Tiny Garden: make the first twelve coins fund your first upgrade
Tiny Garden starts with twelve coins and six empty plots. The first choice is how much of that money to plant, and how soon you want to tend the plots again. More expensive crops return more per harvest, but occupy a plot longer. Growing time counts active, unpaused play rather than time spent away from the game.

Compare the three crops at level zero
Net gain is the harvest reward minus the seed cost. It is the amount available for expansion after you reserve enough to replant that crop. The table assumes no upgrades; it does not count the time you spend clicking or leaving a ready crop unharvested.
| Crop | Seed cost | Harvest | Net gain | Active time |
|---|---|---|---|---|
| Radish | 2 coins | 5 coins | 3 coins | 8 seconds |
| Tomato | 5 coins | 12 coins | 7 coins | 16 seconds |
| Sunflower | 10 coins | 25 coins | 15 coins | 30 seconds |
A first batch you can reproduce
Select Radish and plant all six empty plots. Six seeds cost twelve coins, leaving zero while the plants grow. After each has accumulated eight active seconds, tap the ready plots to harvest. Six harvests pay thirty coins. Buying the twenty-coin upgrade now leaves ten coins at garden level one; we checked that result in the game. You can then plant five radishes, or choose another mix. Planting clicks occur at different moments, so the last plot may become ready slightly after the first.
Why the largest crop is not always the best opening
At level zero, a sunflower earns fifteen net coins per thirty active seconds on one plot, compared with three per eight seconds for a radish. But the starting purse buys only one sunflower and one radish, leaving four plots unused. Six radishes put every plot to work and release the first batch sooner. Once you can afford to fill more plots, sunflowers suit longer gaps between harvests. Radishes suit frequent tending. The best choice depends on both available coins and how often you plan to click ready plants.
What an upgrade actually changes
Every garden level removes 12% of a crop’s original growing time and adds two coins to each harvest. At level one, a radish takes 7.04 active seconds and returns seven coins, for five net coins after replacing its seed. The countdown rounds up, so its first visible label can still show eight seconds. Upgrade prices are 20, 45, 70, 95 and 120 coins. At level five, crops take 40% of their original time and each harvest pays ten extra coins. These bonuses apply to the whole garden, including crops already planted.
Keep the next planting possible
If every plot is empty, the game prevents an upgrade that would leave fewer than two coins for a seed. If a crop is already planted, its later harvest can fund the next planting. There is no automatic harvesting: a full progress bar means you should tap the crop. Garden plants, coins and upgrades save in this browser. Restart keeps that garden; Reset garden requires a second confirmation and erases it. Closing the page does not earn offline growth, so reopening tomorrow does not replace the active growing time a crop still needs.
About this guide
Rules checked against this edition’s game code and interface. The screenshot shows the actual game. Strategies are suggestions; they do not guarantee a particular score.