New game · step two

Starting Perks and Point Costs

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.

The BloomBerry Wine Fermenting Guide open beside a magnified bunch of berries on the inspection tray
Manuals like this BloomBerry Wine Fermenting Guide are exactly what the Illiterate drawback takes away.
48starting perks
23bonuses that spend points
25drawbacks and trade-offs
10pairs that block each other
3add their own losing ending

How perk points work

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.

Slots

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.

Addictions

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.

Perks that add a way to lose

All endings and how to avoid them →

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.

Ending Sentinel Collapse

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.

Aug Menace+1 points
Ending Augmented

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.

Ending Meltdown

The reactor keeps the shop lit through station blackouts, but it breaks down. Check and repair it before you go to sleep each night.

Perk register

Search by name or effect, or show only bonuses or drawbacks. The linked names on a card are the perks it blocks.

Bonus or drawback

Bonuses 23

Diplomatic perk icon
Diplomatic+2 points

Reputation generated from trade is increased by 33%.

Intimidating perk icon
Intimidating+2 points

All committed crimes generate 33% less available evidence.

Vending Machine perk icon
Vending Machine+2 points

Start with a vending machine installed in front of your store. Allow customers to purchase items automatically during after-hours.

Vigilant perk icon
Vigilant+2 points

You will never get robbed during the night.

Well Connected perk icon
Well Connected+2 points

Start with an additional 15 Reputation with all factions.

Cannot combine with:Public Enemy
Working Pipes perk icon
Working Pipes+2 points

You will start with the water lines already connected with unlimited Rustwater.

Aug Menace perk icon
Aug Menace+1 points

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.

Colorful Character perk icon
Colorful Character+1 points

Allows you to have 3 additional starting perk slots.

Handy perk icon
Handy+1 points

Start with a shabby toolbox and a set of shabby tools: a screwdriver, a wire cutter, a crowbar and a plasma cutter.

Lucky perk icon
Lucky+1 points

Increases your luck. Probably.

Cannot combine with:Unlucky
Makeshift Reactor perk icon
Makeshift Reactor+1 points

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.

Model Citizen perk icon
Model Citizen+1 points

Start with an additional +30 Security Reputation and will receive 50% more reward for reporting customers on the Wanted List.

Cannot combine with:Convict
Proficient Scavenger perk icon
Proficient Scavenger+1 points

You can perform up to 2 additional Search actions in the Dumping Grounds every time you visit.

Cannot combine with:Maimed
Revolution Sympathizer perk icon
Revolution Sympathizer+1 points

Start with an additional 25 Reputation with The Revolution. You will receive Marketplace Requests from The Revolution more frequently.

Savings perk icon
Savings+1 points

Start with an additional 150 Credits.

Sawyer's Crew perk icon
Sawyer's Crew+1 points

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.

Secret Admirer perk icon
Secret Admirer+1 points

You will occasionally receive random items from a secret admirer when opening the Store.

Short Sleeper perk icon
Short Sleeper+1 points

You won't miss out on any customers when going out during after-hours activities the night before.

Sycophant perk icon
Sycophant+1 points

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.

Tapehead perk icon
Tapehead+1 points

You start with all music cassettes available inside the cassette player.

Tinkerer perk icon
Tinkerer+1 points

When you upgrade an item, there is a 20% chance the material used is not consumed.

Welfare Program perk icon
Welfare Program+1 points

The Commissary is available from the start. On Mondays, you may receive Food Stamps depending on your total wealth.

Cannot combine with:Banned from the Commissary
Wild's Favorite perk icon
Wild's Favorite+1 points

All upgrades from Wild's Network cost 10% less. Insurance costs 50% less.

Cannot combine with:On Wild's Bad Side

Drawbacks 25

Ascetic perk icon
Ascetic-4 points

Your main inventory is reduced to 16x10 instead of 24x10.

Cannot combine with:Minimalist
Awful Negotiator perk icon
Awful Negotiator-3 points

You cannot bargain with customers, and you suffer a permanent trade penalty of 5%.

Sentinel Collapse Disorder perk icon
Sentinel Collapse Disorder-3 points

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.

Blabbermouth perk icon
Blabbermouth-2 points

All committed crimes generate 33% more available evidence. You will gain 50% less reputation with the Black Market and the Revolution.

Blackmail perk icon
Blackmail-2 points

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.

Known Snitch perk icon
Known Snitch-2 points

Customers from the wanted poster will never visit your store. Start with -10 reputation with the Revolution and the Black Market.

Minimalist perk icon
Minimalist-2 points

Your main inventory is reduced to 20x10 instead of 24x10.

Cannot combine with:Ascetic
Public Enemy perk icon
Public Enemy-2 points

Start with -15 Reputation with all factions.

Cannot combine with:Well Connected
Agoraphobia perk icon
Agoraphobia-1 points

After visiting an after-hours location, you must rest at the Store for 2 nights before going out again.

Alcohol Addiction perk icon
Alcohol Addiction-1 points

You will suffer a trade penalty of 8% if you don't consume alcohol regularly. The addiction can be cured.

Bad Lease perk icon
Bad Lease-1 points

Your starting rent is increased by 40 Credits.

Banned from the Commissary perk icon
Banned from the Commissary-1 points

The Commissary is not available, and food stamps are never introduced.

Cannot combine with:Welfare Program
Convict perk icon
Convict-1 points

Start with an additional -30 Security Reputation and will receive 25% less reward for reporting customers on the Wanted List.

Cannot combine with:Model Citizen
Degenerative Osteoarthritis perk icon
Degenerative Osteoarthritis-1 points

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.

Cannot combine with:Maimed
Gambling Addiction perk icon
Gambling Addiction-1 points

You will always buy some Lottery Tickets when possible. All lottery content is unlocked from the start. The addiction can be cured.

Illiterate perk icon
Illiterate-1 points

You won't be able to read any guide.

Narcotic Addiction perk icon
Narcotic Addiction-1 points

You will suffer a trade penalty of 8% if you don't consume narcotics regularly. The addiction can be cured.

Nicotine Addiction perk icon
Nicotine Addiction-1 points

You will suffer a trade penalty of 8% if you don't consume nicotine regularly. The addiction can be cured.

On Wild's Bad Side perk icon
On Wild's Bad Side-1 points

All upgrades from Wild's Network cost 10% more. Insurance costs 50% more.

Cannot combine with:Wild's Favorite
Side Street perk icon
Side Street-1 points

You get one less random customer per day.

Cannot combine with:Prime Real Estate
Unlucky perk icon
Unlucky-1 points

Decreases your luck. Probably.

Cannot combine with:Lucky
Careful Scavenger perk icon
Careful Scavenger0 points

You can perform 2 fewer actions in the Dumping Grounds every time you visit, but you never get injured while searching.

Cannot combine with:Maimed
Hoarder perk icon
Hoarder0 points

Start with three piles of immovable debris along the bottom of your inventory. Each pile can be removed.

Prime Real Estate perk icon
Prime Real Estate0 points

One more normal customer will visit every day, but starting rent costs 75 Credits more.

Cannot combine with:Side Street

Perks that cannot be combined

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.

Spending points well

Bonuses that replace a purchase

PerkWhy 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.

Drawbacks some starts barely feel

PerkWhy 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.
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Sources.