Last month, I had the absolute pleasure of being in the same room as Eric Barone, creator of Stardew Valley, and Yasuhiro Wada, creator of the Harvest Moon series and the upcoming Birthdays the Beginning. The two developers had never met before, and came together to play each other's games for the first time, then chat—farm game maker to farm game maker.
Afterwards, I sat down with both of them to talk farming inspiration, Japanese releases on PC, and how making games has changed since the first Harvest Moon. You can watch the video above to hear that conversation.
When I spoke to Barone back in March, he told me Stardew Valley actually started out as a Harvest Moon clone to teach himself how to code in C#, before it slowly evolved into what it is today. Barone said he had "grown up spending countless hours playing Harvest Moon and [is] a huge Harvest Moon fan," but that he could never find a suitable substitute on PC. So he made his own.
Watching him meet Wada, the man who created his inspiration, was a fun moment. Both developers had such a clear respect for what the other had done. Though Wada and the Harvest Moon series are legendary at this point, Stardew Valley has now sold close to two million copies since its release in February, making it a massive success of its own.
Our conversation also revealed that Barone is facing some of the same struggles Wada faced with the original Harvest Moon 20 years ago. Localization can be time consuming and difficult for a small team. It was a limiting factor in Harvest Moon's early days (and resulted in some infamous translation goofs), and is a problem Barone is currently working through. The two developers also both found success around the age of 27, and Barone joked that he feels like he may be following in Wada's footsteps.
This meeting, along with our first face-to-face meeting as PAX West, reaffirmed my appreciation and amazement at how humble Barone has stayed in the face of overwhelming and unexpected success. He's truly a class act, and has continued to support what is already a great game. It also got me more excited than I expected to be for Wada's next game, Birthdays the Beginning—a god game that should feel right at home on PC, and has very little in common with Minecraft despite the deceptively similar graphics.
Stardew Valley - contact@rockpapershotgun.com (Alice O'Connor)
Stardew Valley [official site] received a big ol’ update last Monday, adding everything from new farm landscapes to new farm buildings and new farm divorces. A new patch followed up on Friday afternoon and while it’s not massive, it is worth pointing out. If you’ve been considering starting a new farm on one of the new plots, see, you might be interested to hear that they’ve been fiddled with a bit. Not huge, but useful to know. … [visit site to read more]
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.
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.
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.
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.
"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
Bug Fixes
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
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
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.
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.
"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
Bug Fixes
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
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
Stardew Valley - contact@rockpapershotgun.com (Brittany Vincent)
The sprawling Stardew Valley’s [official site] Version 1.1 has entered its beta phase, and creator ConcernedApe (Eric Barone to us normies) has a whole slew of new features to test out including new marriage options, divorce, construction and more. If you’re interested in taking the plunge, ready your bug spray and hop right in.
Farming can be a solo, peaceful activity, a zen ritual or an obsessive march to agricultural perfection. Or you can share the farming life with friends thanks to Stardew Valley multiplayer, which is now easy to play on Steam or GOG.
Stardew’s multiplayer does not support split screen, so make sure whoever you plan to play with has their own copy of the game. Multiplayer relies on the Cabin farm building that you can buy from Robin. You must have cabins on your farm for each friend (up to 3). Luckily, each cabin is cheap to build in an existing singleplayer save, or you can begin a new multiplayer farm with cabins already pre-built.
Saves are stored on the host player’s machine, meaning others can't keep playing after the host leaves the game. We'll start off with the quickest and easiest way to play Stardew Valley multiplayer with your friends and also share some tips on how to be most effective as a farming team.
Stardew Valley multiplayer: How to start a multiplayer farm
The quickest and easiest way to start a multiplayer farm is from scratch:
Select "Co-Op" in the main menu.
Under the "Host" tab select "Host new farm."
Choose the number of additional cabins you want to start with, up to three.
Select "Nearby" or "Separate" to control where the additional cabins should be placed.
Select your profit margin. "Normal" means all items sell at the same price as in singleplayer so you and your friends will likely rake in cash quick, while percentages below 100% will give you more of a challenge.
Create your new farmer as normal.
How to turn your singleplayer farm into a multiplayer farm
Choose "Load" in the main menu and select the farm that you want to use.
Go to Robin's store and purchase one of three Cabin types for 100 gold plus either 10 Stone (Stone Cabin), 5 Wood and 10 Fiber (Plank Cabin), or 10 Wood (Log Cabin).
After you place the cabin on your farm it builds instantly. Save and return to the title screen.
Select "Co-op" on the title screen and then under the "Host" tab load the farm you just saved with a new cabin.
Invite your friends!
How to invite your friends to your farm
Load the farm that you want to play.
In the "Multiplayer" section of the Options menu, check whether your Server Mode is set to "Friends-Only" or "Invite-Only."
In "Friends-Only" mode, if you've launched the game through Steam or GOG Galaxy, any friend you have on the platform should be able to see your farm in the "Join" tab of the Co-op menu.
In "Invite-Only" mode, you'll need to click "Show Invite Code" and then send the code shown to your friend. In the "Join" tab of the Co-op menu, they can type the code in by selecting "Enter Invite Code."
Stardew Valley multiplayer: Tips for farming together
The most important things to remember in Stardew Valley multiplayer are what you share with your friends and what you don’t share. These things remain separate:
Inventory
Skill levels
Energy
Relationships
If your real life significant other, like mine, still thinks they’re going to woo Jodi away from her husband you can pursue your own successful relationship while they bark up that tree.
What you do share:
Farm space
Gold
Most importantly, your time
It makes complete sense that in a shared game the clock would march on regardless of who happens to be organizing their inventory or perusing Pierre’s store. What I forgot is just how much time I spent doing those things while playing alone. I may well have spent equally as much of my days in some kind of menu, causing the game’s clock to pause, as I did actually running about. In multiplayer, the clock stops for no farmhand and the days fly by at a breakneck pace.
The sun is always setting hours before I feel like I’ve gotten done what I had hoped to accomplish (too realistic, right?) and without my partner and I ever managing to communicate what we’d be working on. The pressure to perform quickly isn’t a defect with the multiplayer design, but it’s a new way of thinking about playing that I had to consciously adjust to. If you absolutely must pause, the host player can press the default key T to open the text chat window and type "/pause" to force freeze the game.
Inevitably, a friend will log off with something in their inventory that you needed. You can pilfer what they held out on you by checking what looks like a dresser inside their cabin. If you choose to invite friends to one of your existing saves, they will create a new character and begin with a basic set of tools, no skill levels, and only the starting amount of daily energy. My partner was forced to dig through my abandoned clothes and weapons to find hand-me-downs that would let him dive into the lowest levels of the mines, while also finding that he didn’t have the energy to water all the crops on my farm.
Apart from time constraints, a few other oddities are worth noting. While in multiplayer mode, you will not be able to move or demolish your farm buildings from Robin’s store. Presumably this could create conflicts if your friends are inside of a building you demolish or are standing where you hope to move one. For a constant organizer like me, kicking my partner out so I could edit our farm’s arrangement in singleplayer every so often is not ideal.
Once your multiplayer farm is running like clockwork, you can expand your operation into the modded zone with the multiplayer mods linked above!
Stardew Valley's friendly and earnest approach to farming and town life exploded in popularity when it released in 2016. The last three years have brought slow but substantial updates to farm life in Pelican Town starting with the addition of four new farm maps and eventually Stardew Valley's multiplayer farming.
Stardew Valley is still being updated by developer ConcernedApe, and its latest 1.4 update is titled the "Everything Update" for apparently changing every part of the game in some way. Below we've cataloged the patch notes for the brand new 1.4 update and will continue to add additional bug fix patches as they release.
Check page 2 for all of Stardew Valley's previous updates from the additional farm maps to the multiplayer update.
ConcernedApe released the 1.4.1 patch to address issues found in the big 1.4 Everything Update. The patch was originally listed as version "1.4.0.1" but changed to 1.4.1 to keep compatibility with the Stardew Valley Modding API.
Here are the fixes and changes from the patch notes.
New features
Added a new Gamepad Mode selection to the options menu. The default setting (“Auto”) will automatically switch between keyboard and mouse controls depending on the last used input. “Force on” forces the game to use gamepad logic, similar to earlier versions of Stardew Valley. “Force off” disables the gamepad and should be used if you only play the game using a keyboard and mouse.
You can now purchase the museum rarecrows from the night market after you’ve unlocked them.
Some non-spouse NPC’s now have custom movie ticket acceptance dialogue (english only)
Gameplay changes
Penny’s 14-heart event will no longer remove any placed dressers. They will remain in place, and any furniture that was supposed to be placed in any occupied tiles will now be added to the same chests Penny puts your objects in.
Explosive ammo now costs 300g/each in Marolon’s shop, won’t appear until you’ve unlocked the crafting recipe, and now only explodes with a 2 tile radius instead of 3.
You can now only buy one piece of Magic Rock Candy per Thursday at the Desert Trader.
Iridium ore abundance now increases much more slowly beyond level 100 of the skull cavern
Vincent now loves snails
Bug fixes
Fixed an issue where farmhand’s separate wallets would be reset to 500g if the host was playing on Mac or Linux
Fixed the incorrect ordering of NPC gift tastes so now tastes should remain as they were in 1.3.
Trash bear no longer appears on festival days, preventing a potential crash.
Fixed an issue where reclaiming the Insect Head, Neptune’s Glaive, Forest Sword, or Carving Knife from Marlon would cause Clint to appear to be upgrading that weapon. This could cause you to lose a tool if you were already upgrading a tool when this happened.
Fixed problem harvesting crops with the golden scythe.
Fixed bug where you could warp into the sewer on your horse, causing you to warp into the void.
Fixed an issue allowing torches and flooring to placed on the spouses’s porch position, preventing them from coming outside.
The Golden Scythe should no longer appear on the reaper after you’ve already received it
Fixed a minor issue where players who have connected to a game and are creating a character while an achievement triggers would send a message saying “- has earned the ‘(Achievement Name)’ achievement.”
Fixed a hole in the refurbished saloon room, which allowed players to walk out of the map boundaries.
Fixed an issue where a farmhand entering a freshly built cabin could cause the farmhand that owns it to spawn in in the upper left corner of the main farmer’s farmhouse.
