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Run A Farm: How to Plant Crops and Get a Field Growing

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Getting a crop growing in Run A Farm takes a field and seeds. What Field 1 costs, how the SEED MARKET works, and how sowing, growth and your first harvest play out.

Quick answer

Getting a crop growing in Run A Farm takes two purchases and one planting step: buy a field (Field 1 shows a $120 price on screen), buy seeds at the SEED MARKET, and get them sown into the empty field — by you, or by a hired Planter. The crop then grows on its own timer, and an optional $120 Sprinkler makes crops grow 30% faster.

  • Buy a field first — Field 1 shows a purchase price of $120.
  • Buy seeds at the SEED MARKET stand, labeled "buy and unlock seeds" — Wheat is listed to buy, Carrot sits behind a $400 unlock.
  • Sowing targets your empty fields and uses up your seeds: plant yourself, or hire a Planter ($400, sows one field per trip, up to two hireable).
  • Optional: a $120 Sprinkler is advertised in-game with "Grows 30% faster".

Crop farming is one of Run A Farm's headline activities — the official game description promises you'll "Plant crops, harvest them with tractors, and drive your trucks to town to sell them." None of that happens until something is actually in the ground, though, and getting there is a short, specific shopping list followed by one planting step.

Run A Farm artwork: a farmer character with a lasso outside a red barn, with a cow, chickens, hay bales and a wheat field

Buy a field before anything else

Crops are planted on farm fields, and a field has to be yours before anything can go in it. The game shows the first plot, Field 1, as a $120 purchase. That plot is your planting surface: sowing applies to empty field plots, so until you own one, there is nowhere for your seeds to go.

"Empty" is the state the planting system looks for, and that stays relevant after your first harvest too — a harvested field is empty again and ready for the next sowing. Once the first plot is paying for itself, more land is the natural next step, and the farm expansion guide covers adding fields.

Seeds come from the SEED MARKET

Seeds have a dedicated source: the SEED MARKET stand on the farm, labeled "buy and unlock seeds." Its shop lists the starter seeds with growth times and per-crop sale prices:

SeedGrows inSells forAvailability
Wheat30 seconds$2 eachListed to buy
Carrot45 seconds$5 eachRequires a $400 unlock

Wheat is the seed you can act on immediately — quick to mature and modest per crop. Carrot earns more ($5 a crop versus $2) but takes longer to grow and shows a $400 unlock in the shop, so it's a purchase to make once early income is steady rather than a day-one essential. For more depth on the game's crops, see the crops guide.

How a field gets planted

Owning a field and holding seeds still isn't a crop — the seeds have to be sown into the plot. Planting works on your empty fields and consumes your seeds as it goes, and Run A Farm gives you two ways to handle it: plant your fields yourself, or hand the job to a worker.

The worker route runs through the Farm Office. Its hiring panel offers the PLANTER, whose job description is exactly the step you need: "Sows your empty fields with your seeds." A Planter costs $400 to hire, sows one field per trip, and up to two can be hired. It's an alternative to planting by hand, not a requirement — if you're already moving around the farm, sowing yourself keeps that $400 free for seeds or the Carrot unlock. The workers guide breaks down the hiring system in more detail.

After planting: growth, ripening and the first payout

From seed to sale-ready crop

  1. Sowing

    Seeds go into an empty field plot — planted by you or by a Planter, who sows one field per trip. Sowing uses up your seed stock.

  2. Growing

    The crop matures on its own timer: about 30 seconds for Wheat, 45 for Carrot, per the seed shop listings. A $120 Sprinkler makes crops grow 30% faster.

  3. Harvest

    Ripe fields can be harvested by hand or left to a Farmhand worker.

Harvesting empties the field for the next sowing — and puts crops in hand to sell in town.

The growth timer is where the optional Sprinkler earns its $120: it's advertised in-game with "Grows 30% faster," a straight speed-up on crop growth while you wait.

When a ripe field is finally harvested, the game walks you into the next step itself. In one observed run, the harvest popped up a "Nice!" +$246 reward and the quest banner switched to "Sell crops in town!". Treat the $246 as a single observed harvest rather than the going rate — your payout is built from the per-crop prices the shop lists: $2 for each Wheat, $5 for each Carrot.

That banner is also the answer to "what happens next": crops sell in town, and the selling crops guide covers that trip. Tractors are part of the picture too — the official description has you "harvest them with tractors" — and the tractor guide covers that route.

If the field plus seeds is out of reach in your first minutes of play, working Run A Farm codes can top up your cash for exactly these early purchases; the codes page keeps the current list.

From there the loop is short: sow the empty field, wait out the timer, harvest, sell in town — and the plot is empty and ready for the next round of seeds.