Spend and earn
A positive cost spends points; a negative cost pays them back in exchange for a drawback. Careful Scavenger, Hoarder and Prime Real Estate cost 0 because each one is a straight trade-off.
Perks are traits you choose after the scenario. Bonuses cost perk points and drawbacks pay them back, so a strong opening usually pairs the two. Version 1.0 has 48 of them: ten pairs block each other, and three bring a losing ending that no other run can reach.
A positive cost spends points; a negative cost pays them back in exchange for a drawback. Careful Scavenger, Hoarder and Prime Real Estate cost 0 because each one is a straight trade-off.
Your first run has no perk slots. From the second run on you can fill up to four, and Colorful Character buys three extra slots for a single point.
Every addiction perk hands you one matching item at the start, and withdrawal begins straight away. Going without costs 8% on trades until the addiction is cured.
Two of these are bonuses, so they look like a free upgrade on the perk screen. Each one unlocks an ending that cannot happen on any other run.
Harm starts after 7 nights without a genuine Immunivax and gets worse at 10 and 14 nights. The developer's own advice is to leave it off your first run.
Augs walk in from day one and never stop. Let enough of them go and Aug presence reaches 100%, which ends the run on every difficulty.
The reactor keeps the shop lit through station blackouts, but it breaks down. Check and repair it before you go to sleep each night.
Search by name or effect, or show only bonuses or drawbacks. The linked names on a card are the perks it blocks.
Reputation generated from trade is increased by 33%.
All committed crimes generate 33% less available evidence.
Start with a vending machine installed in front of your store. Allow customers to purchase items automatically during after-hours.
You will never get robbed during the night.
Start with an additional 15 Reputation with all factions.
You will start with the water lines already connected with unlimited Rustwater.
The Augmented content is unlocked at the start of the game. Earn 25% more credits for killing an aug. The aug menace never ends, and letting too many augs get away ends the game on every difficulty.
Allows you to have 3 additional starting perk slots.
Start with a shabby toolbox and a set of shabby tools: a screwdriver, a wire cutter, a crowbar and a plasma cutter.
Increases your luck. Probably.
You are permanently disconnected from the station power grid and are not affected by blackouts. Start with an upgradable Makeshift Micro Nuclear Reactor sold to you by Dr. Jackson. It powers the Store but needs regular repairs.
Start with an additional +30 Security Reputation and will receive 50% more reward for reporting customers on the Wanted List.
You can perform up to 2 additional Search actions in the Dumping Grounds every time you visit.
Start with an additional 25 Reputation with The Revolution. You will receive Marketplace Requests from The Revolution more frequently.
Start with an additional 150 Credits.
The Underground Exchange is available from the start. Janitorial Service is always free, unless the Store is vandalized. Vandalism clean up cost is significantly reduced.
You will occasionally receive random items from a secret admirer when opening the Store.
You won't miss out on any customers when going out during after-hours activities the night before.
Start with an additional +15 Upper Levels Reputation. Reputation gained with the Upper Levels is increased by 25%, and Upper Level customers have 10% more budget.
You start with all music cassettes available inside the cassette player.
When you upgrade an item, there is a 20% chance the material used is not consumed.
The Commissary is available from the start. On Mondays, you may receive Food Stamps depending on your total wealth.
All upgrades from Wild's Network cost 10% less. Insurance costs 50% less.
Your main inventory is reduced to 16x10 instead of 24x10.
You cannot bargain with customers, and you suffer a permanent trade penalty of 5%.
You suffer from a deadly, incurable auto-immune condition and must take a weekly Immunivax injection to stay alive. Start the game with 1 Immunivax Injector.
All committed crimes generate 33% more available evidence. You will gain 50% less reputation with the Black Market and the Revolution.
You have a questionable past and a blackmailer is threatening to expose your secret. You will have to pay them a small weekly fee or they will expose you, leading to a major one-time loss to your reputation across most factions.
Customers from the wanted poster will never visit your store. Start with -10 reputation with the Revolution and the Black Market.
The Dumping Ground is not available. You cannot scavenge at all.
Your main inventory is reduced to 20x10 instead of 24x10.
Start with -15 Reputation with all factions.
After visiting an after-hours location, you must rest at the Store for 2 nights before going out again.
You will suffer a trade penalty of 8% if you don't consume alcohol regularly. The addiction can be cured.
Your starting rent is increased by 40 Credits.
The Commissary is not available, and food stamps are never introduced.
Start with an additional -30 Security Reputation and will receive 25% less reward for reporting customers on the Wanted List.
Scavenging in the dumping ground works normally for the first week. After that, you lose 1 max scavenging attempt every week that passes. Once your max attempts fall below 3, you can no longer scavenge at all. Normal shopkeepers start with 5 daily max attempts. Start with 2 additional topical medication bandages.
You will always buy some Lottery Tickets when possible. All lottery content is unlocked from the start. The addiction can be cured.
You won't be able to read any guide.
You will suffer a trade penalty of 8% if you don't consume narcotics regularly. The addiction can be cured.
You will suffer a trade penalty of 8% if you don't consume nicotine regularly. The addiction can be cured.
All upgrades from Wild's Network cost 10% more. Insurance costs 50% more.
You get one less random customer per day.
Decreases your luck. Probably.
You can perform 2 fewer actions in the Dumping Grounds every time you visit, but you never get injured while searching.
Start with three piles of immovable debris along the bottom of your inventory. Each pile can be removed.
One more normal customer will visit every day, but starting rent costs 75 Credits more.
Taking one greys out the other. Most pairs are a bonus and its mirror-image drawback, so you cannot stack both to cancel them out for free points.
| Perk | Blocks |
|---|---|
| Model Citizen +1 | Convict -1 |
| Well Connected +2 | Public Enemy -2 |
| Side Street -1 | Prime Real Estate 0 |
| Minimalist -2 | Ascetic -4 |
| Welfare Program +1 | Banned from the Commissary -1 |
| Proficient Scavenger +1 | Maimed -2 |
| Maimed -2 | Degenerative Osteoarthritis -1 |
| Maimed -2 | Careful Scavenger 0 |
| Wild's Favorite +1 | On Wild's Bad Side -1 |
| Lucky +1 | Unlucky -1 |
| Perk | Why it pays |
|---|---|
| Working Pipes +2 | Unlimited Rustwater from day one: the same free supply Joe Wild sells as Rustwater On Tap for 350 Credits. |
| Vending Machine +2 | A machine already installed out front, where Wild's Network charges 1,200 Credits for one. |
| Short Sleeper +1 | Night trips to the Dumping Grounds stop costing you a customer the next morning. |
| Wild's Favorite +1 | Saves 10% on every Wild's Network upgrade for the whole run, and insurance is half price. |
| Perk | Why it pays |
|---|---|
| Illiterate -1 | Cheap once you know the recipes; avoid it on Chemist, Water Merchant or Hydroponic Farmer, whose manuals are part of the kit. |
| Maimed -2 | Two points for giving up the Dumping Grounds, which matters least on a production start that already has stock to sell. |
| Agoraphobia -1 | Only bites if you go out after hours often; one trip still works, two nights in a row do not. |
| Bad Lease -1 | Forty Credits on the starting rent grows slowest on Price Gouge, where rent rises 2% at a time. |