Fixed fishpond silhouettes being incorrect after clearing the pond in multiplayer.
Fixed a typo causing plant seeds being removed from the inventory when unsuccessfully attempting to plant them outside of the farm.
Pre-1.4 Untyped “Honey” items that were misnamed “Wild Honey” are now just converted to “Wild Honey” that stacks with other “Wild Honey” items.
Fixed a crash that could occur when Tree Fertilizer recipe is added to a save that already has it.
Fixed the dove subplot enemy from leaving visual trails on the host’s machine regardless of the location they were in.
Corrected the fix for the Stardew Valley Fair festival’s petting zoo area appearing incorrectly if certain post-game conditions had been unlocked.
Added a graceful fail state to the function that gets a wedding for the day in case there’s a completely invalid farmer ID in the farmers list (potentially from a removed cabin).
Players that could have missed increases to their max health, crafting recipes due to skipping combat skill levels will now earn them on level load.
Adjusted shorts easter egg to give precedence to any normal interactions with the NPCs it affects (gifting, completing a quest, etc.).
Slightly optimized debris code.
Pending level ups are now removed from characters as they are applied, instead of all at once at the end of the night. This makes it so that a character who gets disconnected/crashes during a level up will now be able to re-apply their level ups the next time they are connected.
Fixed non-synchronization of items recovered from Marlon at the Adventurer’s Guild.
Changed the display name of Flounder in Russian, so that it is distinct from Halibut.
Weapon cooldowns now only happen if game time should pass.
Adjusted the requirements to be able to respec a skill at the Statue of Uncertainty to allow users who have “missed levels” to reclaim their missed perks levels using it.
Fixed a botched after-movie dialogue from Evelyn
Fixed the direction of the fold on the Gi clothing items.
Fixed Tea Saplings not being placeable on certain tiles on the farm.
Fixed a crash when checking the calendar while engaged to another farmer that is currently disconnected from the game.
Fixed problem where you could soft-lock a shop menu in an edge case scenario. You can also now buy recipes with a full inventory.
Potential fix for switching over to the scythe after using the club slam repeat quirk causing the next used tool to soft-lock the player in place.
CONTROLLER: Fixed some inconsistencies with cursor placement when item stowing is on.
CONTROLLER: Fixed an issue where using the Trigger buttons to swap pages in the Junimo Bundle menu while holding an item would cause it to be lost.
CONTROLLER: Highlighting a dropdown menu option in the options screen on the controller now snaps to the drop down button, no longer obscuring the text.
CONTROLLER: When a dialogue question is asked, the first selectable option is now selected by default on controller mode, regardless of whether or not the Controller style menus option is enabled.
CONTROLLER: Fixed an issue in the quest log where if you moved the cursor right from the “back” button when viewing a quest description on the second or higher page of the quest log, it cursor would move to an invalid position.
Fixed various typos.
MODDING: Added in a null check to loadDataToLocations as a courtesy to people with residual mod data in their save file
MODDING: Fixed the /friendAll debug command granting friendships to NPCs that aren’t friendable, which could possibly cause issues on any game mechanics that randomly select a friend (daily quests)
ConcernedApe is big on avoiding spoilers when releasing notes for big content updates so the blog post announcing the 1.4 everything update has several teases for new content but doesn't get into details. In the same spirit, we'll lead off with an overview of the 1.4 update.
Scroll to the next header to see all the detailed (and spoiler-y) notes on all new features and content.
Here are the highlights of the update without spoiling any of the new story content itself:
A new end-game mystery involving an abandoned building...
A new 14-heart event for every spouse"I wanted to show a little more about what each spouse is up to after marriage, and give you another thing to look forward to after marriage."
Fish PondsA new farm building that allows you to raise fish and harvest a variety of items from them. Most fish will produce roe, which can be processed further in a preserves jar. Some fish produce other things, though, and many also produce secondary items that can be useful.
Four Corners farm mapFour Corners is perfect for the new separate money option in multiplayer, since each farmer can have their own quadrant to live in. But it’s also fun for single player or cooperative farms. Each quadrant has a different perk, but the intruding cliffs reduce your total farming area. Another interesting feature is that the greenhouse, farm cave and pet area are located in the center of the farm.
And more:
Over 60 new items, some fun, some practical and some powerful
Added 24 new hairstyles, 181 new shirts, 35 new hats, 14 new pants , and 2 new boots
Junimo Kart has been almost completely re-done
Sheds can be upgraded to double their interior size
Added 2 new monsters and 2 new alternative levels to the mines
A new type of upgrade at the Blacksmith’s
An emote menu for your farmer (default key is Y)
You can now stack "big" items like kegs
Junimo Note icon pulses when hovering over an item that’s required for a bundle
The social tab now keeps track of villagers’ likes and dislikes
Your collections tab now keeps track of all the letters you’ve received
14 new music tracks
Below are the full update notes including spoilers for that end-game mystery! We've bolded some of the big items to make them easier to pick out.
New content and features
Added movie theater unlocked in late game, with related content and features.
Added 14-heart events for every spouse.
Added new events and dialogue (including a new heart event for Caroline).
Added clothing items equipped on the player (replaces former clothing appearance options).
Added clothes tailoring and dyeing.
Added 24 new hair styles, including bald heads.
Added Four Corners farm map (meant for co-op, divides the land into four areas with their own perks).
Added Fish Ponds to breed fish and produce items.
Added shed upgrade (doubles the interior size).
Added cat/dog breeds selectable from the new-character customisation menu or Shrine of Illusion.
Added Krobus as a potential roommate if you’re unmarried.
Added a desert trader that sells new items.
Added Trash Bear to clean up trash around town in year 3+.
Added 4 new monster eradication goals & prizes.
Added 4 new museum reward levels (for donating 35, 70, 80, and 90 items).
Added trash can upgrades purchasable from Clint (gives 15-60% of trashed items’ value as money).
Added a new sun room in Pierre and Caroline’s house.
Added the ability to perform various emotes through a new menu (default key is ‘Y’).
Added a new farm building: Desert Obelisk.
Added winter flooring sprites.
Added hidden subplot if you’ve turned children into doves. (Spoilers: check the television on Fall 26, then visit the Witch’s Hut for a recurring effect and fish on the Four Corners farm for a one-time effect.)
Added experimental support for letting farmhands move buildings. Use the /movebuildingpermission command to toggle between on (farmhands can move any building), owned (they can move their own cabins or buildings they’ve built themselves), or off (default).
Added a new trash bin in front of JojaMart.
Added map export feature (except on 32-bit Linux), accessed via a button in the options menu or the /mapscreenshot chat command. Screenshots are saved in the appdata folder; click a button in the options screen to open it. When using the command, you can optionally specify a filename and percentage size like /mapscreenshot test 25.
Added VSync option. Disabling VSync may improve overall framerate at the expense of frame rate stability.
Added an NPC profile accessed through the social tab (tracks birthdays, their liked/disliked gifts as you discover them in-game, etc).
Added ‘advanced crafting info’ option which shows more info on the crafting menu (including number of times crafted and the number of each ingredient available).
Added OST files for new music tracks.
Added new easter egg on the title screen.
Junimo Kart has been completely redone and is now actually fun.
Dressers can now be used to store clothing, hats, shoes, and rings.
When you catch a silver or gold-quality fish, a ‘perfect’ catch now increases the quality by one. (This is the only way to get iridium-quality fish.)
You can now put hats on your children (once they can walk).
You can now play Elliott’s piano.
You can now put gemstones in Junimo huts to affect the color of new Junimos.
Divorced spouses no longer attend your wedding.
Divorced spouses no longer treat their exes normally during Festivals.
Auto-Grabbers now work in the coop too.
Successfully parrying a slime attack now prevents the “slimed” debuff.
Seaweed can now be foraged along the bottom shore of the tidal pool beach.
The adventurer’s guild now sells any boots you already found in mine chests.
You can no longer load saves created in a newer version of the game than you have. (This will only affect future versions of the game.)
New mine content
a quarry mineshaft dungeon with new Haunted Skull and Sludge monsters, and a Golden Scythe;
prehistoric floors in the Skull Cavern with a new Pepper Rex monster;
rare alternative levels in the 1–120 mines after unlocking the quarry similar to the quarry mineshaft dungeon.
New items
181 shirts;
35 hats;
14 pants (including dresses, skirts, and shorts);
2 boots;
38 decorative items obtained in various ways (e.g. new events);
17 new flooring options;
2 new Secret Notes;
two fish: Flounder and Midnight Carp;
Artifact Troves (can be broken open by Clint to yield artifacts);
Caviar, Roe, and Aged Roe;
Dark Sword;
Deluxe Scarecrow (given when you collect all rarecrows, has double the radius);
Dinosaur Mayonnaise (processed from Dinosaur Eggs);
Golden Scythe;
Mini-Jukebox (place anywhere on the farm or in farm buildings to play previously-heard music);
Mini-Fridges (place inside to extend your fridge capacity);
Rice crop;
Seafoam Pudding (fishing level 9 cooking recipe);
Shrimp Cocktail (recipe learned from the Queen of Sauce episode on Winter 25 Y2);
Squid Ink;
Sunflower Honey (produced by beehouses);
Tea bushes, Tea Leaves and Green Tea;
Training Rod (easier fishing but only catches common fish);
Tree Fertilizer (non-fruit trees grow more quickly);
Warp Totem: Desert;
Wilted Bouquet (crafted from a Bouquet), which lets you break up with NPCs you’re dating;
Workbench (lets you craft with ingredients in adjacent chests);
Wood Chipper (breaks hardwood and driftwood into wood).
Multiplayer changes
Added optional separate money in multiplayer.
Added support for private chat messages.
Added more multiplayer “server messages”.
Added a /ping chat command which prints the current ping to the host (for farmhands) or to each farmhand (for the host).
Added a /kick <farmer name> chat command.
Added /ban and /unban chat commands. Bans are per-farm, and the command can be called with a farmer name, user ID, or IP address. in all cases it will ban the user, not the farmhand character.
Added multiplayer synchronization for: daily luck; bulletin board quests (in most cases); trains; lightning bolts; mine fog events; lost book collection; merchants’ limited stock; drum/flute blocks; adjustments to the fishing bobber’s position while it’s midair; the animation when a player has a fish on the line.
