Game planners · Crafting

Crafting profit margin.

Price the item you craft against what its ingredients cost. See margin, markup, the lowest price that breaks even, and profit per hour.

Crafting looks profitable until you add everything it takes: the ingredients, the fuel or fee per craft, the cut the market takes, and the minutes it ties you up. This calculator puts all of it in one place and keeps margin and markup apart, because they are two different percentages of two different bases.

Short answer: margin = (price after fee - cost per item) / price after fee. In the example below a 250 item with a 5% fee and 55 of cost per item earns 182.50 each, a 76.8% margin and a 331.8% markup.

Sources listed belowChecked 26 October 2026

Margin, markup and break-even

Profit margin is profit divided by the money you receive. Markup is profit divided by what the item cost you. The same trade has both: in the example the margin is under 100% by definition, while the markup can be several hundred percent. Wikipedia's Markup (business) article gives the same two formulas: markup = (sale price - cost) / cost and profit margin = (sale price - cost) / sale price. When the game takes a fee, this tool treats the money after the fee as the revenue the margin is measured against.

Cost per item is every ingredient quantity x unit cost, plus any other cost per craft, divided by how many items a craft makes. The break-even price is cost per item / (1 - fee), the lowest listing price that still returns your cost after the market's cut. Profit per hour needs the minutes per craft: profit per craft x 60 / minutes.

Use the price you would really pay

For ingredients you gather yourself, decide whether to enter zero or the market value. If you could have sold the raw items instead, their market value is a real cost of crafting.

Worked example

Invented numbers, no game attached. A craft uses 3 of an ingredient costing 22 and 1 of another costing 35, so ingredients cost 101. Fuel adds 9 per craft, making 110, and the craft makes 2 items, so each costs 55. The item sells for 250 with a 5% market fee, so you receive 237.50 and profit 182.50 per item. Margin is 182.50 / 237.50 = 76.8%; markup is 182.50 / 55 = 331.8%. The lowest price that breaks even is 55 / 0.95 = 57.89. At 20 minutes per craft and 365 profit per craft, that is 1,095 an hour.

What this page does not cover

It assumes you sell every item at the price entered. It does not model price drops when you list many items, listing deposits that are lost if an item does not sell, or ingredients that are themselves crafted (use the multi-step recipe cost calculator to get that cost first).

Frequently asked questions

What is the difference between margin and markup?

Margin is profit as a share of the money received. Markup is profit as a share of cost. A 100% markup is a 50% margin.

Should I enter zero for ingredients I gathered myself?

Only if you could not have sold them. Otherwise enter their market value, since crafting uses up something you could have sold.

How is the market fee handled?

Revenue is the sale price after the fee. Profit and margin are measured on that amount.

What is the break-even price?

The lowest listing price at which the money you receive after the fee equals your cost per item.

How do I include a crafted ingredient?

Work out its cost per item first, for example with the multi-step recipe cost calculator, and enter that as the unit cost.

Can I compare crafting to a different activity?

Yes. Use profit per hour and compare it with what the same time earns elsewhere in the game.

Sources and how it is calculated

Retrieved

Margin and markup definitions follow the Wikipedia articles Markup (business) and Profit margin (net profit margin is net profit divided by revenue), both read on 26 October 2026. The multi-step cost confusion behind this page is from a Farm Together 2 thread where a player writes that a dish "takes everything twice, once for each step".

Runs entirely in your browser. Nothing you type is sent or stored. Game names appear only as references to the forum threads above; this site is not affiliated with any game or publisher.

Check the numbers in your game

The examples use invented numbers. Games patch recipes, prices and speeds, so enter the values from your own screen and treat the result as a planning estimate.

Advertisement
Advertisement