tools left in chests within farm buildings won't count as "missing"
  • Poppy properly consumed in poppyseed muffin recipe
  • Can no longer incorrectly "consume" trap bobbers (click to make them disappear with strange sound)
  • Agriculturist profession no longer causes an extra 25% growth rate when speed-gro isn't present. Speed increase effects should now properly apply to very slow-growing crops.
  • Fixed sunflower seed price at JojaMart
  • Chests should no longer appear on top of you in bed after upgrading your house.
  • Item placement with the gamepad improved, and there is now an option to show an item placement indicator
  • Snow yams shouldn't appear in the desert anymore
  • Sea Cucumber should properly appear in the fishing tab of the Shipping menu
  • Farm animals should no longer get stuck on fences placed directly to the right of the barn door.
  • Various minor bug fixes.
  • Minor changes/fixes to dialogue



Edit (6:16 PST, 4/6): quick fix for Harvey's bugged 4-heart event.

New Build -- 1.06

With version 1.06, the first steps are taken to improving marriage in Stardew Valley! Each spouse now has a unique dialogue sheet, and leaves the house at least once a week to visit town or take a walk. In short, they retain a lot more of their unique "personality" after marriage.

Changelog:

  • Added unique dialogues for all spouses.
  • Spouses now leave the house on mondays.
  • Value of most animal products increased.
  • Holly is now poisonous.
  • Missing events problem shouldn't happen anymore.
  • Minor bug/grammar/graphics fixes.


Note: animal product prices and edibility of Holly will only take effect on items generated after the update. items that already existed before updating will still have the old prices/edilbility.

There will be more marriage improvements to come. Hope you're having a nice weekend.

Edit: uploaded another quick patch that should fix the problem where spouses had a speech bubble but no speech, and also the farm rampage.

-ConcernedApe

New Build -- 1.05

Let me try this again... :-P


  • Restored a "Lost" Shane event.
  • Changed earthquake to Summer 3rd... to make it clear that it's the season change that kills crops.
  • Increased opportunities for iridium. The chance to find iridium in the skull caves increases significantly every ten levels.
  • Added a zoom in/out feature to the options tab.
  • Added volume sliders for ambient sounds and footstep sounds.
  • Added snow transparency slider.
  • Added option to turn off flash effects.
  • Added lighting quality option.
  • Leah's schedule has been fixed.
  • Spouses who have jobs won't get stuck in the bus area anymore.
  • Upgrading a house with crafted flooring should no longer cause a mess.
  • Added quest (Rat Problem) to make it clearer that you have to investigate the Community Center.
  • Only read if you've gotten to year 3: Grandpa's had a change of heart... he feels he's been a little too harsh with his judgements. He no longer mentions "great honors", and his dialogue is a lot softer. If he's already visited you, check his shrine for a new opportunity...
  • Restored more advanced NPC end-point behavior.
  • "Secret" NPC's should no longer show up on calendar until you meet them.
  • Escargot, chowder, etc. should now properly give fishing buff.
  • You now truly cannot pass the bouncer.
  • You can no longer get stuck trying to board the bus.
  • Fixed issue with invisible trees preventing interaction with tiles.
  • Dead flowers no longer affect honey.
  • You can now dance with your spouse at the Flower Dance.
  • Game should now properly pause when steam overlay is active.
  • Fixed issue where inactive window was still responding to input.
  • Fixed fertilizer prices in Pierre's shop.
  • Fixed Fector's Challenge
  • You can now press the toolbar shortcut keys (1,2,3, etc. by default) to change the active slot while the inventory menu is up.
  • Iron ore nodes can no longer be removed, only destroyed.
  • Dog should no longer sit on chests...
  • Spouses less likely to run away into the dark abyss.
  • Naming your child after an NPC should no longer cause issues.
  • Fixed issue where recipes would sometimes consume more ingredients than they should.
  • Fixed crashes in certain cutscenes, when certain dialogue options were chosen.
  • Many small bug and typo fixes.


Edit: Version 1.051 uploaded at 4:16pm PST March 12.
changes/fixes:

  • Fixed weird rectangle lighting problem.
  • Flooring can now be removed by bombs.
  • You can press a "menu" button (Esc. or 'E' by default) to close out of yes/no dialogues
  • If no other function is mapped to it, the 'Y' key will choose "yes" in a yes/no dialogue
  • You can use the trigger buttons on a gamepad to navigate through the Community Center menu.
  • Minor fixes.
  • More secrets.


Edit: Version 1.051b uploaded on March 17th
changes/fixes:

  • Fixed disappearing item problem. (items can still be destroyed by farm debris)
  • Kegs now require oak resin to craft.
  • Bee houses now require maple syrup to craft.
  • Tortilla price changed from 75g to 50g.
  • Nautilus shell (artifact) renamed to Nautilus fossil.

-ConcernedApe

New Build -- 1.04

Another build for you... a few things for fun, a few gameplay changes, and many bug fixes!

Gameplay Additions/Changes

  • Added a randomize character button to the character creation screen.
  • Robin now sells crafting recipes for "Wood Floor", "Stone Floor", and "Stepping Stone Path".
  • Added a secret new way to modify a rare item.
  • Increased grass growth rate.
  • Increased forage spawn possibilities, and made it much less likely for forage to spawn behind trees.
  • Reduced value of honey from 200g to 100g.
  • Raised clint's ore prices.
  • Inventory menus now indicate which slot is the "active slot".
  • Made the meteorite look snazzier.


Bug Fixes

Note From The Developer

Hello everyone, I hope you had a great weekend, and I hope you're enjoying Stardew Valley so far!

I know there have been a few bugs and issues with the game, and even some updates I made that broke things (hopefully it's all fixed now!). I'd like to apologize to anyone who has encountered problems with the game thus far. You can be sure that I'm actively listening to all your bug reports & feedback, and I'll continue to work my hardest to address every known issue.

I'm also very excited at the prospect of adding new content in the future (as well as Multiplayer). I have lots of ideas of my own, and I've also heard some great ideas from others. Let's make this an active community together!

The future is looking very bright!

-ConcernedApe