When creating a new multiplayer form, the Starting Cabins option now defaults to 1 instead of None.
Each player now has a separate mailbox and spouse porch area.
Each player can now build a separate cellar.
When a player drops an item in multiplayer, other nearby players now have priority for picking it up.
You can now see other players’ scores during certain festivals in Multiplayer.
Quests in multiplayer now set difficulty based on the highest-level player.
In the Skull Cavern, mine shafts now drop players to the same level in multiplayer.
In multiplayer, many random checks now use the team’s average luck instead of only the host’s luck.
If connecting to a multiplayer server fails, the game will now retry internally before giving up.
The reward for completing the Bulletin Board bundle is now applied to all players in multiplayer.
Moving a Shipping Bin no longer leaves behind its lid for other players on a multiplayer farm.
Quality of life changes
Added ability to rearrange the museum artifacts (without donating a new one).
Added ability to reread received letters anytime via the collections tab.
Added ability to rotate the toolbar (using Tab and Ctrl+Tab by default).
Added ability to fill existing stacks in a chest from your inventory.
Added notification when a tool being upgraded is ready.
Added tabs to the Catalogue and Furniture Catalogue.
Added current Qi coin balance to Calico Jack minigame UI.
Added support on Linux for pasting invite codes via an onscreen button (requires xclip).
Added upcoming weddings to in-game calendar.
All events should now be skippable.
Gates can now be attached to one piece of fencing (instead of needing fences on both sides), which allows for double-width gates.
The hallway to the spouse’s room in a two-story farmhouse now matches the bedroom flooring.
Changed interaction cursor when pointing at farm animals you haven’t pet today.
Giving datable NPCs a gift no longer makes your spouse jealous unless you’re currently dating them.
You can now construct/move farm buildings onto tilled dirt and tree seeds.
Trying to construct/move farm buildings onto an animal now poke them out of the way.
Collapsing in the mine no longer makes you forget levels.
After collapsing in the mines and losing items, a list of lost items is now shown and you can pay Marlon to recover one of them.
You can now remove horse hats (by interacting with the horse while holding another hat).
You can now trash copper pans and slingshots.
You can now buy copper pans from Willy’s shop after receiving the first one.
You can now stack craftable items in inventories (like kegs or furnaces).
You can now attach baits, tackles, etc. to your fishing rods directly from a treasure chest.
You can now shift-click items to move them out of the toolbar.
You can now hold down the interact button without retriggering the eat item prompt. That lets players quickly refill rows of kegs/preserves jars without being interrupted by the prompt.
You can now go to sleep while holding an item.
You can now pause Junimo Kart by pressing Enter or P.
You can now play Junimo Kart entirely with the keyboard.
Made it easier to collect milk/wool from farm animals. Animals now have a larger hitbox, and using shears/pail while facing multiple animals now finds the best match instead of the first one.
Interacting with a Mill that only has one type of item in it now automatically collects the item instead of opening a chest menu.
Pointing at an inventory item needed for a bundle now makes the Junimo bundle button pulsate.
Pointing at an item to sell in the shop menus now shows the “Gunther can tell you more” text if the item hasn’t been donated yet.
Mushroom tree sprouts are now distinguishable from other trees.
Wild Bait now provides a chance to catch two fish at once.
Pets no longer spawn in positions that block the farmhouse door or corridors.
When exiting a Junimo bundle menu, the cursor highlights the bundle that was exited.
Farm animals standing on crops no longer prevent the crop from being harvested.
A message now appears when fruit tree growth is prevented by a surrounding obstruction.
When an NPC walks over a chest, it will now dump its contents out instead of destroying them.
When viewing a bundle, inventory items for completed slots are now grayed out.
Jumping down a mineshaft just above level 100 will no longer drop you below level 100 in the Skull Cavern.
Players can now “push” through NPCs at festivals, to avoid getting trapped in some cases.
Queen of Sauce reruns will now choose an already-aired recipe that a player doesn’t know.
The animation played when finding a new lost book is now only played once per player.
Unclaimed bundle rewards can now be picked up from a Junimo bag in the Community Center.
Wild tree seeds can now be placed in any diggable tile outside of the farm without needing to hoe it first.
When you dismiss the map by clicking on it, you’re now returned to the previous menu tab (if any).
Wilted trellis crops no longer block movement.
The Hat Mouse now sells hats you’ve won in festival competitions.
Moving the cursor over a crab pot while holding the action button no longer picks it up.
Moving the cursor over a farm animal while holding the action button no longer opens the inspection menu (so it’s easier to pet animals).
Improved the ‘Organize Inventory’ logic. Now properly handles empty spaces on Linux, and sorts stacks from highest to lowest quantity.
Changed processing time of tapped mushroom trees so that they’re harvestable in the morning (instead of midway through the day).
Obelisks now have a 3×2 footprint instead of 3×3. (Their sprites are unaffected.)
Dropping an item when collecting rewards from Gunther now throws the item downwards instead of upwards, to prevent players without magnet rings from dropping items into out-of-reach positions.
Balance changes
Fruit trees no longer need the surrounding tiles to be empty to increase in quality once fully grown.
Fruit trees are no longer blocked from growing by non-colliding objects (notably artifact spots).
Mushroom trees no longer drop wood (and debris chunks are now white instead of brown).
You can now increase friendship by talking with NPCs at festivals.
Trains now drop more items.
Some items no longer appear in random shop stocks: void eggs, void mayonnaise, and sweet gem berries.
The quarry now spawns oak & maple trees.
Charcoal kilns now require 2 copper bars (instead of a gold bar).
Cheese now sells for more.
Cloth now drops more often from mummies.
Dressers now cost more.
Looms can now produce multiple cloths when higher-quality items are input.
Pancakes can no longer be bought from Krobus before winter Y1.
Sturdy Ring is now easier to craft.
Journey of the Prairie King has been rebalanced.
Calico Jack and slot machines in the casino now statistically favor the player. (Previously the player was more likely to lose.)
The Forester profession now causes 25% more wood to drop from trees/stumps/logs, instead of raising the value of wood by 50%.
Speed-Gro and Retaining Soil can now be applied to crops anytime.
Basic and Quality Fertilizers can be applied to seeds (but can’t be applied once a seed has sprouted).
Rebalanced the frequency that secret notes are dropped.
Fishing tackle now sells for less once damaged, depending on its remaining durability.
Sweet Gem Berry can no longer be bought from the traveling cart (you can only buy the seeds).
Bean Hotpot now grants max energy +30 and magnetism +32, instead of showing “max energy +2” but granting nothing.
Spring Onions quality is now determined at the start of the day.
The Legend can now only be caught once.
Made bottom edge of fishing bobber bar slightly more generous.
The effect of fishing level on fish size no longer caps at 10.
Debris now respawns at the start of spring in Cindersap Forest, town, and the Railroad.
Reduced cases of items splashing into water when they’re visually on dry land.
Lightning rods are now always harvestable immediately the day after being struck.
Wheat now has a 40% chance to also drop hay on harvest.
Wild Bait can now be obtained from fishing treasure chests if you know the crafting recipe.
Improved controller support
Added an on-screen keyboard to type into chat or text fields using the controller.
Added ability to stow an item when playing with the controller, freeing up your hands to interact with NPCs without accidentally gifting them items.
Added a left/right bumper hotkey in inventory menus. when the new ‘add to existing stacks’ button is available, pressing the hotkey will automatically snap to that button for easier inventory consolidation.
You can now highlight the list of required items in the Junimo bundle screen while using a controller, so you can see a tooltip with the item’s description.
Improved controller navigation/use in: the museum donation screen; the Load Game and Join/Host Coop Game menus; the bundle screen (no longer need to scroll all the way to the right to access the second row); chest and item grab screens; crafting menu.
Improved switching between keyboard/mouse and controller mode. For example, having a controller plugged in no longer snaps mouse input to buttons.
Improved placement logic with a controller (planting seeds, placing furniture, etc).
You can now direct your fishing casts with a controller.
The buffs display tooltip is now hidden if the mouse cursor isn’t visible.
Fixed cursor snapping to upper-left item when clicking the organize items buttons on the controller.
Fixed D-Pad not correctly selecting dialogue options.
Fixed an issue making the animal pregnancy disable option unselectable with a controller.
Fixed navigation of the languages menu using a controller.
Fixed an issue where rearranging artifacts in the museum didn’t work with controller-style menus.
Fixed various issues related to selecting dialogue choices with a controller.
Fixed being able to move the cursor on the shipment screen after the screen is dismissed with the OK button on a controller.
Fixed cursor slightly misaligned on the skills screen when you first enter it using a controller.
Fixed various issues related to the display of the cursor in the level up screens with a controller.
Fixed some issues with controller navigation of the items in the wallet section of the skills tab.
Fixed controller navigation of dropdown lists in the options screen.
Fixed an issue where the controller’s left thumbstick was moving the mouse cursor around while playing minigames.
Fixed an issue where using the face buttons to aim shots in Journey of the Prairie King on the controller would sometimes cause the shots to go in the wrong direction and cause the player to get stuck shooting.
Fixed chest color picker buttons being selectable if the color picker isn’t shown.
Other changes
Various copyediting, improved text, tweaked sprites, and tweaked map tiles.
Made some optimizations that may improve performance on some machines/platforms or in some cases.
Improved many translations and fixed missing font characters in Korean.
Changed midnight from 12:00 to 0:00 in Japanese.
Added an open sprite to the fridge.
Adjusted the mail received after collapsing to more accurately reflect timeline changes in the game.
Adjusted a dialogue option in Penny’s 2-heart event to be more considerate of George’s perspective.
Removed the Junimo Note/Community Center Button from non-inventory screens.
Improved Elliott’s cabin interior design a bit.
Items found in the trash now pop out of the trash instead of going directly into your inventory.
Updated credits.
In single-player, the mines now reset as soon as you leave instead of waiting for the next 10-minute update.
NPCs now destroy trees in their path (and will trample wild tree seeds underfoot).
NPCs now close their eyes and do a sleep pose when they go to bed.
Players now close their eyes when they go to bed.
Penny no longer randomly reveals Pam’s taste for alcoholic items.
