Purpose and how to use it
Store produce and keep new harvests fresh longer.
The base freshness deadline for new harvested produce is seven days. Each Barn level adds three hours, reaching ten days at Level 25. The deadline is assigned when produce is harvested; upgrading does not rewrite old inventory deadlines.
Click the building on your farm to open its menu. Moving a building changes its location, not its owned level. Farm editor placement rules explain entrances and walking access.
Where to get it
The Barn is included with your farm at Level 1; you do not buy a separate building from the seed shop. Find it on My Farm and click its model to open its menu. If you stored or moved it, open Edit Farm → Buildings, select the owned building and place it again. Its level improvements are purchased from its own menu, not by buying another copy.
Every level: benefits, costs and requirements
Exact rule at building level L: Freshness = 7 days + 3 hours × (L − 1). Percentage displays are rounded to at most four decimal places; the fraction above defines the exact calculation.
← Scroll sideways to see every column →
| Level | Benefit | Cost to reach (coins) | Cumulative coins | Farm level | Appearance |
|---|---|---|---|---|---|
| 1 | 7 days produce freshness | 0 | 0 | 1 | Woodland Barn |
| 2 | 7 days 3 hours produce freshness | 1,500 | 1,500 | 1 | Woodland Barn |
| 3 | 7 days 6 hours produce freshness | 2,500 | 4,000 | 2 | Woodland Barn |
| 4 | 7 days 9 hours produce freshness | 4,000 | 8,000 | 3 | Woodland Barn |
| 5 | 7 days 12 hours produce freshness | 6,000 | 14,000 | 4 | Painted Barn |
| 6 | 7 days 15 hours produce freshness | 8,500 | 22,500 | 4 | Painted Barn |
| 7 | 7 days 18 hours produce freshness | 11,500 | 34,000 | 5 | Painted Barn |
| 8 | 7 days 21 hours produce freshness | 15,000 | 49,000 | 6 | Painted Barn |
| 9 | 8 days produce freshness | 19,000 | 68,000 | 7 | Painted Barn |
| 10 | 8 days 3 hours produce freshness | 24,000 | 92,000 | 8 | Harvest Barn |
| 11 | 8 days 6 hours produce freshness | 30,000 | 122,000 | 8 | Harvest Barn |
| 12 | 8 days 9 hours produce freshness | 37,000 | 159,000 | 9 | Harvest Barn |
| 13 | 8 days 12 hours produce freshness | 45,000 | 204,000 | 10 | Harvest Barn |
| 14 | 8 days 15 hours produce freshness | 54,000 | 258,000 | 11 | Harvest Barn |
| 15 | 8 days 18 hours produce freshness | 64,000 | 322,000 | 12 | Estate Barn |
| 16 | 8 days 21 hours produce freshness | 76,000 | 398,000 | 12 | Estate Barn |
| 17 | 9 days produce freshness | 90,000 | 488,000 | 13 | Estate Barn |
| 18 | 9 days 3 hours produce freshness | 106,000 | 594,000 | 14 | Estate Barn |
| 19 | 9 days 6 hours produce freshness | 124,000 | 718,000 | 15 | Estate Barn |
| 20 | 9 days 9 hours produce freshness | 145,000 | 863,000 | 16 | Grand Barn |
| 21 | 9 days 12 hours produce freshness | 169,000 | 1,032,000 | 16 | Grand Barn |
| 22 | 9 days 15 hours produce freshness | 196,000 | 1,228,000 | 17 | Grand Barn |
| 23 | 9 days 18 hours produce freshness | 226,000 | 1,454,000 | 18 | Grand Barn |
| 24 | 9 days 21 hours produce freshness | 260,000 | 1,714,000 | 19 | Grand Barn |
| 25 | 10 days produce freshness | 300,000 | 2,014,000 | 20 | Harvest Warehouse |
How bonuses combine
Building effects apply only to their named mechanic. Active companion effects combine with buildings under the game’s caps: late-penalty reduction 75%, weather-bonus strength increase 100%, fertilizer strength increase 50%, seed grow-time reduction 34%, and automation capacity 96 hours. These caps describe fully combined systems, not bonuses supplied by this building alone.