This guide explains everything about how buildings and deeds work in Dinkum. Also, discover how to unlock all buildings in the survival crafting game.

Constructing various buildings in Dinkum adds architectural beauty and makes your island more lively. However, you cannot build them right away in the survival crafting game. Instead, you must unlock their deeds first by completing certain requirements while also managing your town’s debt. Various activities you perform within the island contribute to your town’s debt, which must be cleared to receive a deed from Fletch.
Interacting with Fletch also allows you to move your buildings, which adds 25,000 to the debt. You can clear the debt by either donating to the Donation Box or by waiting for it to be waived off over time. Placing a Visiting Site Deed allows NPCs to visit your island for a day. Building a healthy relationship with them by doing tasks and favors unlocks a deed, allowing you to permanently place their building on your island.
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How To Unlock All Buildings in Dinkum

The following section provides details on how to unlock all buildings in Dinkum (so far), along with their purpose. Each building requires a different set of construction materials and adds a specific debt amount (cost) to construct on the island.
Building Name | How to Unlock | Purpose of the Building |
Tent | Automatically unlocked on the first day. | Functions as your personal home. |
Base Tent | Automatically unlocked on the first day. | Provides access to Fletch and Crafting Bench. |
Town Hall | Reach five permanent residents. | – |
Visitor’s Site | Automatically unlocked on the first day. | Allows temporary visiting NPCs to stay for one day. |
Tele-Tower | Repair each Tele-Tower found on the island. | Fast travel between Tele-Towers. |
John’s Goods | Complete favors for John and form a healthy relationship with him. | Buy tools and food, and sell goods. |
Bulletin Board | Complete the early game quests. | Accept and complete tasks for money. |
The Museum | Talk to Theodore after John has moved in. | Display bugs and fish, and earn Permit Points. |
Mine | Obtain a Deep Mining License after reaching Mining Level 10. | Mine ores and open gates for useful items. |
The Bank | Achieve a 33% Economy score. | Store money to earn interest. Also, convert Dinks into Permit Points. |
The Greenhouse | Form a good relationship with Rayne and complete purchases with her. | Buy farming equipment and seeds. |
Threadspace | Form a good relationship with Clover and complete purchases with her. | Buy clothing. |
Irwin’s Barn | Form a good relationship with Irwin and complete purchases with him. | Buy animals, feed, and supplies. |
Melvin’s Place | Form a good relationship with Melvin and complete purchases with him. | Buy furniture. |
Franklyn’s Lab | Form a good relationship with Franklyn and complete purchases with him. | Buy blueprints. |
Sally’s Salon | Form a good relationship with Sally and spend money in her shop. | Change your hairstyle. |
Tele Pad | Speak to Franklyn after repairing two Tele-Towers. | Portable teleport pad linked to the Tele-Tower network. |
Guest House | Upgrade the Tent into a House. | Functions as a standard house |
Jimmy’s Boat | Store 1,000,000 Dinks in the Bank. Appears only on rainy days. | Sells rare goods for Permit Points and buys item stacks at high prices. |
Tuckshop | Form a good relationship with Sheila. | Buy tucker and yarns. |
Airport | Becomes available from Year 2 after all NPCs have moved in. | – |
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