Fish sold to Willy are now resold in his own shop (fish are no longer sold at Pierre’s).
Tweaked hoed dirt color on the beach in fall.
Made David’s cage look more appropriate for guinea pigs.
Reduced splash effect of small cosmetic debris to make it easier to distinguish splash of actual items.
Added animation when digging through trash.
Adjusted sound made when picking up forageables, eggs, etc.
Added log for unexpected network disconnects (in a separate DisconnectLogs folder).
The ordering of the items on the collections page is now consistent between languages.
Gameplay fixes
Dismissing a letter with unclaimed items now automatically picks up the items.
You can no longer activate the Statue of Uncertainty if you haven’t met the level requirements.
You no longer take damage from monsters while passing out at 2am.
Fixed various exploits, including…
opening the journal while fishing paused time but still caught fish;
opening the journal while dying skipped the death event and prevented losing items;
you could use an incorrect item in some cases (like using a wallpaper to obtain the Galaxy Sword, incubate a dinosaur egg, or when crafting);
you could predict the mushroom level pattern in the mines;
you couldn’t be damaged while the eat confirmation prompt was up in multiplayer;
right-clicking a fishing rod attachment in the inventory reset its durability;
using glitches to leave the spa while in swimming mode would result in infinite energy/health regen;
you could obtain up to 109 statues of perfection by storing each one in a cabin’s inventory chest;
items of different qualities could be combined into one stack when buying from Pierre;
you could sell items to Pierre’s at an upgraded price (e.g. Salmonberries with the Bear’s Knowledge perk) and buy them back at their normal price. He now resells them at the same price he paid.
opening the journal while fishing paused time but still caught fish;
opening the journal while dying skipped the death event and prevented losing items;
you could use an incorrect item in some cases (like using a wallpaper to obtain the Galaxy Sword, incubate a dinosaur egg, or when crafting);
you could predict the mushroom level pattern in the mines;
you couldn’t be damaged while the eat confirmation prompt was up in multiplayer;
right-clicking a fishing rod attachment in the inventory reset its durability;
using glitches to leave the spa while in swimming mode would result in infinite energy/health regen;
you could obtain up to 109 statues of perfection by storing each one in a cabin’s inventory chest;
items of different qualities could be combined into one stack when buying from Pierre;
you could sell items to Pierre’s at an upgraded price (e.g. Salmonberries with the Bear’s Knowledge perk) and buy them back at their normal price. He now resells them at the same price he paid.
Fixed players getting stuck…
if you cast a fishing rod just after opening a treasure chest in the mines;
in the blocking pose when you use a sword’s special ability in rare cases;
on top of a mine ladder if multiple ladders were spawned;
in the traveling merchant’s cart when dismounting from a horse in some cases (or getting your horse stuck that way);
on top of Abigail when playing the minigame in her two-heart event.
if you cast a fishing rod just after opening a treasure chest in the mines;
in the blocking pose when you use a sword’s special ability in rare cases;
on top of a mine ladder if multiple ladders were spawned;
in the traveling merchant’s cart when dismounting from a horse in some cases (or getting your horse stuck that way);
on top of Abigail when playing the minigame in her two-heart event.
Fixed rare issue where no ladder would spawn on a mine floor.
Fixed monsters spawning too close to the start of a floor in the mines.
Fixed mummies dealing damage while downed.
Fixed invisible, interactable elevators on treasure floors of the Skull Cavern.
Fixed various issues where using bombs could cause items to spawn at the main player’s current location instead of the location where the bomb was placed (e.g. artifacts found via secret notes, fruit tree items, giant crops, mystic rocks, hardwood, crystals, and cave grass).
Fixed issue where weeds could be spawned on the tile directly beneath the elevator in the mines.
Fixed objects on the farm sometimes skipping their daily updates, which could cause issues like crops surviving a day into Winter or batches of crops not maturing at the same rate.
Fixed various cases where an entire stack of held items was incorrectly consumed.
Fixed certain artifacts not spawning as intended.
Fixed cooking ingredients spread between your inventory and fridge not correctly counted together.
Fixed issue where leveling up would incorrectly affect the related skill for the rest of the day (i.e. common trees wouldn’t drop seeds after leveling up foraging).
Fixed artifacts appearing on grass after winter turns to spring.
Fixed bug when getting a JojaMart membership shortly after completing the Community Center.
Fixed weed item obtained from breaking a mushroom seed or shaking a mushroom tree.
Fixed Livin’ Off the Land announcing the start of blackberry season on the wrong date.
Fixed certain placeable items being placeable on tiles occupied by other furniture.
Fixed a few missing boundary tiles in certain areas, including in the Stardew Valley Fair.
Fixed player’s fishing level and bait not taken into account for the wait time if the first nibble was missed.
Fixed Tiller profession bonus sometimes not applied to combined foraged and grown grape stacks.
Fixed Prospector profession not applied to rocks destroyed in the mines.
Fixed forage sometimes spawning out of bounds.
Fixed removing tappers from trees in certain ways making them become un-choppable.
Fixed fishing cast distance not determined when the bobber hits the water (previously set at the end of the cast).
Fixed TV weather forecast not always matching actual weather.
Fixed Queen of Sauce sometimes airing a new recipe on the Wednesday before it’s scheduled on the following Sunday.
Fixed Queen of Sauce repeatedly airing the Stir Fry episode at the end of year 2 and the beginning of year 3.
Fixed players playing a minigame at 2am not properly quitting the minigame and passing out.
Fixed players able to continue fishing or charging tools past 2am.
Fixed giant crops growing in a noticeable pattern.
Fixed discrepancy between an item’s shown health recovery and the actual recovery when consumed.
Fixed Chicken Statue (furniture) being stackable with the Chicken Statue (artifact).
Fixed issue where players could still take damage and die while warping with an obelisk or return scepter.
Fixed issue where ore/mineral veins destroyed with a bomb outside of the mine would only drop stone.
Fixed issue where going to bed early caused machines to process more quickly overnight. (Machines previously processed 100 minutes per hour slept; they now only do so between 2am and 6am, and the remaining time slept will be processed at the normal daytime rate of 60 mins/hour.)
Fixed issue where harvesting a tapped mushroom tree in winter would cause it to not produce again until mid-Spring, rather than Spring 1.
Fixed issue where snow yams and winter root could be dug up in the desert in winter.
Fixed lopsided bee house flower range.
Fixed some Witch Swamp and Mutant Bug Lair water tiles not correctly marked as water, causing inconsistent fish quality in those areas.
Fixed issue where entering a house the moment an NPC passes through a door would close the door on top of the NPC, causing them to get stuck.
Fixed issue where fruit trees wouldn’t grow if there was a monster or other NPC near them overnight.
Fixed issue where closing a mine chest with the OK button while your inventory was full destroyed the item; instead the item is now dropped.
Fixes for player interaction
You can now collect Lost Books even if your inventory is full.
Fixed horses being unmountable if they’re very close to a pet.
Fixed being able to trash items from the crafting menu even though the trash can is invisible.
Fixed answering dialogues on a small screen causing the cursor to interact with the toolbar.
Fixed interacting with objects in the world while holding an item sometimes causing both the interaction and object to be used at the same time.
Fixed interacting with a fireplace sometimes not toggling it.
Fixed interacting with objects so that objects behind the character are longer interacted when the character is facing upwards.
Fixed interacting with a trash can on horseback simultaneously dismounting the horse and searching the trash (now just dismounts).
Fixed issue where players couldn’t harvest or pick up items by clicking and holding the tool button with a melee weapon or scythe in hand.
Fixed issue where attempting to charge an upgraded watering can to the left of a body of water on the farm would prevent the farmer from charging it.
Fixed unable to fill water can from the left side of the water trough in the greenhouse.
Fixed issue where depositing ore into two nearby furnaces could activate both of them.
Fixed large rotated furniture being placeable on top of tables, causing them to disappear.
Fixed issue where players could move while warping out of the Witch’s Swamp.
Fixed issue where players couldn’t push through farm animals in some cases if they were offset by half a tile.
Fixed issue where interactable furniture like fireplaces couldn’t be picked up with left-click when standing close to them and holding a non-tool item.
Fixed issue where it was hard to click on NPCs if you went into a festival while holding a placeable item.
Fixed crawling-stage babies in the crib not being interactable.
Fixed minor issue where you could cause the farmer to stop shaking during a tool charge by pressing a movement key.
Fixed being able to interact with NPCs when your farmer is set to be immobile. (For example, this prevents you from trying to gift your spouse a second gift immediately after kissing them and getting stuck in an erroneous animation frame.)
Fixed opened gates orphaned by destroying the fence post they’re attached to not blocking movement.
Fixed wild tree seed placement cursor not accounting for seed-placeable rules.
Fixed crab pot placement cursor always green, even if an invalid placement tile is selected.
Fixed palm trees not shaking and dropping leaf debris when interacted in winter.
Fixed the “Warrior” option not being selectable during Sebastian’s 6-heart event in Korean.
Fixed being able to use the dagger while bathing.
Fixed museum reward collection menu not dismissable using the exit hotkey.
Fixed museum donation screen issue where panning the camera would cause the cursor to scroll off of UI elements.
Fixed issue where watering a small tree sapling played a scythe sound.
Fixed issue where hitting a fence that has a torch on it would destroy the torch instead of dropping it.
Fixes for festivals, events, quests
Dismissing a quest letter no longer discards the quest. (It’s now added to your quest log to avoid permanently missing out on quests.)
You can no longer place objects at the beach while the Night Market is occurring.
Removed invisible trees from festivals.
Fixed exploit where you could pause time when the night market sub was ascending/descending to skip the wait time.
Fixed exploit where you could watch the night market mermaid show while time was paused (the show now pauses too).
Fixed exploit where you could fulfill the requirements for a gathering quest by taking items out of a chest one-by-one.
Fixed players getting stuck on doors or placed objects during cutscenes in some cases.
Fixed players getting stuck in Harvey’s 8-heart event if it was triggered when leaving his bedroom.
Fixed players getting stuck in Harvey’s 10-heart event if a train came by.
Fixed introductions quest not considering Willy done after you meet him to receive the fishing rod.
