Dinkum players beginning an island adventure

SAVEABLE BEGINNER ROUTE

Your first week,
without wasting days

Follow the essentials in order, then choose the income route that suits your island. Visitor rotation can vary, so this planner uses progress gates rather than pretending every save follows the same clock.

Pick a town location you can live with

A central area, the dock, or a tele tower can all work. Buildings can be moved later, but relocating one adds town debt, and your personal tent cannot move until it becomes a house.

01

LANDING & DAY 1

Create the town loop

02

DAYS 2–3

Turn gathering into progress

What do you actually enjoy doing?

Pick one main route and one backup. Your selection is saved.

No route selected

Choose the activity you will repeat without making the week feel like work.

03

DAYS 4–7

Push for the first permanent shop

John's Goods readiness check

This does not replace the in-game construction box. It stops you from accepting the deed with no plan.

0 of 43 building materials entered
Guide note: exact visitor days are random. Requirements are based on current full-release reference data; use the in-game Journal and Fletch's dialogue as the final authority.