Cozy Grove is a crafting game that borrows features and mechanics from the Animal Crossing series, Spiritfarer and Don’t Starve, with its own distinctive personality. I’ve fallen all the way in love with the Switch version of the game lately, and now, around day 13 in-game, I’ve discovered a few tricks for making money fast.
Help Your Bears
One thing the game signposts very clearly is the need to help the ghost bears on your island. Doing so gives you story content, spirit logs that expand the island (and introduce you to new bears with new quests), unique items, and coins. Doing the bear quests is probably already a priority for you, but if it isn’t — it’s key to get them done. In addition to the bigger rewards, doing a bear’s quest on a given day lights up the area and releases a small flood of old coins, the game’s currency.
Donate, and Prosper
The game does an okay job of letting you know donating items to Captain Billweather Snout’s “book of secrets” behooves you, but for players weaned on Animal Crossing’s museum system, you may not realize just how lucrative donating new items or materials is at first glance.
During the first few days, just about every material (including the most basic, common crafting supplies like twigs, common fish, and food items) is marked “new,” and donating an item always gives you a reward: frequently, you get hundreds or even thousands of coins, as well as extra goodies: often, gems or crafting recipes. And the first time you craft a new food or object: guess what, that’s a new material too! Most of my income in the first week or so was garnered through the donation system.
Selling to Mr. Kit
The most obvious way to make money is to sell goods to Mr. Kit, the island’s commerce fox (who, unlike Tom Nook, never gouges you for housing, he’s just here to buy and sell). I do little runs throughout the day, gathering resources for my quests, then, once those are exhausted, I go into decoration, crafting, and selling mode, keeping rare resources and either selling, crafting simple things into more complex wares (see the next section, on burning), or stashing my better items in my campground storage. I’m constantly selling stuff off to Mr. Kit.
Burn it To Earn It
Some common resources are extremely cheap and won’t go for much in Kit’s store, but you can increase their value by burning them into new items. Burning is immediate (unlike crafting foods with the baker bear, which go through the mail system) and give you a bit more ROI: for example, a mudsucker (a fish) will net you 25 coins at the shop, but burning a single mudsucker nets two charred fishbones, good for 100 coins.
A Word About Resources
Once I got serious about Cozy Grove, I started googling resources and seeing how fast they regenerate. Leaf piles, shrubs, and diggable holes do run out relatively quickly in a play session, but they will also respawn after a time, according to Spryfox’s own site, trees and harvestable plants regrow every 72 hours, while a more complex algorithm dictates the spawn rate of leaf piles:
There’s a max number that can be in the world (i.e., not in your backpack or your storage) at any given time. Shells may be the best example–if you leave a bunch of shells lying around on the beach and/or in your campsite, these will prevent new shells from spawning.
You’ll get some new ones at the beginning of each morning, but after that the number available is governed by a refresh rate. I.e., new shells won’t show up immediately after you pick up all of the existing shells.
There are only a certain amount of each that spawn in a given day, so if you blow through them ASAP then there won’t be more later in the day. (Although there isn’t any reason not to blow through them ASAP, either.)
Respawning only happens if your current play session is long enough. E.g., if you harvest everything you see in the morning then just pop your head in for 2 minutes later in the day to see if more stuff has spawned, you won’t find anything. However if this second play session is longer, then you’ll eventually begin to find that some new things have spawned in.
ABF: Always Be Fishing (and Beachcombing)
This is as much a quality-of-life tip as a money-making scheme, but it works for both. As fish are the resource that takes the most time to deplete, there are almost always fishies out there to grab. There are also plentiful recipes hiding in the sea, all good for crafting goodies to decorate (and decorating is an important system here, as it will allow you to farm resources more efficiently if you do it well). Every time you find a new fish, you can donate it for a bounty. You can also sell uncommon, rare, and legendary fish for a pretty penny, and burn common fish to sell the charred fishbones (you could also keep these for crafting.)
Beach-combing is just as important, as there are plenty of shells to grab on the beach screens: some will be new (for donating and nice presents), and all shells are basically items for sale after the first of their kind has been donated.
Disclosure notice: I used to work at Zam.com (the precursor to this fine website) with Kris Ligman, one of the game’s writers.