Fixed Mr. Qi’s Challenge not considered complete if you fulfilled the conditions before getting his letter.
Fixed the egg in Lewis’ truck not being accessible during the egg hunt.
Fixed time not passing for machines inside of farm buildings during festivals.
Fixed players getting trapped in the hospital until the festival starts if they were knocked out for the first time on a festival day.
Fixed time passing during festivals not reflecting when the player(s) started the festivals.
Fixed some out-of-season items appearing as targets for item delivery quests.
Fixed bug limiting which NPC would request gathering, slay monsters, or fishing quests.
Fixed Help Wanted quests not reflecting that they pay 3x the market value, instead of 2x.
Fixed occasional spacing issues with the messages on the daily quest board.
Fixed Robin sometimes thanking you for the wrong item when completing a billboard quest.
Fixed winning festival events not counting towards farm’s total earnings.
Fixed Penny’s 6-heart event not triggering after purchasing the Community Upgrade.
Fixed Sam’s 8-heart event being silent if you skipped his 2-heart event.
Fixed “A Winter Mystery” quest not triggering if exiting the farm from the bottom tile of the exit to the bus stop.
Fixes for shops and shipping
Fixed merchants refilling limited-stock items when you reopen their shops.
Fixed traveling merchant sometimes having the same item for sale for two different prices.
Fixed items bought from shops being sellable at a different price than produced/grown versions.
Fixed issue where honey would sometimes sell for more than expected.
Fixed pressing Alt + Enter while buying from Pierre destroying the held item.
Fixed selling animals not counting towards farm’s total earnings.
Fixed issue where you couldn’t buy animals while Robin was upgrading the pertinent building.
Fixes for NPCs
Fixed several cases where NPC dialogues were out of sync with the actual state of the game world (e.g. saying the wrong dialogue in bed).
Fixed issue where villagers could get stuck doing their daily schedules late into the night after a festival.
Fixed issue where Vincent could get stuck on a flower barrel during the flower dance.
Fixed issue that prevented some villagers from hanging out with one another in town on certain days.
Fixed various issues related to naming horses.
Fixed various bugs caused by giving a villager’s name to a horse, pet, or child.
Fixed friendship-related achievements not properly triggering as soon as the conditions are met.
Fixed various friendship-related bugs and inconsistencies, including 10-heart events being unlockable without a bouquet.
Fixed NPCs reacting incorrectly to certain gifted items.
Fixed issue where gifts couldn’t be given to the dwarf if their dialogue was exhausted for the day.
Fixed Abigail visiting the farmer on the same day as her 8-heart event.
Fixed Bouncer just saying “Hi.” instead of his unique line.
Fixed Bouncer not accepting the club card if you’ve already exhausted his dialogue for the day.
Fixed Demetrius plowing through bushes by the fountain in summer.
Fixed Dwarf always responding negatively to items it feels neutral about.
Fixed Dwarf not liking cave carrots, despite having dialogue which suggests otherwise.
Fixed Emily’s four-heart event unlockable at night.
Fixed Gus offering Bread as dish of the day (he already sells it as part of his normal shop stock).
Fixed Henchman dialogue box showing a friendship jewel.
Fixed Krobus secret note event not triggered if riding a horse.
Fixed Krobus not keeping silent on Fridays when accepting gifts.
Fixed Leah’s summer schedule causing her to walk into the water and get stuck there for the rest of the day.
Fixed Penny not having her own introductory line.
Fixed Penny talking about the sound of rain on the roof of her trailer after the community upgrade is built.
Fixed Penny talking about living in a trailer after the community upgrade is built.
Fixed Pierre talking about time off after the Community Center has been restored.
Fixed Shane sending two recipes at 3 hearts. (The second is now sent at 7 hearts as intended.)
Fixed Welwick saying two different things on the same day.
Fixed free gift at the Night Market being available every ten minutes instead of once a day.
Fixed buggy interaction with Mayor Lewis when getting a Joja membership before starting the Community Center.
Fixed townsfolk sending players the wrong cooking recipes for their current friendship level.
Fixed villagers you’re already dating still accepting bouquets from you.
Fixed a rare crash when attacking “slimes in love”.
Fixed attacking a rock crab with a pickaxe not dealing damage after its shell is broken.
Fixed issue where villagers that respond differently depending on their current location will no longer say those location specific lines when talked to again later.
Fixed spouse continuing their ongoing dialogue after being interrupted with giving you a Stardrop.
Fixed most cases of crawling-stage babies waking up in the crib at the start of the day. (They’ll now spend longer trying to find a non-crib position before giving up.)
Fixed NPCs sometimes detecting players rummaging through their trash or private possessions from a different location.
Fixed NPCs saying something upon entering an area (e.g. Pam entering the Saloon) doing so if you’re watching an event.
Fixes for multiplayer
Farmhands’ spouses now move around, run their daily schedules, and react to their spouses like they should.
Farmhands now return to their own porches after a festival, instead of the main farmer’s porch.
Players can no longer give quest items as gifts to other players.
You can now connect to the host via IP while they’re in the process of loading the game.
Fixed an issue where if a server was shut down on the same day a remote player had leveled up overnight, the level up would not be applied until the following night upon save load.
Fixed rearranging the museum in multiplayer showing a message that the player donated a new item.
Fixed farmhands not seeing the notification that a train is approaching.
Fixed players stuck if a bundle is completed while they’re on a tile that becomes unwalkable after the room gets renovated.
Fixed issue where a spouse could get stuck in a farmhand’s cabin after divorce. Save files that already have this issue will be fixed after the first night.
Fixed bundles button visible on the inventory screen for farmhands that had missed a bundle completion cutscene.
Fixed issue where you couldn’t interact with something behind another player (e.g. to talk to an NPC).
Fixed farmhands seeing bundles for completed areas when looking at the bundles menu.
Fixed farmhands unable to pick up lost books if the host has a menu open.
Fixed married NPCs saying marriage-specific lines to players who aren’t their spouse while they’re on their married schedules.
Fixed the door frame from Robin’s construction animation not properly removed for remote clients after construction is done.
Fixed messages like the one about spreading weeds only shown for the host player.
Fixed clicking without dragging with the slingshot consuming ammo but firing nothing.
Fixed Kent sometimes missing from clients’ festivals.
Fixed players that collapse in multiplayer seeing the screen briefly flash, showing them in bed.
Fixed fishing rod cast sound affected by other players’ casts.
Fixed fishing rod animation not properly synchronised when clicking and holding to recast.
Fixed issue where Lupini would only stop selling a painting if the host player was the one to buy it.
Fixed issue where horses could lose their hats in multiplayer.
Fixed issue where farmhands couldn’t activate the Dark Shrine of Night Terrors.
Fixed issue where monsters wouldn’t move while host was watching an event or getting knocked out.
Fixed various issues related to child placement and multiplayer synchronization.
Fixed issue where light sources from disconnected farmhands wouldn’t get cleaned up.
Fixed issue where animals in barns built by farmhands in multiplayer were unable to breed.
Fixed issue where completing a Vault bundle wouldn’t send a global chat message in multiplayer.
Fixed issue where the Witch event would create a void egg for each logged-in player.
Fixed issue where items shipped, minerals found, recipes cooked, fish caught, and artifacts found during a multiplayer session could be forgotten if a client disconnected before the end of the day.
Fixed several bugs relating to Mummy behavior and multiplayer sync.
Fixed crash after eating a Maki Roll while playing in French.
Fixed Prehistoric Tibia and Amphibian Fossil not appearing in the forest (or anywhere) while playing in Spanish.
Fixed Wild Plums listed as forage instead of fruit in non-English languages.
Fixed sleep stamina recovery being based on the last player who went to bed (now tracked separately for each player).
Fixed baby slimes in the mines destroying rocks on contact if a non-host player killed the big slime.
Fixed various multiplayer data sync issues.
Fixed time slowing for all players when the host is in the mine (no longer slows at all in multiplayer).
Fixed missing tools in multiplayer not always being recovered.
Fixed various issues related to pets in multiplayer.
Fixed remote players not properly showing jump/jitter animations during emotes or horse mounting/dismounting.
Fixed the host player seeing flashes or feeling controller rumbles from bombs in other locations.
Fixed player getting stuck on the “Waiting for players” check after a festival if another player joined at the same time.
Fixed Joja purchase form not reflecting upgrades bought by other players.
Cosmetic and visual fixes
Items that come in various colors (like tulips) now show their proper color in the item received pop-up.
The mouse cursor is now hidden in scenes that lock user input.
The lighting in the Secret Woods now changes more consistently with the rest of the world as time passes through the day.
Lit furniture placed on top of tables will now properly light upon nightfall.
Fixed various visual map issues, including…
various tile issues in the Mines and Skull Cavern;
glow from certain lamps in the town interiors tilemap bleeding into adjacent tiles in the tilesheet;
incorrect corner edge tile used inside the walls in mine level 6;
incorrect grass tiling under the fence on the bottom of the mountain path to town, and missing tile on the tree near that location;
incorrect tiles in the Flower Festival;
a missing stone tile under the JojaMart sign in town;
visual issue with the kitchen floor tile;
visual bugs with the eyes of the statue in the secret woods;
visual issues with hat mouse’s house;
artwork of the Bulletin Board in the Community Center not lining up with the walls around it;
mismatched walls behind the plant and picture frame in the hallway between Alex and George and Evelyn’s rooms;
mismatched wall with the power outlet for George’s TV;
look of the carpet under Sam’s bed;
incorrect shadowing on some tiles in the mines on floor 7 and 14;
Secret Woods statue eyes staying red after activation until the season changes or you reload the save.
various tile issues in the Mines and Skull Cavern;
glow from certain lamps in the town interiors tilemap bleeding into adjacent tiles in the tilesheet;
incorrect corner edge tile used inside the walls in mine level 6;
incorrect grass tiling under the fence on the bottom of the mountain path to town, and missing tile on the tree near that location;
incorrect tiles in the Flower Festival;
a missing stone tile under the JojaMart sign in town;
visual issue with the kitchen floor tile;
visual bugs with the eyes of the statue in the secret woods;
visual issues with hat mouse’s house;
artwork of the Bulletin Board in the Community Center not lining up with the walls around it;
mismatched walls behind the plant and picture frame in the hallway between Alex and George and Evelyn’s rooms;
mismatched wall with the power outlet for George’s TV;
look of the carpet under Sam’s bed;
incorrect shadowing on some tiles in the mines on floor 7 and 14;
Secret Woods statue eyes staying red after activation until the season changes or you reload the save.
