Summer is the second season in Fields of Mistria and arguably the most crop-diverse — eight different crops are available, spanning beginner-friendly budget options right through to unlockable multi-harvest powerhouses. Done right, Summer is a significant cash generator that sets you up for the greenhouse push. Done wrong, you'll spend the season wondering why your farm isn't growing like your neighbours' on the Request Board. This guide ranks every summer crop by profitability, breaks down when to plant each one, and gives you a day-by-day strategy. Already know your way around? Jump straight to the rankings below. New to the game? Start with our Beginner's Guide first.

All Summer Crops at a Glance

Summer lasts 28 days. Here is every crop available this season, sorted by profitability tier. Seeds are purchased from Caldarus' General Store — some require the General Store upgrade to unlock.

Crop Seed Cost Sell Price Grow Time Regrow Type
Tea 300T 135T 5 days Every 3 days Multi-harvest Unlock req.
Blueberry 300T 125T 5 days Every 3 days Multi-harvest
Corn 300T 125T 135T cooked 5 days Every 3 days Multi-harvest
Tomato 300T 125T 5 days Every 3 days Multi-harvest
Watermelon 70T 180T 9 days Single-harvest
Sugar Cane 40T 80T 6 days Single-harvest
Chili Pepper 40T 75T 6 days Single-harvest
Cucumber 25T 40T 4 days Single-harvest

Note that Sugar Cane and Tea may require the General Store to be repaired before they appear in Caldarus' stock — check your town upgrade progress if they aren't showing up.

Summer Crops Ranked

1

Tea — S-Tier (Best Overall)

?? Seed: 300T ?? Sell: 135T ? Grows: 5 days ?? Regrows: every 3 days Multi-harvest Store upgrade req. Great for cooking

Tea is the single highest-value multi-harvest crop in Summer. At 135T per harvest with a 3-day regrow cycle, a seed planted on Day 1 generates up to 8 harvests — 1,080T of income from a 300T investment, a 260% return. It edges out Blueberry and raw Corn by 10T per pick, which adds up significantly over 8 cycles. Tea is also a favourite gift among several villagers and brews into Green Tea, a valuable cooked item worth keeping a stack of. The catch: Tea seeds only become available after the General Store has been upgraded as part of the town restoration quests. If you haven't hit that milestone yet, Blueberry is your best immediate alternative.

?? Day 14 cutoff: Don't plant Tea seeds after Summer Day 14. With a 5-day grow time, seeds planted after Day 14 won't complete enough regrow cycles to recoup the 300T cost before Day 28. After Day 14, switch to Watermelon (70T seed, 9-day grow, 180T sell) for any remaining empty beds.
2

Blueberry — A-Tier (Best Day 1 Pick)

?? Seed: 300T ?? Sell: 125T ? Grows: 5 days ?? Regrows: every 3 days Multi-harvest

Blueberry is available from Day 1 of Summer without any unlock requirement, making it the go-to multi-harvest crop for most players — especially in Year 1 before the General Store is repaired. It shares the same grow and regrow schedule as Tea and Corn, so the planting strategy is identical. Eight harvests from a Day 1 plant nets 1,000T from a 300T seed — a solid 233% return. If you enter Summer with a healthy Tesserae buffer from Spring, fill your main beds with Blueberry immediately and replace with Tea seeds the moment they unlock.

3

Corn — A-Tier (Best with Kitchen Access)

?? Seed: 300T ?? Sell: 125T raw / 135T cooked ? Grows: 5 days ?? Regrows: every 3 days Multi-harvest Grilled Corn = 135T

Raw Corn sells for the same 125T as Blueberry and Tomato, which puts it in a three-way tie in pure sell value. What separates Corn is cooking: shipping your first Corn automatically unlocks the Grilled Corn recipe, which requires a single ear of Corn and sells for 135T each — matching Tea. If you have kitchen access and the time to cook, Corn is effectively tied with Tea for top spot. It's also one of the most recipe-versatile crops in the game, appearing in several dishes. Grow Corn alongside or instead of Blueberry depending on how much time you spend in the kitchen. Check the Cooking Guide for the full recipe list.

4

Tomato — B-Tier (Cooking Staple)

?? Seed: 300T ?? Sell: 125T ? Grows: 5 days ?? Regrows: every 3 days Multi-harvest Key cooking ingredient

Tomato shares identical raw stats with Blueberry and Corn but doesn't have a cooking upgrade that pushes it above 125T per harvest. That said, Tomatoes appear in a large number of recipes and are frequently requested on the Request Board — making them worth growing at least a small patch of regardless of raw value. If you need cooking ingredients, dedicate a few beds to Tomato. If you're purely chasing Tesserae, prioritise Tea or Blueberry instead. Plant Tomatoes before Day 14 the same as other multi-harvest crops.

