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A screenshot of multiplayer showing two cabins and two players.

Multiplayer is an optional game mode in which 1–4 players can play in the same world over LAN or the Internet. Each player needs their own copy of the game (split-screen isn't supported), but GOG and Steam players can crossplay with each other. The player who created the world has the save file, can launch it in multiplayer mode, and can switch back to single-player anytime.

Making connections

On Linux/Mac/Windows, you can connect to other players in three ways:
  • When run through Steam, multiplayer farms hosted by your Steam friends will appear on the co-op join screen.
  • When run through GOG Galaxy or Steam, an invite code appears in the in-game options. Other players can type that into the join screen to connect if they also have GOG Galaxy or Steam.
  • Via direct IP address. This may require an open firewall port or virtual LAN service like Hamachi.
PlayStation 4
On the PS4, you can connect to other players via PlayStation Plus. Multiplayer without a subscription isn't supported.
On the Switch, you can connect to other players in two ways:
  • Multiplayer farms hosted by your Switch Online friends will appear on the co-op join screen.
  • Via local communications play (no Switch Online account needed).
Xbox One
On the Xbox One, you can connect to other players via XBox Live Gold. Multiplayer without a subscription isn't supported.


Multiplayer is mostly identical to single-player. Here are some features specific to multiplayer-only.


The farm can contain up to 3 cabins (selectable during farm creation). For each cabin built, one player can join the farm. If the farm starts with fewer than 3 cabins, Robin can build more (up to 3 total) on the farm for Gold.png100g each. Cabin-building is instantaneous, so extra cabins can be built on the first day.

The host player can also demolish a cabin at any time. Demolishing a cabin removes its occupant from the game.

A cabin can be upgraded at the Carpenter's Shop twice, by the farmhand who occupies it (not by the host or any other player). The final cellar upgrade is not available for cabins. The interior layout of an upgraded cabin is identical to the interior of an upgraded farmhouse, with one exception: the fireplace is replaced by a chest of drawers that holds the farmhand's inventory when the farmhand is not online. This chest of drawers cannot be moved and cannot be accessed by the farmhand who owns it.

Profit margins

When creating a new multiplayer save, you can choose a profit margin of 25%, 50%, 75%, or default (100%). This helps rebalance multiplayer by reducing the gold obtained when selling most items (including crops, forage, minerals, and cooked foods). For example, at 25% profit margin you can sell Wheat for Gold.png6g instead of Gold.png25g .

Purchase prices for seeds at Pierre's General Store and purchase prices for Grass Starter, Sugar, Wheat Flour, and Rice at JojaMart are scaled as well. Prices for other items (including Blacksmith and Fish Shop shop items, buildings, and tool upgrades) and quest gold rewards are not affected.

This makes gold much harder to come by in the early game; progressing in all your skills evenly, crafting items, and completing Help Wanted quests becomes far more important. For example, Willy still sells Crab Pots for Gold.png1,500g despite your reduced income, so mining iron and crafting your own may be more economical.

Note that there's no profit margin option when creating a single-player save. However, you can create a multiplayer save by choosing "Co-op" at the main menu instead of "New", then "Load" it in single-player after the save file is created. That will give you a single-player save with your selected profit margin.


Players can marry an NPC, which works the same way as single-player. Each NPC can only be married by one player at a time, and children are added to the player's home.

Players can marry another player by giving them a Wedding Ring. Married farmhands still have separate cabins, but they can sleep in the same one. A home is eligible for children if it's owned by one of the married players, has the kids room upgrade, and doesn't already have two children. If the two players are sleeping in the same eligible home, the game will randomly let one player propose having children to the other; if accepted, the child will be added to the home both players are sleeping in (if eligible), else the other player's home (if eligible), else the current home.


  • Some decisions are made collaboratively by all players by either clicking dialogues or joining areas:
    • when to sleep, by entering a bed;
    • when to start a festival, by entering the area;
    • whether to finish the Community Center or buy a Joja membership;
    • when to pause the game using a /pause command (opening a menu doesn't pause in multiplayer).
  • All players share the same money and farmland.
  • Each player has their own energy bar, their own Skills, and their own relationships with NPCs.
  • Each NPC can only be married by one player. If multiple players want the same spouse, the first to propose will win their hand.
  • Interactions between players:
    • Players can marry each other and have children. Players propose to each other using a craftable Wedding Ring. The wedding ring recipe can be obtained at the Traveling Cart for Gold.png500g , and will then allow the player to craft a wedding ring with 5 Iridium Bars and a Prismatic Shard.
    • Players can dance with each other in the Flower Dance Festival (no prior requirements).

Quests and Progress

  • Quest progress is largely kept on an individual level, though players can help each other with quests.
  • Mine progress is global, and each player can open chests for themselves (using the elevator to reach required floors also satisfies the mine quests).
  • Museum collection is global, and every player gets their own set of rewards.
  • Completing bundle sets or Joja forms unlocks the final reward for every player. However, only the player who completes a bundle can pick up the reward.
    • Repairing the bridge at the beach is also global.
  • Each player's tools have to be upgraded individually, though tools can freely be traded between players depending on need. This also eliminates any possible problems of not having a tool available during the upgrade.
  • Any player can purchase and place buildings on the farm, though only the host can upgrade the farmhouse and cabins can only be upgraded by their owners.
  • Every player has their own set of stardrops to obtain, though most of them will be available once any player meets the requirement.
  • Recipes for cooking and crafting are obtained individually, though of course players can help each other out.


  • Money is shared by all players.
  • For each item placed in the shipping bin, the price is determined by the online player whose professions would most increase it.


Each player has their own experience points. Whoever commits the action will be the one to gain the experience.

  • Farming
    • Whoever harvests a crop gets the experience, regardless of who planted it or any other work done with it.
    • Whoever interacts with an animal gets the experience.
  • Mining
    • Whoever gets the last swing with the pickaxe gets the experience. It is not shared.
    • Whoever set off a bomb gets experience for destroyed rocks.
    • If a rock is destroyed by a monster, such as a Dust Sprite, everyone will get experience for it, even if they're not in the Mines.
  • Foraging
    • Whoever picks up the foragable gets the experience.
    • Whoever gets the last swing with the axe when chopping a tree, stump, or log gets the experience. It is not shared.
  • Fishing
    • You get experience for fish you catch as expected.
    • Whoever empties a crab pot gets the experience, regardless of who set it or baited it.
  • Combat
    • Whoever kills the monster gets the experience. It is not shared.


  • Players can have different Daily Luck.