Three choices before you open
Specialization decides your opening hand, starting perks decide your safety net, difficulty decides how fast rent bites. The order is fixed: specialization → perks → difficulty.
Difficulty: Mark Up is the baseline
| Difficulty | Rent increase | Starting grace | Notes |
|---|---|---|---|
| Price Gouge (Cozy) | +2% | Yes | For the story and systems |
| Mark Up (Normal) | +5% | Yes | Baseline for every figure on this site |
| Thin Margins (Hard) | +10% | No | Higher nightly service fees |
| Red Ink (Challenge) | +10% | No | Page two of the difficulty screen |
Starting perks
One rule: can it be converted into guaranteed cash or safety? Random gifts are fun, but they don't pay rent.
| Perk | Effect | Verdict |
|---|---|---|
| Savings | +150 starting credits | Best first pick; half a rent payment in the bank |
| Vigilant | Prevents nighttime robberies | Take it if you scavenge at night |
| Model Citizen | Bigger rewards for reporting wanted criminals | For a Security-reputation run |
| Bad Lease | +40 starting rent for 1 perk point | Only if you're sure week one clears +40 |
| Prime Real Estate | +75 starting rent, one extra normal customer daily | Good long term, painful early |
| Aug Menace | Unlocks Augs from Day 1; +25% per Aug kill; too many escapes end the run | Second run only |
Apprentice + Savings + Mark Up. 550 plus 150 means even a bad Day 1 still leaves you able to pay the 200 CR on Day 7.
Day 1: raise the shutter
- Learn the room before you open
Click through the counter, display case, storage, phone, calendar, documents and sleeping area. The Mentor leaves two notes, Trading and Food; the Food note states that food is the most traded commodity on the station.
- Read two numbers
The wall display by the shutter shows the date and days left before rent. The Status tab shows your current Credit count. Only credits count toward rent — estimated total wealth does not.
- Open for business
Check what each visitor wants to buy or sell and what they can afford before you negotiate.
- Only stock what sells
Week one is food, drinks and household goods: fast turnover, little dead stock. Machines and expensive parts come after steady income.
- Leave margin in every deal
Buy under market, sell with room. Bargaining raises margin, but push too far and the customer walks.
- Reconcile before closing
Open the calendar and check days until rent. Nightly services (about 5 CR for power on Mark Up) come out of the same cash.
- Decide the night settings
Services toggle individually. Saving a few credits can leave the shop in worse shape tomorrow; don't pinch pennies on Day 1.
Apprentice on Mark Up: 550 credits at the start, roughly 598 at the end of Day 1, with 200 CR due on Day 7. In other words, if you don't buy junk, rent is safe in week one.
Pricing and haggling: leave money for tomorrow
Pricing isn't "charge more". It's turnover × margin. One rare item sitting for three days usually loses to three household goods sold the same day.
- Check three things before buying: condition, stated value, and who would buy it. If you can't answer one, don't pay.
- Check budgets before selling: a customer who can't afford it turns a high price into a decoration.
- Bargaining has a ceiling: losing the deal costs more than a few points. Keep it light in week one.
- Beware bulk discounts: cheap bundles occupy storage and lock up cash that rent doesn't care about.
Treat "enough to reach the next rent day" as untouchable. Every optional purchase comes out of what's above that line.
Appraisal: read the packaging first
The intro lesson hands you your first tools: Magnifying Glass, Color Checker and a guide to genuine goods. The loop is fixed: place the item on the inspection counter, pick a tool, compare against the reference.
- Check packaging, seals, printed markings, colours and category-specific details.
- The earliest example is counterfeit cigarettes: a broken seal or misaligned print is enough.
- Core rule: buying a fake isn't the mistake — paying genuine prices for one is. A fake at a fake price still makes money.
- Buyers differ in product knowledge. Upper Level buyers may miss flaws that Lower Level residents spot instantly — and being caught costs reputation.
Upgrades are useful, but watch your cash flow and keep an eye on the next rent payment.
The display case decides who walks in
The display case isn't decoration. What you show determines whether you attract buyers or suppliers, and which faction they belong to.
- To clear stock, show what you sell. Short on materials, show what attracts suppliers.
- Dr. Jackson sells neon signs. A Water Neon Sign beats any amount of advertising when you're building a water business.
- Use the Clientele panel to check who your display attracts, and change it when your priorities change.
- Mirage Projector pulls extra customers but needs power; cleaning and repairs also feed store attractiveness.
Don't spend your last credits on cosmetics while rent is unresolved. Attractiveness compounds, but not fast enough to outrun eviction.
Night scavenging: free, but not cheap
After the day closes you can search the Dumping Grounds. Clear inventory space, bring a suitable container and medical supplies, and prioritise materials you can sell immediately or feed into an existing production chain. Scrap Metal becomes far more valuable once a Furnace is running.
The cost is lower customer traffic the next day. Early on, when shelves are empty, that trade is worth it. Once customers queue, losing a trading day usually costs more than the haul.
Five mistakes that end first runs
Treating cash as profit. 600 credits in the till is not 600 credits earned. Subtract the next rent first.
Ignoring the countdown. The wall display and calendar both show days left; plenty of players discover the gap on rent morning.
Buying only expensive stock. High-ticket goods sell slowly to few buyers, and cash stays trapped on the shelf.
Shooting on one tell. Killing an ordinary customer is heavily punished. Augs need stacked tells or an Aug Scanner confirmation.
Buying machines before counting power. Anything that only works when powered is a liability until you've budgeted operating costs.
Your first three days, in numbers
| When | Credits | What to do |
|---|---|---|
| Day 1 start | 550 | Run only household goods and food; read both Mentor notes |
| End of Day 1 | ≈598 | After power service; confirm 200 CR is available for Day 7 |
| Days 2–3 | Climbing | Flip cheap stock; still no machines |
| Day 7 | −200 | First rent, then rebuild the week-two budget |
| After Day 7 | — | With surplus, add one production line (water or ingots) |
Once week one is cleared, put profit into a single production line. Water pays back fastest — see water trading.