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Guides · Harvest Hollow · 8 min read · 2 October 2026

Harvest Hollow by the numbers: which crops actually pay

Every price, growth time and pest risk in Harvest Hollow lives in one data file, and the economy was tuned with a simulation before release. That means the game can be read like a spreadsheet. Here is what the numbers say.

The table

Profit is what one harvest sells for at the base market price, minus the seed, divided by the growing time. Experience (XP) is given per harvest, so it is also shown per minute. Pest risk is the chance per minute, while you are playing, that pests land on the crop.

CropLevelSeedGrowsSells forCoins/minXP/minPest risk
Radish1545 s84.01.33none
Carrot1102 min215.51.50none
Lettuce2163 min346.01.332%
Potato3255 min566.21.203.5%
Tomato4408 min956.91.124%
Cucumber55510 min1257.01.103.5%
Bell pepper67514 min1807.51.004%
Strawberry710020 min2527.60.903.5%
Corn811025 min3128.10.803%
Pumpkin918035 min4808.60.862.5%
Watermelon1024045 min6609.30.842.5%
Grapes (vine)1190060 min, then 30480 ×69.4-2%

Market prices move every five minutes, between 75% and 130% of the base price, so the real figure on any given harvest can be a third lower or higher. The ranking holds on average.

What the numbers say

Bigger crops pay more per minute - but only a little

Profit per plot rises steadily from about 4 coins a minute for radishes to over 9 for watermelons and grapes. The curve is gentle on purpose: a long crop is worth more, but not so much more that short crops become pointless.

Early on, carrots beat everything for experience

XP per minute goes the other way. Carrots give 1.5 XP a minute, more than any other crop; pumpkins and watermelons give less than one. Levels unlock new crops, plots, the barn and the coop, so in the first hour XP is worth more than coins. If you check in often, fill the field with carrots and radishes and level up first.

The first levels go quickly: the XP needed for the next level is 25 × level1.75, so level 1 needs 25, level 2 about 84, level 3 about 171 and level 4 about 283.

Pests only come while you are playing

This is the most useful detail in the data. Pest risk is applied only while the game is open; crops keep growing while you are away, but nothing attacks them. So:

Pumpkins are a lottery ticket you cannot lose

A pumpkin gives a single fruit worth 480 coins. A growth tonic adds about 30% to a harvest, and the extra produce is rounded randomly - so on a one-fruit crop the tonic gives a 30% chance of a second pumpkin. That is a 60-coin tonic for an expected 144 coins more. On a radish the same tonic is worth almost nothing.

Compost makes cheap crops cheaper

Compost makes a crop grow 35% faster until harvest, so a 45-minute watermelon is ready in about 33 minutes - 12 minutes saved for 10 coins. That is a good deal when you are watching the farm. On a crop that grows while you sleep, it changes nothing you will notice.

The grape vine

Grapes are the only crop that is planted once and harvested several times: an hour to the first harvest, then every 30 minutes, six harvests in all. Counted over the vine's whole life - three and a half hours - it earns a little more than a watermelon per minute, and it needs replanting far less often. For a player who checks in a few times a day, a row of vines is the most relaxed income in the game.

How fast should it go?

The simulation used to tune the game plays a farmer who checks in every minute and ignores orders. That farmer reaches the hen coop (level 4) in about 30 minutes, grapes (level 11) in about five and a half hours and the last sprinkler in about eight hours. If you fill orders from the neighbours, which pay 30-60% above the market, you will get there faster.

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