Play with the intro and your first fourteen days follow a script. Random walk-in customers don’t start until day 14, so these visitors carry most of your early business. The same visitors arrive on the same days to teach you the store and open up new services. Here’s who comes when, and what each visit means for you.

Day by day

DayVisitorWhat it’s for
1The MentorWalks you through your first trades.
1ScavengerSells Cat Chocolate Bar, Galaxy Blend, Soda.
1SpacerBuys Food with 61-69 credits.
1SpacerBuys Food, Beverage with 75-100 credits.
1Officer LunHands you the Security Wanted List and shows you the alarm button.
1SawyerIntroduces the Underground Exchange. Only with the Sawyer’s Crew perk.
2JunkerSells Electronic Parts (Common), Scrap Metal, Wire.
2Lower Level RepairmanBuys Material, Tool, Energy Cell with 100-125 credits.
2ScavengerSells Peat.
2The MentorSuggests going out after you close, for example to the Dumping Grounds.
3The MentorWarns about counterfeit cigarettes and gives you tools to spot fakes.
3ScavengerSells Hemingway Cigarettes.
3SpacerBuys Food with 80-105 credits.
3ScavengerSells a random mix of goods.
3Lower Level CitizenReally Arthur Lafleur from the Wanted List.
4ScavengerSells cigarettes.
4Upper Level VisitorBuys Substance with 252-302 credits.
4Lower Level CitizenBuys goods with 91-111 credits.
4Joe WildOffers the Insurance Service.
5ScavengerSells Scrap Metal.
5Lower Level CitizenBuys goods with 91-111 credits.
5ScavengerSells Food.
5The MentorExplains the Display Case and gives you neon signs that suit your starting specialization.
6Poor ScavWants to barter for food.
6Lower Level CitizenBuys goods with 91-111 credits.
6Dr. JacksonA gadget maker who dealt with the shop’s last tenant offers you a Furnace at a first-purchase discount. You also get an Energy Cell with 50 charge, plus a Metallurgy Manual and Flux Smelting Agent (Basic) x2 if you own a Furnace.
7Joe WildOffers network upgrades: contacts, favors and services.
7ScavengerSells a random mix of goods.
7The MentorWarns that Material prices will drop the next day and arranges your daily newspaper.
8The MentorTeaches you to bargain.
8ScavengerSells Peat.
8Lower Level CitizenBuys goods with 91-111 credits.
8Appraiser Board MemberInvites you to join the Appraisal Board for a fee.
8Dr. JacksonBuys Materials, Corrupted Modules and Ruined Modules, and sells Modules and gadgets of their own.
9Officer LunAsks you to report sellers carrying Mid-level contraband or worse.
9Lower Level ChemistSells Caffeine Pill, Vial of “Dream Dust”, Nightingale’s Salve and buys Chemical Supply.
9Off Duty OfficerWants snacks, sweets or cigarettes.
9ScavengerYour first appraisal customer. Only if you joined the Appraisal Board.
10SawyerOffers the Janitorial Service, which keeps your Attractiveness up. Not with the Sawyer’s Crew perk.
10Odin HaraldssonAsks you not to press the alarm and pitches a business deal.
10Maintenance WorkerBuys Material, Tool, Energy Cell with 100-125 credits.
10ScavengerSells a random mix of goods.
11ScavSells stamps.
11ScavengerShows off a sealed find.
12ScavSells stamps.
12ScavengerSells a random mix of goods.
12Dr. JacksonBuys Materials, Corrupted Modules and Ruined Modules, and sells Modules and gadgets of their own.
12The MentorWarns about Augs, people taken over by rogue brain implants, and gives you a gun to kill them on sight (How to Spot Augs guide). Also happens when you skip the intro.
13Upper Level PharmacistSells Oxymore Injector, Topical Medication Bandage, injectors.
13Scav AddictTrades goods for an Oxymore Injector.
13ThiefSells a random mix of goods.
13Foodie TouristWants one of each food and beverage you stock and gives you 2 days to prepare.
14The MentorLast visit: buy upgrades and machines, expand your contacts, and save toward a mortgage or a buyout (Rent guide).
14Shady CustomerFirst visit, selling a market tip. Only when there’s a tip to sell.

The visitors without a lesson attached are ordinary customers scheduled so the early days always have business. Budgets are their credits on day 1, before the Attractiveness bonus.

One more visit isn’t tied to a day: the first time you commit a crime, The Mentor comes by and hands you your Security Record and explains investigations.

Making money

Until day 14, the visitors above are your only buyers, and none of them pays more than the budget they walk in with. Sell an item worth more than a buyer has left and you get only what’s left. So the way to get ahead early is to have what each buyer wants before they arrive, and to collect Security’s bounties.

Scavenge every night. A night out after closing costs you one random walk-in the next day, and none come before day 14, so every trip to the Dumping Grounds is free stock. What limits you is what you can carry home: your Fanny Pack’s 3x3 grid, plus one item in each hand. Most searches turn up Junk, a Material worth only 3 credits, so leave it and save the room for other Materials, tools and food. Dr. Jackson buys Ruined Modules (30 credits) and Corrupted Modules on days 8 and 12, so those are worth the space too. His budget is small, but everything you pay him for his own stock goes into it. Each search also has a 3% chance at a Satchel (Small) (6x3), then a Kid’s Backpack (5x5), and either one at least doubles what you can bring back.