5

Watermelon — B-Tier (Best Single-Harvest)

?? Seed: 70T ?? Sell: 180T ? Grows: 9 days Single-harvest

Watermelon is the Summer equivalent of Spring's Cabbage — a cheap seed with a long grow time and a high sell price. At just 70T per seed, it's accessible early in Summer before you've built up cash reserves. Each Watermelon sells for 180T in 9 days, a net profit of 110T per plant. Its real role is filling empty beds during the second half of Summer (Days 15–18) when multi-harvest seeds won't break even in the remaining time. Plant Watermelon in any beds left over after Day 14 and harvest before Day 28.

6

Sugar Cane — C-Tier (Mill Essential)

?? Seed: 40T ?? Sell: 80T raw ? Grows: 6 days Single-harvest Processes to Sugar

Sugar Cane's raw sell price of 80T makes it one of the weaker income crops in Summer, but its real value is as a Mill ingredient. Once you have the Windmill running, Sugar Cane processes into Sugar — an essential cooking ingredient that appears in a wide range of recipes and is frequently requested on the Request Board. If you have the Mill, grow Sugar Cane not to sell it raw but to keep your Sugar stores topped up. If the Mill isn't built yet, skip Sugar Cane and focus on higher-profit crops instead.

7

Chili Pepper — C-Tier (Budget Filler)

?? Seed: 40T ?? Sell: 75T ? Grows: 6 days Single-harvest

Chili Pepper narrowly trails Sugar Cane in raw profit at 35T per plant vs Sugar Cane's 40T. It's a decent gap-filler when you're short on seed money but want something growing in every bed. As your income improves through Summer, phase Chili Pepper out in favour of Watermelon and eventually multi-harvest crops. Chili Pepper also appears in a handful of recipes and museum donations, so keep one or two for those purposes.

8

Cucumber — D-Tier (Best Starter)

?? Seed: 25T ?? Sell: 40T ? Grows: 4 days Single-harvest

Cucumber is Summer's Turnip — the cheapest, fastest-growing crop you can plant, and the best choice when you arrive in Summer with limited funds. Seeds cost 25T and each Cucumber sells for 40T in just 4 days, giving you a quick cash loop to fund better seeds. Plant Cucumbers on Day 1 if you can't yet afford Blueberry or Corn seeds, harvest on Day 5, and reinvest that money straight into multi-harvest crops. Cucumber is the bridge, not the destination.

Blueberry and corn crops growing side by side on a Fields of Mistria farm in summer

Blueberry and Corn are the strongest Day 1 summer crops — plant them together and harvest every three days for maximum Tesserae.

Day-by-Day Planting Strategy

The same 28-day clock that runs in Spring applies here. Here's the optimal approach for Summer:

?? Summer Planting Calendar (Days 1–28)

Cucumber
Bridge crop ? swap out Day 5–10
Blueberry / Corn
Plant Day 1 ? up to 8 harvests
Watermelon
Fill second-half beds — plant Days 15–18
Growing Regrowing Harvest day Switch crop / idle

Recommended Day-by-Day Plan

  1. Day 1: Plant Blueberry and Corn seeds in your main beds immediately. If you have leftover space and limited Tesserae, fill with Cucumbers as a fast cash bridge.
  2. Days 1–5: Harvest your Cucumber batch on Day 5. Sell them and use the proceeds to buy more Blueberry or Corn seeds to fill empty beds.
  3. Day 6 onward: Your first Blueberry and Corn harvests begin. Collect every three days and water daily — missing a water day delays the regrow timer.
  4. As soon as Tea unlocks: Replace any new seed purchases with Tea seeds. Existing Blueberry and Corn plants can run to season's end — there's no need to pull them up.
  5. Day 14 (hard stop on multi-harvest): This is the last day to plant Tea, Blueberry, Corn, or Tomato seeds profitably. After today, switch to Watermelon for any remaining empty beds.
  6. Days 15–18: Plant Watermelons in all free beds. Planted on Day 15, they finish by Day 24. Don't plant after Day 18 — they won't have time to finish.
  7. Day 19+: No new planting. Focus on collecting your multi-harvest crops and preparing for Fall.
?? Pro tip: If you arrive in Summer flush with Tesserae from a good Spring, buy as many Blueberry and Corn seeds as you can afford on Day 1 and fill every available bed. The more multi-harvest crops you have running, the more the 3-day regrow cycle compounds into total season profit.