Fixed various text display issues, including…
various typos;
various line wrapping issues in dialogue boxes;
line wrapping issue when leaving the feast of the winter star;
line wrapping issue in tooltips for boots, rings, and melee weapons with long names;
extra space at the bottom of tooltips for edible items that don’t grant any health;
spacing issues in bulletin board request text;
one of Haley’s lines having a blank dialogue page;
certain items with long names causing tooltips to word wrap incorrectly;
stardrop message easter eggs incorrectly appending the favorite thing after the special text.
various typos;
various line wrapping issues in dialogue boxes;
line wrapping issue when leaving the feast of the winter star;
line wrapping issue in tooltips for boots, rings, and melee weapons with long names;
extra space at the bottom of tooltips for edible items that don’t grant any health;
spacing issues in bulletin board request text;
one of Haley’s lines having a blank dialogue page;
certain items with long names causing tooltips to word wrap incorrectly;
stardrop message easter eggs incorrectly appending the favorite thing after the special text.
Fixed various sprite issues, including…
layering issues (e.g. when the farmer is facing upwards while using some tools, or bushes drawn over chests);
character sprite coloration issues;
some monsters having two shadows (affected Ghosts, Dust Sprites, and Bugs);
Bouncer trying to face the player in some cases, resulting in an invalid sprite;
Linus starting some days slightly clipped into a wall;
Maru reverting to her plain clothes after her event in the clinic;
Penny’s hair missing some pixels when she’s sitting on the bench in town;
player hat rendered incorrectly in the inventory at night time;
player with an item raised above their head rendering with hands lowered in some specific cases;
player sprite rendered incorrectly after collapsing while in a bathing suit;
player sprite facing upwards after interacting with a child or festival NPC from above;
player ‘wiggling nose’ animation issue when casting or reeling in a fish;
player eye color drawn incorrectly when reeling in a fish;
player sprite flickering to invalid animation frame when tapping a movement key while aiming the fishing rod;
kissing your spouse in multiplayer sometimes showing an incorrect idle frame (sometimes facing the wrong direction);
various issues related to animations played as part of an NPC’s daily schedule;
the light halo overlay on outdoor lamps sorting incorrectly at some positions.
layering issues (e.g. when the farmer is facing upwards while using some tools, or bushes drawn over chests);
character sprite coloration issues;
some monsters having two shadows (affected Ghosts, Dust Sprites, and Bugs);
Bouncer trying to face the player in some cases, resulting in an invalid sprite;
Linus starting some days slightly clipped into a wall;
Maru reverting to her plain clothes after her event in the clinic;
Penny’s hair missing some pixels when she’s sitting on the bench in town;
player hat rendered incorrectly in the inventory at night time;
player with an item raised above their head rendering with hands lowered in some specific cases;
player sprite rendered incorrectly after collapsing while in a bathing suit;
player sprite facing upwards after interacting with a child or festival NPC from above;
player ‘wiggling nose’ animation issue when casting or reeling in a fish;
player eye color drawn incorrectly when reeling in a fish;
player sprite flickering to invalid animation frame when tapping a movement key while aiming the fishing rod;
kissing your spouse in multiplayer sometimes showing an incorrect idle frame (sometimes facing the wrong direction);
various issues related to animations played as part of an NPC’s daily schedule;
the light halo overlay on outdoor lamps sorting incorrectly at some positions.
Fixed Penny washing dishes too far from the sink.
Fixed issue where rebinding keys would cause the game to display a blank options screen instead of properly prompting the player to press a key.
Fixed switching toolbars causing incorrect animations to play in multiplayer.
Fixed various issues related to the frogs that sometimes spawn on rainy days.
Fixed ancient seed not visible in inventory.
Fixed edible items that don’t grant energy displaying the poisonous icon in tooltip.
Fixed being able to click title menu buttons before they’re visible.
Fixed visual issues when swapping toolbars away or onto light sources.
Fixed some dialogue boxes being positioned incorrectly.
Fixed issue where hovering over the dialogue friendship jewel would show a friendship level tooltip, even if the jewel wasn’t currently visible (e.g. when answering a question).
Fixed visual seams appearing in Junimo Kart.
Fixed visual bug in the character’s health bar when their health is low.
Fixed screen fading out twice when using Robin’s building related functions.
Fixed resizing the window below the minimum size causing black bars on screen.
Fixed resizing the window or adjusting zoom resetting the scrollbar position on the options screen.
Fixed social tab showing one gift given if you gave two gifts that week plus a birthday present.
Fixed minor visual bug when switching between the “Host” and “Join” tabs in the co-op screen.
Fixed non-centered text alignment in the header of Robin’s build menu.
Fixed the host player seeing light sources from Ghosts in the mines, even while not in the mines.
Fixed purchasing stacks of player-sold items from Pierre not visibly reducing the stack available.
Fixed lighting in the mine changed as soon as you start going down a ladder, instead of after loading the next level.
Fixed screen briefly fading to black during Grandpa’s evaluation.
Fixed players sometimes getting stuck on a black screen during weddings.
Fixed pulling the last piece of hay out of a hopper not making it display as empty.
Fixed several issues with weather debris displaying incorrectly.
Fixed issue where white or black customization colors would cause the HSV sliders to show invalid numbers upon using the Shrine of Illusion.
Fixed visual issues with the cutscenes while riding the bus.
Fixed issue where holding ‘up’ while taking the bus back from the desert would cause the camera to pan during the cutscene.
Fixed trees planted in the desert showing their snow-covered sprites in winter.
Fixed issue where player animations weren’t properly looping during events.
Fixed issue where Journey of the Prairie King showed -1 lives after losing all of your lives.
Fixed issue in Robin’s menu where the Deluxe Barn’s description overlapped the materials list.
Fixed minigames / cutscenes not always centered when the game is zoomed out.
Fixed the order of recipes in the Collections menu and the kitchen stove menu not matching.
Fixed weather debris clumped up after playing a minigame.
Fixed alignment of several UI elements in Calico Jack minigame.
Fixed falling leaves in the Secret Woods not showing their seasonal variants in fall.
Fixed campfire lighting misaligned.
Fixed map showing the player in the mines when they’re in the Skull Cavern.
Fixed menu backgrounds not shown in the Community Center bundles menu.
Fixed the map’s location label partly rendered off-screen in some cases.
Fixed white borders sometimes drawn on pieces of debris/dropped items.
Fixed mouse cursor not showing gift icon when gifting items to an NPC you’re meeting for the first time.
Fixed mouse cursor showing “talk to” when hovering over NPCs during non-interactable events.
Fixed issue where harvesting from a crab pot while your inventory was full would result in multiple ‘inventory full’ messages without the red ‘X’.
Fixed crab pots positioned/rendered over tiles they should be being drawn behind.
Fixed issue where opening a door would briefly show a ghost door.
Fixed windows in barns, coops, and spouse rooms providing light on rainy days or when it’s dark out.
Fixed inconsistent particle effect when you right-click vs left-click to sell in the shop.
Fixed digging up an artifact spot in the rain leaving a dry spot.
Fixed hoeing in the desert when it’s raining elsewhere leaving a wet spot.
Fixed outdoor garden pots not showing watered sprite when it’s raining.
Fixed the health bar ‘bleeding’ at low health values if the health bar isn’t currently being drawn or if the screen is currently fading.
Other bug fixes
All mine songs now show up in the Jukebox list.
Fixed crash on startup if no audio output device is detected.
Fixed resolution issues for some players.
Fixed music not properly playing at the start of a new day.
Fixed Junimos not behaving properly after completing the community center.
Fixed issue where other players could affect the music that’s playing in the mines.
Fixed various bugs caused by simultaneous buffs and debuffs.
Improved confusing error if certain game files are missing.
Fixed issue where players wouldn’t get museum achievements until the next time they donated something themselves.
Fixed Master Angler achievement awarded before catching all fish.
Fixed issue where the music in Leah’s house didn’t stop after leaving her house.
Fixed issue where the wallpaper and flooring would shift rooms as you upgraded your house.
Fixed skipping an event sometimes making the player wait on a black screen for a while.
Fixed placing a bomb and leaving the screen before it explodes causing a buggy sound effect.
Fixed options menu being scrollable while a dropdown list is active.
Fixed an issue where a female character’s pants could have their color changed to black during a wedding ceremony.
Fixed issue where you’d need to click twice to clear the dialogue that appeared after falling down a mineshaft.
Fixed issue where hotkeys (like opening the inventory) triggered after sending a chat message.
Fixed issue where dialogue couldn’t be advanced using keyboard inputs.
Fixed issue where the music would sometimes briefly play again after you had turned the volume down.
Fixed issue where rebinding the menu key closed the options menu.
Fixed Prairie King game over screen only accepting input every 1.5 seconds.
Fixed Prairie King music overlapping if you use the zombie powerup multiple times in quick succession.
Fixed mouse repositioned when clicking HUD zoom buttons, making it harder to zoom in/out multiple times.
Fixed issue where loading a save would play the furnace and fireplace sounds.
Fixed volume levels not properly applied when connecting to a game as a farmhand.
Fixed rare crash or invisible grass caused by grass sizes becoming invalid.
Stardew Valley multiplayer update 1.3 - August 1, 2018
Stardew Valley's 1.3 update brings the highly-anticipated addition of multiplayer farming which was previously only achievable with mods. Multiplayer support is a big update alone, but 1.3 brought a bushel of other changes, additions, and bug fixes.
The Night Market
For three days in winter, a traveling festival visits Pelican Town. Unlike a normal festival, farmers can come and go as they please, and the location isn’t “locked out” at any point (there’s no setup). Pelican Town is different for a few days, and most of the townspeople’s schedules change to reflect that. The festival offers farmers a once-a-year chance to acquire unique items, purchase an original work of art from the famous Lupini, enjoy some live entertainment, and more.
