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.
Starting Dinkum can feel overwhelming. This guide tells you exactly what to focus on during your first hours so you don't waste time on things that don't matter yet. For the full progression path, see our walkthrough.
What Kind of Game Is This?
Dinkum is a simulation game built around Permit Points earned from milestones and Licences bought from Fletch. The core loop involves mastering these systems to progress through increasingly challenging content.
What to expect: Time investment in learning mechanics, experimentation, and gradual mastery. The game rewards patience and knowledge.
Choosing Your First Build
| Build | Beginner Rating | Why |
|---|---|---|
| Miner | Excellent for beginners | Balanced approach |
| Logger | Excellent for beginners | Balanced approach |
| Farmer | Excellent for beginners | Balanced approach |
| Hunter | Excellent for beginners | Balanced approach |
| Fisher | Excellent for beginners | Balanced approach |
Our recommendation: Start with Logger. It offers the most forgiving experience while teaching core mechanics.
Avoid Fisher as your first pick. It requires deep knowledge of game systems to use effectively. Once you're ready, check our classes guide for all options.
First Session Step-by-Step
Step 1: Learn 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.
This is the foundation. Spend your first 15-30 minutes getting comfortable with how Permit Points earned from milestones works before worrying about anything else. Our combat guide breaks this down further.
Step 2: Head to 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.
Clear the main content here before moving on. Everything teaches fundamentals you'll need later. See our maps guide for all locations.
Step 3: Get Your First Upgrade
Look for Axe: it's the most accessible early upgrade. 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.
Step 4: Understand 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.
This is the system most new players overlook. Invest time here early. It pays off throughout the entire game.
Step 5: Push to 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.
Essential Mechanics Explained
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.
Common Beginner Mistakes
1. 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.
2. 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.
3. 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.
4. 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.
5. Ignoring the Commerce Licence
At 750 Permit Points, a permanent 5 percent bonus on every sale pays for itself well inside the first season.
First 5 Hours Checklist
- Understand Permit Points earned from milestones and Licences bought from Fletch
- Choose Logger as starting build
- Clear Bushlands main content
- Acquire Axe or equivalent upgrade
- Reach Tropics
- 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.
- 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.
Tips for New Players
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
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.
More Dinkum Guides
- Dinkum Dinkum Overview
- Dinkum Best Builds
- Dinkum Tier List
- Dinkum Walkthrough
- Dinkum Tips & Tricks
- Dinkum Weapons Guide
- Dinkum Combat Guide
- Dinkum Boss Guide
- Dinkum Maps & Locations
- Dinkum Crafting Guide
- Dinkum Classes & Characters
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