RavenTheBlank
Cowpoke
Hello all! I've been working on a Stardew Valley challenge and I think I've finally worked out the kinks. I want to know what everyone thinks. :>
MONEY GREMLIN CHALLENGE
A structured, greedy, efficiency‑driven challenge that still feels playful.
1. You must buy the Joja membership before Summer 1
2. Your free coop must become a profit engine, not a petting zoo
Rules for animals:
You may only plant crops that fit one of these categories:
4. You must end every day with a net profit
If you end a day with negative or zero profit, you must:
5. You must unlock Joja upgrades in a strict order
1. Minecarts
2. Greenhouse
3. Bus
4. Quarry
5. Panning
This order maximizes profit acceleration.
6. You must reinvest 70% of your gold
Every weekend you must reinvenst your money:
70% goes into seeds, animals, kegs, or Joja upgrades
30% can be kept
During the weekend the net positive rule does not apply. (Unless you want to make it really difficult)
7. Skull Cavern becomes mandatory once the bus opens
Not optional.
Not “when you feel like it.”
Every good luck day → Skull Cavern
Every neutral day → Mines
Bad luck days → Farm work
This keeps the run aggressive.
(Skull Cavern days are required, but neutral and bad luck days can be more flexible)
8. You must track your weekly profit
At the end of each week:
9. No relationships unless it increases profit
You may only give gifts if:
10. You must industrialize
Once you unlock kegs:
11. Minimal Museum Donations
No artifacts (besides the ancient seed due to it being the only way to obtain the plantable recipe) may be given to Guntar, you don't give to charity.
This was originally the rule, but then I realized that would eliminate forced labor from the Junimos, so the following is a list of the 60 allowed donations to the Museum (They were chosen to be the cheapest values.) The total gold used to acquire the key is lower without the gemologist profession (SVE is also a valid way to acquire the key, but is only recommended to be added at the start of a save)
Alternatively, using the CJB Cheats Menu you may simply check "Rusty Key" under "Advanced." If this is the method you'd like to go with you must purchase 8000g worth of anything and throw it away, as if you're paying for the key. (I am currently trying to make a mod that allows the traveling merchant to sell it, but am having bad luck.)
12. Be a greedy bastard
END GOAL
I realized after posting this that I forgot about an end goal. @Terdin mentioned to me that you can pay to acquire missing perfection percent, so I would say acquiring perfection is the perfect end goal! After all, if your producing right making several million should be easy!

MONEY GREMLIN CHALLENGE
A structured, greedy, efficiency‑driven challenge that still feels playful.
1. You must buy the Joja membership before Summer 1
2. Your free coop must become a profit engine, not a petting zoo
Rules for animals:
- You may only keep animals that produce daily
- Any animal that stops producing → sold immediately
- No naming animals cute things
- No barns until Summer
- No pigs until Year 2
You may only plant crops that fit one of these categories:
- Fast cash (potatoes, kale)
- Scaling profit (strawberries, blueberries)
- Wine fuel (starfruit, ancient fruit)
- No “for fun” crops.
- No decoration crops.
- No mixed fields.
4. You must end every day with a net profit
If you end a day with negative or zero profit, you must:
- Sell something you were saving
- Or clear a patch of crops
5. You must unlock Joja upgrades in a strict order
1. Minecarts
2. Greenhouse
3. Bus
4. Quarry
5. Panning
This order maximizes profit acceleration.
6. You must reinvest 70% of your gold
Every weekend you must reinvenst your money:
70% goes into seeds, animals, kegs, or Joja upgrades
30% can be kept
During the weekend the net positive rule does not apply. (Unless you want to make it really difficult)
7. Skull Cavern becomes mandatory once the bus opens
Not optional.
Not “when you feel like it.”
Every good luck day → Skull Cavern
Every neutral day → Mines
Bad luck days → Farm work
This keeps the run aggressive.
(Skull Cavern days are required, but neutral and bad luck days can be more flexible)
8. You must track your weekly profit
At the end of each week:
- Write down your total gold
- Compare it to last week
- Sell an animal
- Or expand your farm
- Or buy a Joja upgrade early
9. No relationships unless it increases profit
You may only give gifts if:
- It unlocks a recipe that increases profit
- It unlocks a tool that increases profit
- It unlocks a spouse who increases profit
10. You must industrialize
Once you unlock kegs:
- You must build at least 10 per week
- You must fill every shed slot (or cabins, if that's what you choose to do)
- You must convert all wine crops into wine
- You may not sell raw starfruit or ancient fruit
11. Minimal Museum Donations
No artifacts (besides the ancient seed due to it being the only way to obtain the plantable recipe) may be given to Guntar, you don't give to charity.
