Dinkum: All Buildings Guide

Dinkum: All Buildings Guide

Image Credits: James Bendon, Dinkum

Building up your island in Dinkum isn’t just about plopping down tents and hoping for the best. If you want shops, services, and some actual civilization, you’ll need to unlock deeds, manage town debt, and charm a few NPCs along the way.

How Buildings and Deeds Work in Dinkum

Once you place the Visiting Site Deed, NPCs will start showing up in temporary tents. They visit for a day, sell a few things, and leave. If you want them to stick around, you’ll need to build relationships by doing tasks. When they like you enough, Fletch will offer you a deed to place their permanent building.

Every deed you request adds to your town debt. You can either let time chip away at it or pay it off faster through the donation box. No debt = more deeds.

Oh, and moving a building later? That’ll cost you 25,000 Dinks each time.

List of Key Buildings and How to Unlock Them

Here’s a quick rundown of important buildings and what it takes to get them:

  • Base Tent
    Your starter hub. No resources needed.

  • John's Goods (Shop Deed)
    Unlock after 1/4 heart with John. Costs materials and 75,000 Dinks.

  • Museum
    Talk to Theodore after John moves in. Costs 125,000 Dinks.

  • Franklyn’s Lab (Crafting Lab Deed)
    Spend over 190,000 Dinks and reach 3/4 heart with Franklyn. Costs 250,000 Dinks.

  • Irwin’s Barn (Animal Shop Deed)
    Spend 25,000 Dinks and get 1/2 heart with Irwin. Costs 150,000 Dinks.

  • Rayne’s Greenhouse (Plant Shop Deed)
    Spend 18,000 Dinks, get 1/2 heart. Costs 200,000 Dinks.

  • Threadspace (Clothing Shop Deed)
    Spend 10,000 Dinks, reach 1 heart with Clover. Costs 180,000 Dinks.

  • Mine
    Unlock after buying the Deep Mining Licence. Costs 250,000 Dinks.

  • Tuckerbox (Tuckshop Deed)
    Get 1 1/4 hearts with Sheila. Costs a hefty 750,000 Dinks.

  • Airport
    Available in Year 2 after all NPCs move in. Costs a wallet-crushing 2,500,000 Dinks.

There are plenty more like the Bank, Furniture Shop, Salon, and even a Wish Fountain, but you get the idea—be ready to gather materials and empty your pockets.

Moving Buildings

Talk to Fletch and choose “Let’s talk about the town” to move a building. You’ll get a deed to place it somewhere new, but remember—you can’t drop it where it already stands. Find a clear spot and enjoy your fresh layout… after paying that 25,000 Dink relocation fee.

Building Opening Hours

Some shops like to sleep in or take random days off. Here are a few highlights:

  • John’s Goods: 8 AM - 6 PM, closed Sundays

  • Irwin’s Barn: 10 AM - 6 PM, closed Mondays

  • Rayne’s Greenhouse: 11 AM - 4 PM, closed Fridays

  • Franklyn’s Lab: 8 AM - 4 PM, closed weekends

  • Museum: Open daily, 7 AM - 8 PM

Plan your visits, or you’ll be staring at locked doors.

Final Blurb

Building a town in Dinkum is less about architecture and more about bribing NPCs with favors and cash. If you’ve got the charm, the resources, and a high pain tolerance for debt, you’ll turn your island into a bustling paradise. Just don’t get too attached to your layout—you’ll probably be paying Fletch to move half of it later.


GamerBlurb Team

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