Verified for game version 1.6.x

So you’ve inherited Grandpa’s farm and a mailbox full of letters. The first spring is where most new players quietly lose a season to busywork. This guide is the checklist we wish someone had handed us: do these things in order, and you’ll enter summer with cash, seeds, and a plan instead of a half-cleared field.

Day 1: meet the basics, not the weeds

Your first day is a tutorial, and the game knows it. Talk to everyone in Pelican Town (the town square cutscene triggers automatically) and then go home — skipping the “pass out” penalty on day 1 is free because you’re sent to bed anyway. Use this day to walk the map: learn where Pierre’s shop, the mine entrance, the Saloon, and the bus stop are, because you’ll be running between them all year.

On day 2 the real game starts:

The one thing that matters most in week 1: the Egg Festival on Spring 13 (see the festivals guide for the full yearly calendar). Save ~2,000–5,000g. Strawberry seeds there cost 100g each and are the single best spring money crop — they grow in 8 days and then regrow every 4 days for the rest of the season. Parsnips and cauliflower can’t touch that return. Miss the festival and you’ve lost the whole spring economy.

The first 14 days, concretely

A plan you can actually follow:

DayPriorityWhy
1Talk to town, explore mapFree intro, no penalty
2–3Plant 15–20 parsnips, chop woodLearn the loop, gather wood
4–10Water daily, clear debris, forageSave gold, build chests
~8Buy backpack upgrade (2,000g)Inventory is your real bottleneck
13Egg Festival: buy strawberriesThe spring money engine
13+Plant strawberries, water through rainFirst big cycle

Foraging (wild horseradish, leeks, dandelions) is free energy and sells for a little gold. The mines tempt you early but drain energy fast — dip in only when you have food. If it rains, plant before the rain so you skip a watering day.

Week 1–2: energy, tools, and the community center

Energy management is the hidden tutorial. A single cooked meal (from Gus at the Saloon, or learned cooking) can double your daily work. The TV “Weather” channel tells you rain days in advance — plan big plantings around it.

Tool upgrade order we recommend:

UpgradeCostWhy
Watering Can → Copper2,000g + 5 copper barsLess daily tedium
Axe → Copper2,000g + 5 copperClear stumps for hardwood
Pickaxe → Copper2,000g + 5 copperMines for ore + bundles
Hoe → Copper2,000g + 5 copperLast — least impact

Upgrades take 2 in-game days at the blacksmith and lock the tool while it’s being worked, so time them around days you won’t need that tool. Copper is in the mines (floors 1–39); bring food and a weapon.

The Community Center (vs Joja) is the long-game choice: completing bundles unlocks the Greenhouse, the Minecarts, and eventually the Seed Maker — which is what makes Ancient Fruit a money printer later. Start the “Spring Crops” and “Spring Foraging” bundles with what you already grow.

What NOT to do

Your first money milestones

A rough target list so you know you’re on track:

Applicable conditions and exceptions

Quick early-game tips

Where to go next

Once summer hits, read the crop profit strategy for why Ancient Fruit eventually beats strawberries, and the money-making guide for the full seasonal ramp. Fishing is also a solid spring side-income — see the fishing guide.

Sources & verification

Primary source: Stardew Valley WikiGetting Started, Tools, Traveling Cart. Backpack tiers (Large Pack 2,000g → 24 slots; Deluxe Pack 10,000g → 36 slots) and tool-upgrade costs are taken from the wiki’s canonical infoboxes, which are the authoritative reference for update 1.6.x. These are game-mechanic facts with no separate independent database; they were cross-checked against the in-game upgrade menus described on the wiki and treated as reliable for 1.6.x. Version-sensitive costs should be confirmed against your own game client.