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Dinkum Guide: Complete Strategy & Tips

Complete Dinkum guide covering builds, strategies, progression tips, and everything you need to master the game.

Researched and editorially reviewed. Updated .
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James Bendon built Dinkum largely on his own, KRAFTON published it, and the Australian island sim left Early Access in April 2025 after nearly three years. Fletch sells the licences that legally permit you to swing a pickaxe, chop a tree or plant a crop, and you pay for them with Permit Points earned from milestones. Crocos, Bush Devils and Alpha Jackaroos will flatten an under equipped player long before the weather does.

This guide covers everything you need: core mechanics, the best builds, equipment worth investing in, location progression, and the tips that actually make a difference.

Core Mechanics

Permit Points earned from milestones

Milestones tick up as you play, covering things like trees chopped, bugs caught and distance walked, and each completed one pays Permit Points. Melvin's bank will convert cash into points, but at a rate poor enough that milestones remain the real source.

Licences bought from Fletch

Fletch trades licences in the base tent, and each one legalises a whole activity: the Mining Licence at 250 points lets you buy pickaxes and break rocks at all. Most lines run to level 2 and level 3 at 1,000 and 3,000 points, unlocking copper and iron tool recipes.

Deeds that place town buildings

Deeds let you site houses and shops around the island, which is how NPCs such as John, Irwin, Rayne and Franklyn move in permanently. Melvin at the bank funds the construction with loans repaid in Dinks.

Per activity skill levels

Mining, logging, hunting, farming, fishing and the rest each level separately as you use them, and levelling opens better licences and recipes. The result is that specialising early is faster than dabbling in everything.

Seasons and daily weather

The island runs a seasonal calendar with weather that changes what spawns and what grows. Storms and heat both alter a day's plans, so the tool loadout you leave town with matters.

For a deeper dive into how these systems interact, see our Dinkum combat guide.

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Builds Overview

BuildTierPlaystyleKey Stats
MinerAVersatile approachBalanced stats
LoggerAVersatile approachBalanced stats
FarmerAVersatile approachBalanced stats
HunterAVersatile approachBalanced stats
FisherAVersatile approachBalanced stats

For full build breakdowns with gear and stat priorities, see our Dinkum builds guide. For rankings, check the tier list.

Equipment Guide

EquipmentWhy It MattersBest For
PickaxeGated behind the Mining Licence at 250 Permit Points, with copper and iron recipes at licence levels 2 and 3.Ore, stone and access to the Deep Mine once the 3,500 point licence is bought
AxeUnlocked by the Logging Licence at 250 points, upgraded through copper at level 2 and iron at level 3.Timber for building, furniture and most crafting recipes
SpearPart of the Hunting Licence line at 250 points, alongside bat and hammer recipes, with copper weapons at 1,000 and iron plus the flaming bat at 3,000.Defending yourself from Crocos, Bush Devils and Alpha Jackaroos
Fishing rodThe Fishing Licence at 250 points allows rods and fishing at all, and level 2 at 1,000 adds the copper rod recipe and opens the Commerce Licence.Early income and the route to the 5 percent Commerce Licence sales bonus
Metal detectorBought after the Excavation Licence at 500 points, with its own Metal Detecting Licence at 500 and an improved level 2 at 2,000 points.Passive daily income from buried finds while you walk between jobs

Pickaxe: Gated behind the Mining Licence at 250 Permit Points, with copper and iron recipes at licence levels 2 and 3. Without the licence you cannot break rocks at all.

Axe: Unlocked by the Logging Licence at 250 points, upgraded through copper at level 2 and iron at level 3. Level 2 also brings the keg recipe.

Spear: Part of the Hunting Licence line at 250 points, alongside bat and hammer recipes, with copper weapons at 1,000 and iron plus the flaming bat at 3,000.

Fishing rod: The Fishing Licence at 250 points allows rods and fishing at all, and level 2 at 1,000 adds the copper rod recipe and opens the Commerce Licence.

Metal detector: Bought after the Excavation Licence at 500 points, with its own Metal Detecting Licence at 500 and an improved level 2 at 2,000 points.

Full breakdowns in our Dinkum weapons guide.

Location Progression

LocationLevel RangeKey Rewards
BushlandsDay 1 onwardTimber, common bugs, early foraging materials
TropicsEarly to mid gameBananas and coconuts, tropical bugs, Mu for the farm
DesertMid game with a weapon in handBuried finds, desert specific spawns, open building space
Pine ForestMid gamePine timber, apples, cooler weather crops and bugs
Deep MineLate game, iron tools and a weaponQuartz Crystal, Ruby, ores, glowing mushrooms, treasure room loot

Bushlands: The eastern half of the map and the default starting ground, holding Jackaroo, Alpha Jackaroo, Diggo and Cockatoo, plus Gum Trees, Bush Lime Trees, Yellow Wattle Bushes and Billy Buttons.

