Stardew Valley will let you change professions

Becca's farm

Ah, life on the farm. Working with your hands in the slurry, watching the pigs wallow in the antibiotics, drinking a shot of warm, unpasteurised milk straight from the teat. What simple pleasures farming sim Stardew Valley affords us. Perhaps a few more, says developer ConcernedApe aka Eric Barone. He recently tweeted some upcoming changes, including new town events and the ability to change professions later in the game.

These changes are more of a tease than fleshed-out description, but here’s what he said.

some things I’ve added for the new content update:
*new “town event” in winter
*new type of collection that you can start in your first winter
*Signs (can display any item on them)
*More outdoor decorations (some change w/ season)
*More NPC “events”
*A way to re-spec professions

New events are probably welcome to veteran Stardewers, but the chance to change your profession is also likely to impress in a low-key way. Normally, you’re told to pick a job type when your character’s skills reach certain levels. For example, when your farming skill reaches level 10 you might choose to be a shepherd or a master of chickens, each of which has their own bonus. A “re-spec” means you’ll be able to undo some of these decisions and choose new professions. But exactly what’s needed to carry out this career change, Barone doesn’t reveal.

We’re still waiting on a co-op multiplayer mode that lets you become a farmhand on your friends’ ranch, living in a shack next to their big house, like some sort of serf. That’s planned for some time next year. Barone has also spoken about cloudy, unformed plans for his next game, which will be set in the same world as Stardew Valley. We can only hope it as wholesome and fulfilling an escape from this realm of machine and rot.


  1. Tacroy says:

    Unless it’s been rebalanced, there’s no real reason to change your professions – there’s generally only one good path per skill.

    Like, some of the level 10 professions are genuinely useless. Take Mining’s Prospector, for instance – it doubles your chance to find coal. Except if you want coal, just go to level 40 thru 79 of the mine and grind dust sprites; they drop all the coal you need.

    Or both of Fishing’s level 10 crab pot professions – Mariner makes your crab pots no longer produce trash, except with the recycler you’re probably going to want trash. Luremaster makes crab pots no longer need bait, except bait is incredibly easy to make – the only ingredient is bug meat, and bugs are the most common enemy.

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      subdog says:

      I can see the other side. The biggest problem with Stardew Valley is the amount of crappy combat it puts you through just to obtain basic materials. Taking a non-optimal profession just so you don’t have to bother grinding dust mites is totally valid.

    • fuzzyfuzzyfungus says:

      The severe balance issues with the professions are, arguably, a point in favor of being able to re-spec; especially since taking the wrong path usually hurts most when you hit level 10 and it’s already way too late.

      Eg. if you take “Forester” rather than “Gatherer” at level 5, you’ve made the wrong choice; but it doesn’t necessarily seem wildly wrong, the early game involves a lot of tree clearing and scouring the map for forage items is more time consuming before the mine carts and sewer open up.

      When you hit level 10, though, “forester” locks you into two choices that are just trash(lumberjack being the worst, tapper being exclusively for people who want to build tree plantations); while a Gatherer/botanist gets iridium quality everything; and two for one 20% of the time(with iridium quality being both a nice cash boost, improving gift efficiency; and ensuring that your forage items will always stack into one slot, rather than having a plain, silver, and gold pile of spring onions or whatever. Also goes extremely well with truffle farming). Tracker is insultingly pointless, though.

      When some choices are clearly mistakes; and some mistakes don’t become fully felt until hours later; not allowing re-spec is pretty much a “I hope you like reading the wiki or trying to read my mind…” move.

      More generally, I get the strong sense that there is a disconnect between Stardew Valley’s ‘game’ portion and its ‘endgame’ portion:

      The journey of moving to Stardew Valley, getting to know the locals and the landscape, carving out your little farm and experiencing the pleasure of a successful harvest or the little thrill when it becomes clear that the NPC you’ve been talking too most isn’t just interested in the PC as a friend; that’s magical. (Admittedly, the intensity of my experience may have had something to do with playing it at a time when the idea of getting away from the contemporary cube grind was unbearably appealing; and a game about ‘you join a community and find happiness and fulfillment through your progress toward a meaningful goal’ was far more of an appealing wish-fulfillment fantasy than any ‘Ridiculous Action Shooter of Duty X’ power fantasy could ever have been; but it sure seems popular even among people who aren’t deeply depressed, so I don’t think it’s just me)

      It’s less magical if you do this part with one eye on the wiki at all times in fear of making game-ruining mistakes.

      The ‘endgame’, though, just doesn’t really hang together(I’m glad it was left as an option; rather than just a force-to-cutscene; but that doesn’t mean that it even remotely matches up to what came before it). The love-letter-to-Harvest-Moon UI/control scheme makes scaling up past a certain point a gigantic nuisance, so ‘achievement’ past a certain point becomes its own punishment; but at the same time each individual thing you do gets easier and easier so there is barely any sense of pace to each day(starting out, “am I going to get those trees and brush cleared and the field tilled before dark?” felt urgent. With foraging 10 and an iridium axe; it’s just a question of whether I’m willing to click on all those trees when I know I have a greenhouse full of ancient fruit and some magic statues that emit iridium and birthday gifts automatically. I’ve never been able to escape the “why am I not just playing Factorio?” feeling once I get to the point where everything is easy(all skills are maxed to energy use is low; tools are maxed so things are fast; most friendships are maxed so I don’t need to keep in touch; and I have enough money that any gift except primsatic shards is effectively free); but scaling up to take advantage of that is just tedious.

      I imagine that re-specing, like the buildings that were added to be available through the wizard; is a quality of life thing for people who are better able than I to keep polishing at their ideal farm well after they have completed the progression phase of the game.

    • Olenthias says:

      There is no such thing as a “best” tree its subjective to your own liking and gameplay i personally dont play as everyone else and i think changing traits should be a standard in the game, maybe you dislike the traint you put 500h hours and regret some skills…

  2. jakedrake says:

    teat :P

  3. FordTruck says:

    I want you guys to talk about “My time at portia” that game looks like stardew valley on steroids and visually its stunning.

  4. QuietYouBrats says:

    … someday.