This was originally the rule, but then I realized that would eliminate forced labor from the Junimos, so the following is a list of the 60 allowed donations to the Museum (They were chosen to be the cheapest values.) The total gold used to acquire the key is lower without the gemologist profession (SVE is also a valid way to acquire the key, but is only recommended to be added at the start of a save)
1. Dwarf Scoll 1 (1g)
2. Dwarf Scroll 2 (1g)
3. Dwarf Scroll 3 (1g)
4. Dwarf Scroll 4 (1g)
5. Ancient seed (5g)
6. Limestone (15g/19g)
7. Glass shards (20g)
8. Rusty spoon (25g)
9. Rusty spur (25g)
10. Rusty cog (25g)
11. Quartz (25g/32g)
12. Mudstone (25g/32g)
13. Chipped amphora (40g)
14. Arrowhead (40g)
15. Dried starfish (40g)
16. Chewing stick (50g)
17. Chicken statue (50g)
18. Prehistoric tool (50g)
19. Prehistoric handaxe (50g)
20. Trilobite (50g)
21. Ancient doll (60g)
22. Baryte (50g/65g)
23. Earth crystal (50g/65g)
24. Sandstone (60g/78g)
25. Nautilus fossil (80g)
26. Frozen tear (75g/97g)
27. Calcite (75g/97g)
28. Granite (75g/97g)
29. Ancient sword (100g)
30. Anchor (100g)
31. Bone flute (100g)
32. Dwarvish helm (100g)
33. Ancient drum (100g)
34. Prehistoric scapula (100g)
35. Prehistoric tibia (100g)
36. Prehistoric skull (100g)
37. Skeletal hand (100g)
38. Prehistoric rib (100g)
39. Prehistoric vertebra (100g)
40. Skeletal tail (100g)
41. Palm fossil (100g)
42. Nekoite (80g/104g)
43. Orpiment (80g/104g)
44. Topaz (80g/104g)
45. Slate (85g/110g)
46. Esperite (100g/130g)
47. Malachite (100g/130g)
48. Thunder egg (100g/130g)
49. Fire quartz (100g/130g)
50. Amethyst (100g/130g)
51. Marble (110g/143g)
52. Jagoite (115g/149g)
53. Amphibian (150g)
54. Petrified slime (120g/156g)
55. Pyrite (120g/156g)
56. Soapstone (120g/156g)
57. Aerinite (125g/162g)
58. Celestine (125g/162g)
59. Opal (150g/195g)
60. Alamite/Geminite/Jamborite/Jasper/Hematite (150g/195g)
TOTAL GOLD COST – 4,788gAlternatively, using the CJB Cheats Menu you may simply check "Rusty Key" under "Advanced." If this is the method you'd like to go with you must purchase 8000g worth of anything and throw it away, as if you're paying for the key. (I am currently trying to make a mod that allows the traveling merchant to sell it, but am having bad luck.)
12. Be a greedy bastard
- No pets, they don't provide decent enough incentives (If a pet is accidentally acquired, attention must be minimal, no watering or petting.)
- All artifacts must be sold same-day. If they are not the artifact must be thrown away, can't let Guntar know your holding out on him. (Artifacts may also be gifted same-day (Penny likes artifacts))
- Nothing may be added to the soup for the Luau. (Despite the potential friendship boost, you would be wasting resources on individuals that you would not give gifts to according to rule #6)
- No gifts may be given for the Feast of the Winter Star. The exception to this rule is if before you recieved the notification of who your person is you had decided that person was worth gifting to (according to rule #6), if such is the case you are allowed to gift the person something, however, it cannot be something expensive (such as most universal gifts like iridium or prismatic shards).
- EXAMPLE: You have decided to whoo Penny because the gifts she gives have a high monetary value. When you are notified on the 18th of who you are assigned to, it is revealed to be Penny. In this example you are allowed to gift her something.
- Help Wanted requests may only be completed if the monetary value of the reward exceeds the monetary value of the assignment (if the monetary values are equal, requests may be completed if it is for an individual that falls under rule #6)
- Story Quests may also only be completed if they are either 1. neccesary to recieve an important recipe/item or 2. the monetary value exceeds the cost of the items given. (In the case of Robin's axe and Linus's baskets, both give money if the items are returned and acquiring the item is free, so these are allowed.)
- Special Orders, similarly to Help Wanted and Story Quests, must have a value that exceeds that of the items delivered. (For example, if a person decides that the solar panel from Caroline's quest is necessary, they may complete the quest, but they may NOT complete it the second time, due to the reward simply being 50% of the gold value of the items)
- Only ten (10) fish may be kept in chests at a time (To prevent hoarding)
- You must stay up until midnight at least. Passing out is allowed, but not recommended
END GOAL
I realized after posting this that I forgot about an end goal. @Terdin mentioned to me that you can pay to acquire missing perfection percent, so I would say acquiring perfection is the perfect end goal! After all, if your producing right making several million should be easy!


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