Secret Notes
During the Winter season, a player can unlock the Secret Notes collection by walking to the Bus Stop from their farm between 6am and 4pm. A short cutscene plays where a "Shadow Guy" is startled and runs away, which triggers the "A Winter Mystery" quest in the player journal.
Community Upgrade (Buy Pam a house)
After fully upgrading the Farmhouse and completing the Community Center (or purchasing a JojaMart membership), players can purchase the "Community Upgrade" at the Carpenter's Shop for 500,000g and 950 Wood. Robin will then build a new house for Pam.
A romantic intervention
Players who are unmarried and have obtained max heart level with all the bachelors or bachelorettes (and seen all heart level cutscenes) in town are rewarded with a special event. After meeting these conditions, entering the Stardrop Saloon (for the bachelors) or Emily and Haley's house (for the bachelorettes) will trigger the event.
If the player has a Rabbit's Foot in inventory, the cutscene will consist of a gossip session about Mayor Lewis and Marnie's relationship.
If the player does not have a Rabbit's Foot in inventory, all bachelor(ette)s will express anger about the player dating them all at one time. Regardless of the player's dialogue choice(s), all bachelor(ette)s will decide to give the player the "cold shoulder" for about a week after the event. After about a week, all bachelor(ette)s will forgive the player, and dialogues return to normal.
Changing professions
Inside the sewer, the Statue of Uncertainty will allow the player to change profession selections for a single profession. After donating 10,000g to the statue, the following night the player will choose the level 5 and level 10 professions for the given skill line.
Other Content Additions
Added buildable shipping bins to Carpenter's Shop.
Added Abigail encounter at level 20 in the mines.
Added new heart events for Jas, Linus, Pam, Vincent, and Willy.
Added rare treasure chest rooms in Skull Cavern.
Added new monsters in the Skull Cavern: Carbon Ghost, Iridium Bat, and Iridium Crab.
Added new items: Auto-Grabber, Cactus Seeds, Garden Pot, Wood Sign and Stone Sign, Solid Gold Lewis statue, Pearl, Wedding Ring, new paintings, and decorative items sold at shops and festivals throughout the year.
Added Bear's Knowledge, Special Charm, Spring Onion Mastery.
Added different stationery for letters from Sandy and the Wizard.
Stardew Valley now supports up to 4 player co-op. Co-op is nearly identical to single-player, but with 1-3 other friends playing together with you to achieve a common goal. Any single player game can be “converted” to a co-op game by having Robin build one or more cabins on your farm.
One player serves as the host, and the other 1-3 players connect to the host in order to play. Therefore, the host must be in-game at all times when the group wants to play.
The new update adds a Co-op button to the title screen. Clicking the button will bring you to the co-op menu, from which you can:
Host a new co-op game
Re-host an existing co-op game
Join a new farm (provided that any of your friends are hosting and have a cabin available for you)
Re-join a farm (provided that the host is in-game)
Join a LAN game (by entering the IP address of the host)
Enter an invite code (generated by the host) to join a game (this allows for Steam/GOG crossplay)
When hosting a new game, you’ll have some new options available to you:
“Starting Cabins” gives you the choice to start a new game with 1-3 cabins pre-positioned on the farm. If you decide to go this route, you’ll have two “Cabin Layouts” to choose from: “Nearby”, which places the cabins close to one another, encouraging a communal farming style, and “Separate”, which places the cabins far apart and allows for more independence. Alternatively, you can start with no pre-positioned cabins and instead build them yourself (via Robin).
“Profit Margin” adjusts the profit margin of goods that you sell. You can choose between “Normal” (the original Stardew Valley amount), “75%”, “50%”, and “25%”. This is, in effect, a way to increase the difficulty of the game. For larger groups of experienced players, it might be desired. However, keep in mind that there already is some “scaling” of difficulty built into the game, since each player will need to upgrade their own tools, upgrade their own houses, buy bigger packs, etc.
Other multiplayer notes:
In co-op, all players share the same pool of money, and are working together on the same farm. The state of the game world, including the main storyline, is shared between all players. However, each player has their own private inventory, skills, achievements, collections, relationships, quests, and crafting/cooking recipes.
In general, it’s assumed that co-op games are only being played with people you trust. The game maintains no real concept of “ownership”, since all players are working communally on a shared farm.
When it’s time to go to bed, all players must enter their beds. Only then will the day end.
Players can marry each other by crafting a “wedding ring” (An old Zuzu City tradition), and offering it to another player. If the other player accepts the ring, the couple is now engaged.
The chat box allows you to communicate with each other with the help of nearly 200 custom Stardew Valley emojis!
Balance Changes
Increased purchase price of wood, stone, ores, and coal in the year 2+. The gold received for selling them is unchanged.
Reduced price of Tub o' Flowers from 1000g to 250g, and recipe from 2000g to 1000g.
Breaking small tree stumps now provides +1 foraging XP.
Once the player reaches the mine bottom:
prismatic shards and diamonds may rarely drop from any monster;
gems and purple mushrooms may be found when searching trash bins;
gems and purple mushrooms may be requested in NPC quests;
some monsters will be stronger.
Other changes
Once the player reaches the mine bottom, the Dwarf will attend weddings.
Golden Pumpkin is now a universal love (instead of universal hate).
Tweaked several seed packet sprites.
Tweaked Mr. Qi dialogue portrait.
You can now add Mayor Lewis' shorts to the Luau soup.
You can now put Fire Quartz in the Furnace to produce Refined Quartz.
You can now refill a Watering Can at the kitchen sink.
Fireplaces are now furniture, so you can move them around and buy different fireplaces.
Fruit Trees cannot be planted on top of decorations in the Greenhouse border, or in the corners of the Greenhouse.
Replaced gold display on player menu from "g" to "金" in Chinese.
Bug Fixes
Fixed crops harvested with a scythe not giving XP.
Fixed bee houses always giving wild honey when used on custom farms.
Fixed seeds planted out of season disappearing.
Fixed player collapse being cancelled when they open the journal.
Fixed animal mood & happiness bugs.
Fixed crystalarium item swap exploit.
Fixed furniture being usable to complete bundles.
Fixed some recipes allowing Milk, but not Large Milk.
Fixed crash that occurred after 596 hours of gameplay.
Fixed staircase being spawned on mine level 120 when a placed object is destroyed.
Several grammar/spelling fixes.
Fixed Wheat Seeds and Bok Choy Seeds descriptions in Brazilian-Portugese.
Fixed spring sign on bathhouse in Chinese.
Stardew Valley update 1.3.36 - March 1, 2019
Changes
Added French, Korean, Italian, Hungarian, and Turkish language support
Added a new Credits menu to replace the "About" menu on the title screen, and removed the /credits chat command.
Removed unneeded tilesheet files under Content.
Removed translated map files under Content/Maps (translated tilesheets are now loaded automatically).
Bug Fixes
Fixed bug where music doesn't correctly play in the morning.
Fixed bug where giving a gift to an NPC caused the gift action to happen twice in rapid succession.
Fixed furniture rotation bug for "stools".
Fixed Junimos not disappearing after the final goodbye.
Stardew Valley update 1.3.33 - January 8, 2019
Changes
Improved performance in locations with lots of light sources (e.g. torches).
Improved performance on farms with lots of animals.
Tweaked new "H" health icon.
Bug Fixes
Fixed multiplayer visual glitch when another player uses a tool and then starts moving in a new direction.
Fixed "fishing stance" visual glitches in multiplayer.
Stardew Valley update 1.3.32 - November 19, 2018
Changes
Optimised network performance.
Added more ways for the host to unpause the server (by pressing ESC, B, Back).
Added alternative way to show the chat box (press right stick button on a controller).
Added internal changes for modders (should have no effect on vanilla gameplay).
Bug Fixes
Fixed slimes not pouncing correctly.
Fixed items-crafted stat being 0 after loading a file until you craft something again.
Fixed rabbit's foot not affecting the breakup scene in non-English language modes.
Fixed some rare tool-related crashes in multiplayer.
Fixed an audio-related crash often caused when using bombs.
Fixed Junimos dropping crops on the floor instead of collecting them.
Fixed NPCs walking through the saloon doors.
Fixed a few rare-ish crashes that can occur when connecting to another player's game.
Fixed eye color being reset to brown after reloading.
Fixed inability to use rod / slingshot in festival minigames.
Fixed the title menu back button being hidden behind submenus.
Fixed inability to move after receiving a gift at the Feast of the Winter Star.
Fixed crash when saving after the game adds Lewis's shorts to Marnie's house.
Fixed crash viewing the map when another player is in certain events.
Fixed "double sound" when using singing stone.
Fixed a Geneva Convention violation (by replacing red crosses in graphics).
Fixed clicks on the chatbox not being registered when the game is paused.
Fixed players sometimes walking off in a straight line through all terrain when they get disconnected.
Fixed babies sometimes spawning in houses that don't belong to the parents.
Fixed the potential for overnight events to cancel or skip a wedding event.
Fixed a desync that could occur if a player tried to get into the casino after a different player has removed the bouncer.
Fixed players able to simultaneously build overlapping farm buildings.
Fixed only one player being able to get the dark talisman.
Fixed the inability to place donated items on the bottom two rows of the museum.
Fixed farmhands being unable to pick up items they dropped in festivals.
Fixed Pam's upgraded house interior event not happening.
Fixed visual glitches caused by triggering a shared event simultaneously with the return scepter.
Fixed softlock caused by mistaken ability to use daggers during events.
Fixed players all receiving the same personal overnight events on the same day (e.g., spouse asking if you want a baby).
Fixed attempting to demolish cabins of abnormally disconnected farmhands causing the cabin to be destroyed after you leave the buildings menu.
Fixed farmers getting stuck in the fishing casting animation after picking up someone else's rod.
Fixed host sometimes appearing stuck using tool in shared events.
Fixed softlock when you play the Journey of the Prairie King past 2am.
Fixed glitched chest lid appearing when you destroy a cabin.
Fixed duplicate songs in the jukebox.
Fixed only one player's glow ring working at a time.
Fixed farmhands not being able to see each others' bundle changes.
Fixed bug causing some players to become married to two other players in 3-4 player farms.
Fixed player sometimes getting stuck in bed after another player got in and then back got out.
Stardew Valley 1.2.33/1.2.32 updates - July 10, 2017.