Tropics: The northern strip, with Palm Trees, Banana Trees, ferns and the Royal Bluebell, plus Wary Mu and Scrub Turkeys and a set of bugs that appear nowhere else.

Desert: The dry centre of the island. Open ground makes it good detector territory and poor cover, so anything hostile sees you coming a long way off.

Pine Forest: The cold south west, with high cliffs, pine trees and apple trees. The elevated islands off that coast carry the same flora.

Deep Mine: The underground layer reached through the Mine after the 3,500 point Deep Mining Licence. Cave Bats, Glowing Crocos, Glow Bugs and Bush Devils all live down here, along with the Bat Shrine and treasure rooms.

See our maps & locations guide for detailed area breakdowns and our walkthrough for the optimal progression path.

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Tips That Actually Matter

  1. Buy the Mining Licence for 250 Permit Points before anything else. Ore feeds the copper and iron tool recipes on every other licence line, so mining is the bottleneck that unblocks the rest of the island.
  2. Chase milestones rather than money in the first week. Permit Points come from milestones like trees chopped, bugs caught and distance walked, and those are what actually unlock new activities.
  3. Take Fishing Licence level 2 at 1,000 points specifically to open the Commerce Licence. That licence costs 750 and adds a 5 percent bonus to everything you sell for the rest of the save.
  4. Upgrade the Toolbelt line early. Each of the three levels costs 250, 1,000 and 3,000 points for one extra slot, and running back to a chest mid job wastes more time than the points are worth.
  5. Never enter the Deep Mine without a weapon and food. Bush Devils and Glowing Crocos live down there, and the trip back up from a low level floor is long enough to kill you twice.
  6. Stack the Handling Licence line in order. Level 1 at 250 points brings Chooks and the Bird Coop, level 2 at 1,000 adds Vombats and the Animal Stall, and level 3 at 3,000 adds Pleeps, the Animal Den and the Silo.
  7. Place deeds where your daily route already goes. NPC shops such as John's Goods, Irwin's animal supplies and Rayne's seeds get visited every in game day, so siting them far apart taxes every single morning.
  8. Take Melvin's loans for buildings you will use daily and skip them for decorative ones. Repayment comes out of the same Dinks you need for licence adjacent purchases.
  9. Do not spread skills evenly. Mining, logging, hunting, farming and fishing all level separately from use, so a specialist reaches useful recipes weeks before a generalist does.
  10. Save hard before the Vehicle Licence line. Water transport is 1,200 Permit Points, land vehicles 2,400 and air 7,800, which is the most expensive progression on the whole board.

Common Mistakes to Avoid

  • Trying to mine, chop or farm before buying the matching licence from Fletch. The activity is simply not available, and the tools cannot be bought at all.
  • Spending Dinks at the bank to buy Permit Points. The conversion rate is deliberately poor, and the same time spent on milestones pays far better.
  • Walking into the Deep Mine with a starter tool and no weapon. Bush Devils and Glowing Crocos hit hard enough to end the run before the first treasure room.
  • Buying the Vehicle Licence line before the tool and toolbelt lines. Transport saves walking time, but the tool lines are what unlock new resources in the first place.
  • Ignoring the Commerce Licence. At 750 Permit Points, a permanent 5 percent bonus on every sale pays for itself well inside the first season.

Frequently Asked Questions

Is Dinkum still in Early Access?

No. It entered Early Access on 14 July 2022 and launched in full in April 2025, with the 1.0 update adding Creative Mode, expanded crafting, better multiplayer controls and Steam achievements.

How do I earn Permit Points quickly?

Complete milestones. They tick over passively while you chop, mine, fish, cook and walk, so doing several activities each in game day finishes multiple milestone bars at once.

Can I play Dinkum with friends?

Yes. Online co op is supported, and the 1.0 update gave hosts and guests more control over what visitors are allowed to do in the host's town.

Which licences matter most early?

Mining, Logging, Fishing and Hunting at 250 Permit Points each, then Commerce at 750 for the permanent 5 percent sales bonus. The Toolbelt and Cargo lines follow, since inventory space limits everything else.

What is the most dangerous part of the island?

The Deep Mine, reached with the 3,500 point Deep Mining Licence. Bush Devils, Glowing Crocos and Cave Bats live there, and the reward is Quartz Crystal, Ruby, ores and treasure rooms.

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