New game · step one

Starting Scenarios Compared

Your scenario decides what is on the shelves, which machines are already plugged in and whether your first rent bill is higher than normal. Version 1.0 has nine starts: Apprentice is the developer's pick for a first run, seven hand you a trade on day one, and Rock Bottom gives you the lease and nothing else.

9scenarios in 1.0
7open a trade on day one
-450largest cash cut vs. a standard start
+50highest starting rent rise

All nine starts

Open a card for the full kit, the trade it unlocks and what that trade costs if you start somewhere else.

Kits side by side

Cash and rent figures adjust the standard opening: −450 means you begin with 450 Credits less than a plain start, and +50 raises your starting rent by 50 Credits.

ScenarioTrade it opensCash vs. standard startStarting rentCore kitStarting equipment
None-500Storage Bay × 1; Peat × 2; Tube of Toothpaste × 2Increased starting Credit count; Additional equipment (Storage Bay); Start with a stock of Household Goods and Food
Water Trading-2000HydraTech Micro Water Purifier × 1; Bottle Printer × 1; Water Trading Manual × 1Water Trading Manual; Water Testing and Purification Equipment; Additional storage (Water Containers)
Fencing-150+50Smuggler's Bay × 1; Vial of "Dream Dust" × 2; 10mm Ammunition × 2Additional equipment (Smuggler's Bay); Start with a stock of Contraband; Increased starting reputation (Black Market); Decreased starting reputation (Security); Immediate access to the Janitor Underground Exchange; Increased starting rent
None00—None.
Hydroponic Farming-150+40Hydroponic System × 2; Nutrifruit Seed × 2; Fillerweed Seed × 2Hydroponic Farming Manual; Additional equipment (Hydroponic Systems); Start with a stock of Farming Supplies and Seeds; Increased starting rent
Gunsmithing-450+503D Printer × 1; Gunsmith Storage Bay × 1; .22 SR Ammunition (Non-Lethal) × 6; .22 SR Ammunition × 5Class I Weapon Permit; Start with a stock of Firearms and Gun Mods; Start with a stock of Ammunition
Chemistry-3000Blender × 1; Heating Plate × 1; Evaporator × 1; Chem Finisher × 1; Composition Spectrometer × 1Chemistry Manual; Chemistry Lab Equipment
Rat RanchingNot listed0Animal Cage × 1; Rat × 6; Meat Cleaver × 1Animal Cage; Rats; Food
Aquafarming-450+40Recirculating Aquaculture System × 2; RAS Water Tank × 2; Industrial Fish Feed × 2RAS, fish, roe and aquaculture supplies

Compare two starts

Pick any two scenarios to see what each one hands you and what you would pay to get the same trade later.

First start
Second start
ComparedApprenticeWater Merchant
Trade it opensNoneWater Trading
Cash vs. standard start-50-200
Starting rent00
Core kit lines33
Listed base value of the kit380 Credits450 Credits
Same trade bought later—Wild: Water Trading (300 Credits)

First run

Apprentice

Apprentice is the start the developer recommends for beginners. You run a general shop with food and household goods, learn the counter and pick a trade later from Wild's Network.

A trade from day one

Water MerchantHydroponic FarmerChemistGunsmithRat WranglerAquafarmer

These six skip a Wild's Network purchase that costs 300 to 1,000 Credits mid-run, but most of them open with less cash, and three also raise the starting rent.

Hard openings

FenceRock Bottom

Fence trades Security standing and +50 rent for contraband stock and the Underground Exchange from day one. Rock Bottom is the maximum-difficulty start with nothing in the shop.

After the scenario

The new-game screens run in this order, and the next two choices change the same numbers your scenario does.

Scenario

Sets your kit, opening cash, starting rent and the trade you can run straight away.

Perks

Spend or earn perk points on bonuses and drawbacks. A first run has no perk slots; later runs can fill up to four.

Perks →
Difficulty

Price Gouge, Mark Up, Thin Margins or Red Ink set the retail markup, rent rises, permit cost and deed price.

Difficulty →

Starts announced for later

Organ Trader, Junker and Street Food Vendor are planned post-launch scenarios. The Junker start is tied to Ruined Machine Scrapping, a trade that is listed but not playable in the launch build.

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Sources.