Changes
Fixed Linux/Mac builds distributing with MonoGame-built content instead of XNA-built content (which made modding more difficult).
Fixed Linux install failing due to broken symlink in 1.2.31.
Fixed save files potentially getting overwritten if you start a new file after using exit to title.
Stardew Valley 1.2.31 update - July 7, 2017.
Bug Fixes
Fixed crashes related to use of slot machines.
Fixed some potential sources of unnecessarily increased memory usage.
Fixed some options in dialogue not being usable with a controller.
Localization Fixes
Fixed the 'loading...' message on loading screens wrapping incorrectly in some languages.
English: fixed grammar in Luau community soup text.
Portuguese: fixed some dialogue options in Linus's 0 heart event being missing.
Portuguese: fixed the cut-off 'level up' title.
Russian: added more space for the '(single)' text on the social page.
Stardew Valley 1.2.30/1.2.29 updates - May 12 / May 2, 2017.
Changes
The window mode preference is now shared between all save files.
Bug Fixes
Fixed crash when the game switches window mode while loading a save.
Fixed crashes while loading save files.
Fixed crashes when going fullscreen.
Fixed crashes while saving due to slay-monster quest.
Stardew Valley 1.2.26 update - April 24, 2017
Changes
Translations for German, Spanish, Brazilian Portuguese, Russian, Japanese and Simplified Chinese.
When using a controller, the cursor will snap between menu buttons by default. If you disable that, the cursor will instead accelerate while moving.
When using a controller, pressing the back button will skip events that are skippable.
"Show sharper digits" on Options menu removed.
Exit to Title has returned.
Bug Fixes
Fixed lighting shader not covering the whole screen on Mac and Linux.
Switching from “Windowed Borderless” to “Fullscreen” should now go straight to fullscreen instead of Windowed mode.
Wallpapers and floors no longer have a tile placement indicator showing a random object
Increased stability of preference-saving code. This should fix infrequent crashes that require the player to delete startup_preferences.
Fixed a crash that can happen when a pig tries to spawn a truffle but there’s no space for it.
Fixed a couple of rare crashes that could have occurred at any time during the game.
Fixed a typo of the word ‘pronounce’ in the marriage event.
Fixed the player not getting the recipe for Cookies if they skip Evelyn’s event.
Farming level now affects crop yield prior to level 10.
Stardew Valley 1.11 update - October 6, 2016
Minor Changes
All the new farms 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.
You can place buildings on most grass areas.
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 quarry also has a chance of spawning them.
The forage berry bushes are now affected by the Botanist perk.
Slime Egg prices increased
Placing a Wicked Statue in a slime hutch prevents the witch from visiting it.
On the forest map, forage items have a chance to spawn on any grassy area, not just in the west.
Spouses will now speak to you when they come home on Friday nights.
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).
Mutant Bug Lair now replenishes itself a bit each day.
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.
Fixed some tiles on the farm maps
Fixed problem with forage spawning under stumps
Spring Onions can be iridium quality with the botanist perk
Truffles should no longer spawn in the water
Pets should no longer be able to 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
Can no longer fill your watering can at a well that isn't fully constructed or in construction.
Trees can no longer spread off the map into the void, causing the game to start getting slower with each day. The new patch will retroactively remove these problem trees as well.
You should now properly see the final Joja cutscene, even if you switched to JojaMart after completing most of the Community Center
Forage items shouldn't spawn in inaccessible places anymore.
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.
When you reach level 5 or 10 in a skill, but haven't slept yet, it no longer shows your new profession as "Desperado"
Minor convenience adjustments and bug fixes.
Stardew Valley update 1.1 - October 3, 2016
Farm Maps
There are now five farm maps to choose from when starting a new game. The basic map that exists currently, as well as a new map themed around each "skill". Each special map has a feature that makes it a little different, and each map also comes with unique decorations inside the players house.
Riverlands: lots of water on this map limiting your farm space. Looks nice. Fishing is actually viable on this farm. In fact, players can catch the same fish that are available in town.
Forest: the forest encroaches on the land, limiting farming space. However, there are renewable stumps on the east edge of the map, and seasonal forage items spawn there as well. Also, there is a new type of "weed" that spawns on the farm, which looks unique and will always drop mixed seeds when cut.
Hill-Top: lots of cliffs and there is a special mining area in the southwest where ore will spawn, as well as unique geode-bearing stones.
Wilderness: lots of space to farm, looks a little more interesting than the basic farm with a large lake in the southwest corner, and a cliff along the east and south. On this map, bats and golems will come out at night. There is a new monster called a Wilderness Golem which is unique to this map. It behaves just like the stone golem, but has different drops. Its stats scale with player combat level.
Marriage Candidates
Marriage candidates now have an outdoor area on the farm that is unique for most spouses, and sometimes spend time out there, usually doing a unique behavior.
Shane can be married and has new dialogue, scheduling and heart events. There's a new door for Shane in Marnie's shop which is locked. Shane's "spouse room" is a mess, with a mini-fridge and a muddy path of footprints leading up to it.
Emily can be married and has new dialogue, scheduling and heart events.
Buildings
Robin has a few new buildings available for sale.
Shed: an empty room which players can do whatever they like with. They can decorate it the same way as their house.
Mill: lets players place wheat in it to make flour, or beets to make sugar. One wheat makes one flour. One beet makes 3 sugars. When they place wheat or beets inside, the flour or sugar will be ready the next morning. The little box on the right side of the mill acts like a chest and it will contain any product that has been milled the previous day.
The wizard now offers new farm buildings after completing a quest line. These buildings are very expensive and intended for end-game. They'll appear instantly after purchase, unlike Robin's buildings which require construction.
Junimo Hut: Junimos will come out to harvest any mature crops within a certain distance of the hut. The junimos will place the crops they harvest in the hut for players to grab at their leisure.
Water Obelisk: when interacted with, it warps players to the beach, exactly like the beach warp totem. It's basically an infinite totem that lives on the farm.
Earth Obelisk: just like the water obelisk except it warps players to the mountains.
Gold Clock: prevents debris from appearing on your farm. Keeps fences from decaying.
Farm
Added Coffee Beans, which can be used to brew Coffee.
Added a new farmhouse upgrade which adds a cellar.
Added Casks, which can be used to age alcohol and cheese to higher quality and value. This includes a new iridium quality, which doubles the value of the base item.
Fruit trees can now produce iridium-quality fruit. The fruit trees increase quality by 1 star per year of age after reaching maturity.
Divorce
Players can now divorce their spouse by filing in a little book inside the mayor's house.
After divorce, your spouse moves out and returns to their old life, but any children will stay.
After divorce, ex-spouses are less friendly toward the player and have unique 'rejected' dialogue.
Using the Dark Shrine of Memory in the Witch's Hut will erase the ex-spouses memory, making it seem like you had never been married.
Other new content
Return Scepter now sold by Krobus in the sewer for 2,000,000g. This item acts like a permanent warp totem to the farm. You can use it any time to warp back to the farm.
Two new fish can be caught in the wild: Slimejack (Mutant Bug Lair) and Void Salmon (Witch's Swamp).
Honey can now be placed inside Kegs to make Mead.
Casks can now be crafted to age alcohol and cheese which increases quality.
Void Mayonnaise can now be crafted from Void Eggs.
Catalogue - Sold by Pierre, this expensive furniture piece allows players to purchase wallpaper and flooring from their home.
Furniture Catalogue - Sold by Robin. Like the catalogue, this can be placed at the farm and players can interact with it to purchase furniture.
New furniture - Anchor, Bamboo Mat, Boarded Window, Bonsai Tree, Burlap Rug, Candle Lamp, Carved Window, Ceiling Flags, Decorative Lantern, Floor TV, Green Cottage Rug, Hanging Shield, Junimo Plush, L. Light String, Metal Window, Miner's Crest, Monster Danglers, Monster Rug, Mystic Rug, Nautical Rug, Ornate Lamp, Ornate Window, Porthole Window, S. Pine, Small Crystal, Tree Column, Woodcut Rug, World Map.
Galaxy Swords, Galaxy Daggers and Galaxy Hammers are now purchasable from Marlon once you have obtained a Galaxy Sword.
Inside a new building, the Witch's Hut there are three new shrines:
Dark Shrine of Memory - Will erase a divorced spouse's memory, making it seem like you had never been married.
Dark Shrine of Selfishness - Allows you to turn your children into doves (Gets rid of them) in exchange for a Prismatic Shard.
Dark Shrine of Night Terrors - Allows you to toggle having monsters spawn on your farm in exchange for a Strange Bun.
There are two new quests available which unlock the new Wizard farm buildings (available after completing either the Community Center or JojaMart goals):
Dark Talisman - Sends the player to a new area, the Mutant Bug Lair to retrieve a powerful magical artifact.
Goblin Problem - Sends the player to a new area, the Witch's Swamp.
Minor Changes
New mail messages after the player passes out from exhaustion or dies. They'll sometimes end up at Harvey's clinic after death.
Strange Bun had its price and cooking ingredients adjusted.
Giving someone a gift on their birthday will never make your spouse jealous.
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" to collect for the library.
You can now choose to color your chests with one of 20 color options.
NPC's now appreciate quality level in gifts, but it only has an effect on gifts they "like" or "love".
You can now move your buildings via Robin's construction menu.
Krobus now sells Void Eggs.
Slime Balls now have a chance to drop Petrified Slime.
When paused, the time now blinks from black to gray, to black.
Added a graphics option to display "sharper" stack number digits.
Kegs no longer require clay to craft.
You can once again plant fruit trees around the edge of the Greenhouse interior.
After seeing Shane's 8-heart event, each chicken you purchase from Marnie has a 1/4 chance of being blue. Aside from appearance, the blue chicken is identical to the white chicken.
Sunflower Seeds can now be purchased and planted in summer in addition to fall.
Balance Changes
All animal products are increased in value by 25% (rounded up to the nearest 5g)
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 Sauce has had its value reduced to 120g
Stuffing has had its value reduced to 165g
Cranberry Candy has had its value reduced to 175g
Blueberry Tart has had its value reduced to 150g
Fruit Salad has had its value reduced to 450g
Reduced sell price of Cranberry Seeds to 60g
Bug Fixes
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.
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