Report Arthur Lafleur on day 3. The Lower Level Citizen who wants food and materials that day is on the Wanted List, and Security pays 100 credits for them. They plead the first time you press the alarm, so press it again. Odin Haraldsson, on day 10, is worth another 300. From day 12, shooting an Aug pays a bounty too (100 credits on day 12, more with the Model Citizen perk and less with Convict), but shoot only when you’re sure (How to Spot Augs guide).

Buy cigarettes on day 3 for the day-4 buyer. The Upper Level Visitor on day 4 brings over 250 credits for Substance, the biggest budget before day 15. A Pack of Hemingway Cigarettes is Substance worth 80 credits, and the day-3 Scavenger sells them. Check every pack with the tools the Mentor hands you that same day before you pay.

Offer discounts from day 8. The Mentor’s day-8 lesson unlocks bargaining. A discount always works, and it raises the buyer’s budget by twice the discount: 10% off adds 20% to their budget, 25% off adds 50%, 50% off doubles it and 75% off adds 150%. Offer it before you sell anything, since the raise is a share of what they have left. It pays whenever you have more of what a buyer wants than they can afford. Say the Maintenance Worker has 120 credits left and you have 480 credits’ worth of Materials. With no bargain you get 120. At 50% off, their budget doubles to 240 and your half-price Materials cover it exactly.

Add up your stock at the base values in the Item Price List, then pick the discount from how it compares with their budget:

Your stock of what they want is worthOfferYou collect up to
Up to 1.1 times their budgetNo discountTheir budget
1.1 to 1.6 times10% off1.2 times their budget
1.6 to 3 times25% off1.5 times their budget
3 to 8 times50% offTwice their budget
More than 8 times75% off2.5 times their budget

Discount only what you got free or cheap, like your dump finds: at 50% off, anything you paid full price for sells at a loss. Dr. Jackson never bargains, and the Awful Negotiator perk takes bargaining away for the whole run.

Leave markups alone for now. A markup cuts the buyer’s budget by 10% to 25% and can drive them off. With no reputation with their faction, a 10% markup is accepted 80% of the time, and 12% of the time the customer walks out without buying anything and you lose 3 reputation with their faction. At 25% those odds are 50% and 30%. Every 6 reputation with that faction adds 1% to the acceptance odds, and negative reputation counts double against you. You get one bargain per customer, so a refused markup also rules out a discount.

Keep Materials off the counter on day 8. The Mentor’s day-7 tip is a Material Surplus: Material prices drop 25% on day 8 only. Sell Dr. Jackson modules that day and keep your Materials for the Maintenance Worker on day 10.

Join the Appraisal Board on day 8. It costs 85 credits on Mark Up (Normal), so keep that much on hand for the Board member’s visit. Appraisals need no stock: a Junior Appraiser earns 20 credits for each accepted estimate plus 5% to 15% of it, depending on accuracy, and your first customer comes on day 9.

Stock up on variety for day 15. The Foodie Tourist on day 13 gives you 2 days to prepare, then comes back with 750 credits for one of each food and beverage you have, the biggest budget of the opening weeks. They won’t buy a second of anything, so every different food and drink is another sale. Buy one of whatever the food sellers offer, keep the food you find at the dump, and use the Food and Drinks list on the Item Price List to see what’s still missing. With a wide enough spread, a discount pushes the 750 higher.

What changes after the intro

FromWhat happens
Day 4Night-time burglaries become possible once insurance is on offer.
Day 7First rent payment of 200 credits (more with a few starting specializations), then every 7 days (Rent guide).
Day 10Garbage starts piling up on nights you skip the Janitorial Service.
Day 14Random walk-in customers start coming; how many depends on your Attractiveness.
Day 14Wanted criminals can turn up in place of a random customer.
Day 14The Display Case can bring its wealthiest buyers.
Day 14The Shady Customer keeps coming back every 4 to 7 days with market tips.
Day 18The Landlord offers what the previous tenant left behind, cheaper if you take it all.
Day 24The Mentor warns that you’ll soon need a business permit.
Day 25Sawyer introduces the Underground Exchange, unless it’s already open to you.
Day 38The Trade Board Official arrives to sell you a business permit for 1,500 credits on Mark Up (Normal), then every 7 days until you buy one. The permit costs 500 on Price Gouge (Cozy), 2,000 on Thin Margins (Hard) and 3,000 on Red Ink (Challenge) instead.

Skipping the intro

If you skip the intro, the day-by-day script above doesn’t happen. A shorter one takes its place:

DayVisitorWhat it’s for
1SawyerIntroduces the Underground Exchange. Only with the Fence start or the Sawyer’s Crew perk.
1Lower Level CitizenWants to buy guns. Only with the Gunsmith start.
1ScavengerSells a random mix of goods.
1A supplierOne of the regular suppliers, picked at random.
2Odin HaraldssonAsks you not to press the alarm and pitches a business deal.
2Lower Level CitizenSells a handmade gun, gun mods and ammunition. Only with the Gunsmith start.
4Lower Level CitizenWants to buy guns. Only with the Gunsmith start.
5Appraiser Board MemberInvites you to join the Appraisal Board for a fee.

The Mentor’s day-12 warning about Augs and the later fixed-day visits from the table above still come on their usual days. The rest of the early game speeds up:

  • The Insurance and Janitorial Services are available from day 1.
  • The Display Case starts working on day 1.
  • Random walk-in customers start on day 2.
  • Wanted criminals can turn up from day 5.
  • The Shady Customer can start selling tips right away.
  • You can bargain from day 1.