Run A Farm Crops: Wheat, Carrot, Potato and Corn — How Growing Leads to Selling
Confirmed crops in Run A Farm include Wheat, Carrot, Potato and Corn. Here's what the Seed Market charges, how the grow-harvest-sell loop works, and where selling pays out.
Quick answer
Four crops are confirmed in Run A Farm: Wheat, Carrot, Potato and Corn. They all follow one loop — plant, harvest the ripe crops, then take them into town and sell them for cash — with buying seed at the Seed Market recorded for Wheat and Carrot.
- Wheat: grows in 30 seconds, sells for $2 each, no unlock price listed
- Carrot: grows in 45 seconds, sells for $5 each, $400 to unlock
- Potato and Corn: confirmed later in the game through large harvest and delivery quests
Crops are the field-to-town money loop of Run A Farm, and the game's own description sums it up: plant crops, harvest them with tractors, and drive your trucks to town to sell them. The Seed Market, the fields and the farm workers all exist to keep that loop turning. Here are the crops that fill it and how each stage leads to the next.

On the Seed Market board: Wheat and Carrot
Crop runs start at the SEED MARKET stand, labeled "buy and unlock seeds." Its recorded shop board lists two seed entries:
| Crop | Grow time | Sells for | Unlock cost |
|---|---|---|---|
| Wheat | 30 seconds | $2 each | none listed |
| Carrot | 45 seconds | $5 each | $400 |
Wheat's listing shows no unlock price, so its seed can be bought and planted straight away. Carrot pays more than double per crop ($5 versus $2) but takes longer to ripen and needs a $400 unlock first. Seeds are an early cash priority for a practical reason: filling your fields is what lets you bring in the tractor instead of harvesting everything by hand. The planting stage itself is covered step by step in how to plant crops.
Potato and Corn: the crops that arrive later
Two more crops join the lineup as your farm grows. Later quests reference harvesting and delivering Wheat, Potato and Corn by the hundreds, which confirms Potato and Corn as real crops in the same grow-harvest-sell loop. They appear in quests rather than on the Seed Market board shown above, so their seed prices and grow times are not part of that listing.
How growing a crop leads to selling it
Every crop — starter Wheat or late-game Potato — moves through the same five stages:
The crop loop: from seed to sale
Buy seeds
Buy or unlock seed at the Seed Market stand.
Plant a field
Sow the seeds into a purchased field. A hired Planter can sow empty fields with your seeds for you, one field per trip.
Let them grow
Each crop ripens on its own timer, and Sprinklers are labeled "Grows 30% faster" to cut down the wait.
Harvest
Ripe crops are harvested by hand or with a tractor. A Farmhand harvests ripe fields and carries 15 crops at a time, and a Tractor Driver runs the tractor through ripe fields once a Tractor Barn is built.
Sell in town
Crops sell in the town area. The game has you driving trucks to town to sell, and in-game a "Sell crops in town!" banner marks the goal as you head into Town Park.
Every sale pays cash, cash buys the next batch of seeds, and the loop starts over — that is how one field becomes steady farm income.
If you take the tractor route for that harvesting stage, how to use tractors covers it in detail.
Buildings, upgrades and workers that keep crops moving
Several purchases exist purely to support the crop side of the farm:
Crop buildings, upgrades and workers
Field 1
A purchasable field, $120 — the plot that turns bought seed into planted crop.
Seed Market
The stand where seed is bought and new crops are unlocked; as a build it costs $50.
Sprinklers
$120 — planted crops grow 30% faster.
Storage Racks
$800 — stores 120 crops.
Planter
A Farm Office hire at $400. Sows your empty fields with your seeds, one field per trip.
Farmhand
A Farm Office hire at $1,020. Harvests your ripe fields and carries 15 crops.
Tractor Driver
Drives your tractor through ripe fields. Locked until you own a Tractor Barn.
More land for more fields comes through farm expansion, and the full hire list is broken down in the workers guide.
What crops pay along the way
Crops earn at three points in the loop. The harvest pays on the spot — one observed harvest popped a "Nice!" +$246 reward, which is that single harvest's result rather than a fixed rate. The sale gives each crop its listed value, $2 per Wheat and $5 per Carrot on the shop board. And quests pay cash bonuses for crop work at scale:
| Quest objective | Cash reward |
|---|---|
| Harvest 425 Wheat | $425 |
| Harvest 350 Corn | $2,100 |
| Deliver 325 Wheat | $650 |
| Deliver 275 Potato | $7,700 |
Note how the quests split the loop the same way the game does — harvesting objectives and town delivery objectives, each with its own reward. For the town-side steps in detail, see how to sell crops; the trucks that haul the harvest belong to the vehicles lineup.
Getting the cash together for the Carrot unlock, sprinklers and first hires is quicker with free cash — current Run A Farm codes are kept on the codes page. And if you are new to the whole game, the beginner guide covers the first steps from your starting coop to a working farm.
Related Guides
How to Plant Crops and Get a Field Growing
What Field 1 costs, how the SEED MARKET works, and how sowing, growth and your first harvest play out.
How to Sell Crops: Harvest, Haul, Sell in Town
The town delivery route: harvest with tractors, haul by truck, and complete the crop delivery quests.
Tractors: What They Harvest and What You Need First
What tractors harvest, the Tractor Barn requirement, and the setup you need before your first automated field.
Farm Expansion: What to Buy and What Each Step Costs
The full shopping list with prices, from the $50 Seed Market to the $1,200 Garage, in build order.