Storage Hunters: Open World · Teardown & Reference
Absolute Zero! · Roblox · Teardown & Clone Reference · June 2026

Storage Hunters: Open World

A Roblox game built on the "Storage Wars" fantasy: bid blind on locked storage containers at auction, pull junk and treasure out of them, repair and clean your finds, and resell them in your own shop. This is both a teardown for the client and a visual-economic reference for the team that will build its own version: objects, UI, currencies, prices, auction mechanics, "net worth" progression and pacing — based on a narrated ~115-minute live playthrough.

Core thesis: the game lives on one greedy hook — "a blind bid on a container → what if there's a fortune inside." The early auction is made almost loss-proof, so the newcomer is always "in profit" and wants one more. It's strongest at the moment a container is cracked open and during haggling with a buyer; weakest in the late game, where long drives, a 4-shelf cap and net-worth walls in the hundreds of thousands turn it — in the player's own words — into "just a grind."

Storage Hunters: Open World — title art
Genre
Economy sim / auction tycoon
Platform
Roblox · PC / mobile (landscape)
Studio
Absolute Zero! · verified
Material
~115 min playthrough with running commentary
Part I · Overview

Overview

What this product is, who it sells the fantasy to, and why it works.

00 · Executive Snapshot

What it is, why it works and where the main risk lies

"Storage Hunters" is a confidently made, already-out-of-beta auction simulator with 8M visits. This is not a raw prototype: a clean tutorial, a readable "pay → crack open → sell" economy, tidy UI and a deep item system (weight, condition, rarity, mutations). What's worth learning here is the greedy auction loop, the repair/clean economy, and haggling with buyers.

Core Promise

"Every locker might hold treasure. Can you turn mysterious containers into a fortune?" The emotion is greed and anticipation: you bid blind, crack the container, and the game tallies the profit right on screen (Paid / Value / Profit). Every container is a tiny lottery with a clear outcome.

Why it works

Main risk

The late game becomes a grind: long drives, a 4-shelf cap and net-worth walls in the hundreds of thousands and millions. By the end the player says it outright: "this is just turning into a grind" and "there's no money to be made in this game." Expensive containers don't guarantee profit ($120 → only +$26), and the top "Cargo Ship" zone demands $2,000,000 net worth — against ~$2k by the end of the session.

Roblox metrics (likes, online, visits, update date) are shown at the time of recording — they change quickly.

*Screenshots* — 3 shots

Container payoff
The container paid off. The game tallies the deal on screen: Paid $275.00, Value $367.35, Profit +$92.35**. The same screen shows a loss in red — the gamble reads without a menu.
Auction bidding screen
The heart of the game — the auction.** "CURRENT $25 → NEXT $30," a Bid button, a timing bar and the leader's name. You bid blind: what's inside is revealed only once you win.
Container contents
And inside — a lottery.** Every item has weight, condition, rarity and price: from "Stone $0.36" to "[Broken] 34% $6.09." Condition and dirt can be repaired and cleaned for a higher price.
01 · Identity & Fantasy

What this game actually is

On the surface it's "Storage Wars in Roblox"; by construction it's an auction tycoon with three layers: a thrilling blind auction at the start, a deep item economy (weight, condition, rarity, mutations, repair, cleaning), and a tycoon shop layer on top with haggling, zones and net-worth progression.

Genre formula

Auction-lottery + resale economy with goods processing + tycoon shop with haggling and an open world.

Who the game retains

Game card

*Game card* — 11 rows

ParameterValue
TitleStorage Hunters: Open World (Охотники за хранилищами)
Studio / authorAbsolute Zero! · verified
GenreSimulator · sub-genre "economy simulator"
PlatformRoblox · PC / mobile (landscape)
Like rating94%
Players online37.7K
Visits8M
Server size8 players
Voice chat / cameraSupported
Created / updated02.06.2026 · update 25.06.2026

Like rating, online, visits and update date are at the time of recording; these figures change quickly.

*Screenshots* — 3 shots

Roblox game page
The storefront.** 8M visits and 94% likes (at the time of recording), developer Absolute Zero!, server size 8, genre "economy simulator." The promise matches what the player gets inside.
Game description
The promise.** "Bid at auctions, collect your loot, drive it to your shop and sell at a profit; hunt for mutations — gold, diamond, void and rainbow." A clear contract with the player.
Server list
Social scale.** Servers of 8 — the game is more solo-in-parallel: a shared auction and neighbouring shops, but no strong co-op loop. The player asks outright: "who is this for, with 8-player servers?"
Part II · A 115-minute playthrough

The player journey: stage by stage

A full pass through the live recording with the player's own analysis — what they do, what they feel, and the design behind it. Each stage scored for engagement and pacing. The part closes with an emotion map (see the "Pacing and grind" section).

02 · 115 minutes

Six stages of one session

The recording is ~115 minutes of a single session with commentary. The player reaches roughly ~$2,000 capital, unlocks the "back alley" and a shop front, and sees the walls of the Cargo Ship and the shipyard. This is the early-to-mid game: the full economy runs into the hundreds of thousands and millions beyond. Here's how this stretch plays out.

