Seeds are what you sow with the Hoe to grow crops. They don't take up pockets in your pack: they live in a seed pouch, up to 999 of each kind. The SEEDS page in K shows every seed you can hold as a card, and the one the hoe will sow is lit in gold.
The SEEDS page
Each seed card shows:
- the crop when it is grown, and how many seeds you have (of 999),
- about how long it takes, measured in the game itself: the time to its first harvest on a bed kept wet in clear weather, sown at different hours and averaged. A crop that fruits again also shows how often it fruits after that,
- the light it likes (LIKES THE SUN, GROWS BY NIGHT, ONLY IN THE DARK) or what it grows into (a tree or a bush),
- where its seeds are found.
Click a card to make the hoe sow that seed. With the hoe in hand you can also turn through your seeds with the mouse wheel or the pad's d-pad. Seeds attuned to a spirit (from Spirit Soil) show a small mark of their spirit and strength on the card.
How long each crop takes
The card's times are rounded to the nearest half day. They are longer than a crop's base days because a sun crop grows slowly at night. Rain, cloud, a roof, low health or dry soil change them; faster soil, Bone Meal and tool spirits shorten them.
| Crop | Light | First harvest | Then every |
|---|---|---|---|
| Turnip | Sun | about 3.5 days | - |
| Grain | Sun | about 4 days | - |
| Carrot | Sun | about 4 days | - |
| Moon Squash | Night | about 4 days | - |
| Rootling | Dark only | about 4.5 days | - |
| Potato | Sun | about 5 days | - |
| Strawberry | Sun | about 5.5 days | 1.5 days |
| Corn | Sun | about 5.5 days | - |
| Pumpkin | Sun | about 6.5 days | - |
| Tomato | Sun | about 6.5 days | 2 days |
| Emberberries | Sun | about 7 days | 2 days |
| Dragonfruit | Sun | about 9.5 days | 2.5 days |
| Wildflower Bulb | Sun | about 3.5 days | 1 day |
| Bush Cutting | Sun | about 2.5 days to a bush | - |
| Sapling | Sun | about 3.5 days to a tree | - |
| Copper Beech Sapling | Sun | about 5 days to a tree | - |
| Ironwood Sapling | Sun | about 5.5 days to a tree | - |
| Rimewood Sapling | Sun | about 6.5 days to a tree | - |
| Ghost Birch Sapling | Sun | about 7.5 days to a tree | - |
A ripe crop is at its best from 0.6 to 1.5 days after it ripens, so there is no need to rush (see Crop Grades).
Where seeds come from
Your own harvests
Most crops give some of their own seeds back when you reap them, and an Heirloom harvest gives 1 more. Turnips, Emberberries, Strawberries and Tomatoes may give none, so keep a few spare. See each crop's page for how many.
Out in the world
| Seed | Where | Chance |
|---|---|---|
| Turnip | Flowers, heather, thistles and yucca you pick by day | 14% |
| Moon Squash | Flowers, heather, thistles and yucca you pick after dusk | 14% |
| Grain | Grass or Dry Grass you gather | 20% |
| Grain | A tuft of green grass cut with the Sickle | 30% |
| Grain | A bird you hunt (1 or 2 seeds) | 55% |
| Rootling | Frostbloom (the tundra) and Ghostcaps (the haunted wood) you pick | 18% |
| Emberberry | A berry bush or bramble you cut down (1 or 2 seeds) | 45% |
| Pumpkin | Wild pumpkins in the Woods and the Haunted Wood | 45% (1 or 2) |
| Strawberry | Wild strawberries in the Woods and the Rocky Highlands | 45% (1 or 2) |
| Potato | Wild potatoes in the Rocky Highlands and the Tundra | 45% (1 or 2) |
| Corn | Wild corn in the Desert | 45% (1 or 2) |
| Dragonfruit | Dragonfruit cactus in the Desert | 45% (1 or 2) |
| Wildflower Bulb | A pink, blue or white flower you pick | 30% |
| Bush Cutting | A bush you bring down | 50% |
| Sapling | A tree you fell, or a stump you pull up | 50%, a stump always |
Wild crops give the crop itself as well as the seed. Tomato and Carrot seeds can't be found in the wild: buy them from traders.
Tilling new ground
When the Hoe breaks new ground, the bed you aim at has a 20% chance to turn up a seed:
- by day: a Turnip seed (60%) or a Grain seed (40%),
- at dusk: a Moon Squash seed,
- at full night: a Rootling seed (45%) or a Moon Squash seed (55%).
Some hoe spirits raise the chance, turn up two seeds at a time, or (Rare Seed) turn up any of the rarer seeds: Emberberry, Rootling, Pumpkin, Strawberry, Dragonfruit, Corn, Potato or Tomato. Earth spirits in a watering can (Seedwater) can turn up a Turnip or Grain seed when you water bare ground.
Companions
A hen companion scratches up seeds now and then, and some companion talents dig seeds up too: Turnip, Grain, Emberberry or Moon Squash seeds.
Traders
A village trader sells seeds from their land's list, in stacks of 3 to 8. A stall shows only so many goods at a time (more as you hold more Jewels), and its stock changes every 2 days, so not every seed is there every visit. See Traders.
| Land | Seeds the trader may sell |
|---|---|
| The Woods | Turnip, Grain, Emberberry, Strawberry, Pumpkin |
| The Rocky Highlands | Grain, Turnip, Potato, Strawberry |
| The Tundra | Moon Squash, Rootling, Grain, Tomato, Carrot |
| The Desert | Emberberry, Grain, Corn, Dragonfruit |
| The Haunted Wood | Rootling, Moon Squash, Pumpkin |
The tundra is the only place to buy Tomato and Carrot seeds.
Attuned seeds
Seeds from a crop grown in RICH or DEEP Spirit Soil come back attuned to the soil's spirit, one strength lower (RICH gives LIGHT seeds, DEEP gives RICH seeds). When you sow, attuned seeds go in first, strongest first, and give their bed that spirit for free.