Summer Farming Tips

Fertilise Your Multi-Harvest Crops First

Quality tiers in Fields of Mistria run Normal ? Silver ? Gold ? Prismatic, with higher-quality crops selling for significantly more Tesserae. Prismatic-quality crops can fetch roughly 3–4 times the Normal price. Because multi-harvest crops like Blueberry, Corn, and Tea produce 6–8 yields per seed, applying fertiliser at planting time multiplies the benefit across every harvest. Always use your best available fertiliser on multi-harvest crops first, and apply it to single-harvest Watermelons only if you have fertiliser left over. Pick up fertiliser from Caldarus every time his stock refreshes. See our Farming Guide for a full breakdown of fertiliser types and quality mechanics.

Cook Corn Before You Sell It

Once you've shipped your first Corn, the Grilled Corn recipe unlocks automatically. Grilled Corn sells for 135T each versus raw Corn's 125T — a 10T gain per unit for a one-ingredient recipe. If you're regularly harvesting a large Corn patch, cooking the entire batch before shipping adds up to meaningful extra income over a full season. The same logic applies to Tea: brewed Green Tea is both a higher-value item and a popular gift for several characters. Check the Cooking Guide for which recipes your harvest can unlock.

Don't Neglect the Mill for Sugar Cane

Sugar Cane looks underwhelming as a raw crop, but once the Windmill is operational it becomes a supply chain backbone. Sugar is a key ingredient in a wide range of cooked dishes, and running low on it can stall your cooking progression entirely. If you've built or are close to building the Windmill, dedicate a few beds to Sugar Cane rather than selling it at the door. See the Carpenter Guide for the materials needed to build the Windmill.

Summer Has Three Fruit Trees Worth Knowing

Pear and Peach trees bear fruit in Summer. These are planted as sapling seeds and take around 14 days to mature, but once established they produce fruit every few days indefinitely and don't need to be replanted each year. If you have tree plots available, planting fruit trees is a great long-term investment that complements your seasonal crop income. See the Farming Guide for details on fruit trees and orchard placement.

Summer Flowers and Museum Donations

Three flowers grow in Summer: Daisy, Catmint, and Cosmos — all donatable to the museum's Flora Wing. If you haven't completed the Spring Flora museum set yet, Summer is also the time to forage the remaining items. Keep at least one of each summer crop to donate before selling the rest. Museum donations unlock rewards and are part of the Town Renown progression that earns Stamina Up potions. For the full donation checklist, see the Museum Guide.

?? Stamina reminder: A full summer bed of multi-harvest crops means more daily watering. Make sure to grab the free Inn soup every morning, and upgrade your Watering Can to Copper tier if you haven't already — it waters a 3×3 area in one action and dramatically cuts your daily stamina cost. Full details in the Stamina Guide.

Rainy Days: Head Straight to the Mines

On rainy days your crops water themselves, freeing up all the stamina you'd normally spend at the watering can. Don't waste those days idling around the farm — head to the mines and spend your saved energy on ore runs. Summer is an ideal time to push deeper into the mine and stock up on materials for tool upgrades and construction projects. See the Mining Guide for what to expect on each floor.



Frequently Asked Questions

Tea is the best summer crop overall — 300T seed, 5-day grow, 3-day regrow, and 135T per harvest. Up to 8 harvests from a Day 1 plant gives 1,080T return on a 300T investment. It requires the General Store upgrade to unlock. If Tea isn't available yet, Blueberry and Corn are the best alternatives on identical grow schedules.
They have identical raw stats — 300T seed, 5-day grow, 3-day regrow, 125T sell price. Corn gains an edge if you cook it into Grilled Corn (135T), matching Tea's value. Choose Corn if you have kitchen access and time to cook; choose Blueberry if you want simple sell income without cooking steps. Growing both is a safe approach.
Cucumber is the best budget starter at 25T per seed with a 4-day grow time and 40T sell price. It's the fastest way to build early cash when you can't afford 300T multi-harvest seeds yet. Use two Cucumber cycles to fund your first Blueberry or Corn planting, then phase Cucumbers out entirely.
Stop planting Tea, Blueberry, Corn, and Tomato seeds after Summer Day 14. Seeds planted after that point won't complete enough 3-day regrow cycles to recover the 300T cost before the season ends on Day 28. Switch all new planting to Watermelon (70T seed, 9-day grow, 180T sell) for the second half of Summer — it still finishes comfortably before Day 28 if planted by Day 18.
Corn unlocks Grilled Corn (135T) the moment you ship your first ear. Tea brews into Green Tea, a valued gift and high-sell cooked item. Sugar Cane processes into Sugar at the Windmill — an essential cooking ingredient that appears in dozens of recipes. Tomatoes are used in multiple dishes and frequently requested on the Request Board. See the Cooking Guide for the full recipe breakdown.
Yes. All outdoor crops left in the ground when Summer ends will wither immediately as Fall begins, with no harvest. Time your planting so every crop finishes before Day 28. As a safe rule, don't plant anything with a grow time over 9 days after Summer Day 18. The Greenhouse is the only way to grow crops year-round regardless of season.