The storefront sells the "Storage Wars" fantasy

The game page (metrics at the time of recording): 94% likes, 37.7K online, 8M visits, art of a loaded pickup and a sports car. The player reads the description and, before even entering, names the expected loop: "you buy containers, load the truck, sell, upgrade." The promise will match the product. From the cover: "it looks like the world will be open, sizeable, interesting… since 'open world' isn't even in the title anymore, it must be done — for a beta this is already pretty good."

Design lens (hook): the recognisable reality-show format + social proof set up an expectation of exactly the auction loop the game delivers. There's no "promise ≠ product" gap.

Storefront
The storefront.** A recognisable fantasy and social proof — the future goal is visible right away.

First auction, first container, first profit

First auction: bids $15→$30

A green "Tutorial" trail physically leads the player: spawn → the free "Scrap Garage" ($0 net worth) → the auction. The auctioneer announces "get ready, in 3, 2, 1," the player outbids a rival ($15 → $20 → $25 → $30) and wins. They crack the container, load the goods into the truck, drive to the shop — and quickly turn a profit: "I recouped the whole container with a single TV, I'm already in the green." NPC Billy congratulates the first win.

Design lens (FTUE): the first auction is a loss-proof "tray": a $30 container is recouped by a single item. The game hands out confidence and hides real risk (losable deals) in harder zones.

The shop, haggling, Billy's quests, the first collection

The player learns to shelve goods and haggle: "they first offered me less than the bucket is worth, I declined — and because of that they offered more; it's like trading of a sort." Billy hands out a quest chain at the junkyard (win 3 auctions, sell 5 items → reward +$40 and +10💎). The "Collection Book" opens (an item per zone → +luck, diamonds). The mood: "the game draws you in a little — pleasant, monotonous, interesting and without any excess."

Design lens (progression): haggling turns passive selling into a mini-game; quests and the collection give fresh goals on top of the auction. This is the most engaging stretch of the session.

Selling in the shop: buyers and offers

Repair, cleaning, vehicles, the 4-shelf cap

Wrenches: item repair

The depth opens up: a wrench restores condition (rusty — items up to $150, shop one — up to $500, to 50–100%), the "Wash Shop" cleans dirty items ($0.58 → $0.73). The player is pleased that the condition system "wasn't shown for nothing." But friction appears: a 4-shelf cap forces constant returns, expensive containers don't pay off ($120 → only +$26), drives are long. "The localisation won't leave me alone again."

Design lens: repair and cleaning are excellent "depth" sinks of money and time. But the 4-slot bottleneck and the large map are the first sources of boredom.

The Moonlight event, new quests, mutations

The "Moonlight event" begins: lunar/glowing mutants appear at the auctions and must be collected before dawn (a ~4-minute timer). A new quest arrives, "Silver Surfer" (win 15 junkyard auctions, find 5 silver items, clean 5). The event gives a burst of interest and a reason to race to the junkyard — an "injection of novelty" against the monotony of the previous stage.

Design lens (retention): a timed event with exclusive mutations is a classic FOMO hook. It works as a local peak of engagement.

Moonlight event
The Moonlight event.** "Find lunar and glowing mutants at the auction before dawn." The timer up top is a window of opportunity.

The Cargo Ship, capital walls, "just a grind"

Cargo Ship: container tiers

A long drive to the docks opens the "Cargo Ship" — an event zone with container tiers: Wooden ($10 entry / $7,000 capital), Steel ($75 / $275,000), Luxury ($100 / $2,000,000). Against ~$2k of capital by session end, that's a thousandfold wall. The player sums it up: "time to wrap up, because this is just turning into a grind — I won't be able to do anything," "there's no money to be made in this game."

Design lens: the huge "net worth" thresholds are both a long tail and pressure to buy cash packs. Without automation helpers (100💎), this stretch feels like pure waiting.

Part III · How it plays

The core and the first minutes

The single loop that holds the whole game, and the onboarding that wins the player over.

03 · Core Loop

One loop that holds the whole game

The loop closes on the very first auction and stays unchanged across all 115 minutes — only the scale of the bids, the depth of goods processing and the size of the zones change. It's the first thing worth porting into a prototype.

Core loop:

01 · Bid blind
You buy a locked container at auction without knowing what's inside: "CURRENT → NEXT," outbidding rivals.
02 · Crack & value
You pull out the goods; each has weight, condition %, rarity and price. The game instantly tallies Profit/Loss.
03 · Process
Repair condition with a wrench, wash dirt in the laundry, appraise with an expertraise the price.
04 · Sell & haggle
Load the truck (weight cap!), drive to the shop, shelve it; buyers make ±% offers.
05 · New goal
"Net worth" grows → new zones, vehicles, trailers, slots, quests openthe cycle gets bigger.

The loop in motion — early gameplay (GIF, click to enlarge)

The animations are assembled frame by frame from the recording: you can see the bid at the auction, cracking the container and the profit tally. Click any to open it large.

*Screenshots* — 3 shots

GIFBidding at the auction
Step 1. The blind bid: outbid a rival ($15 → $30) and win the container. What's inside is still a mystery.
GIFCracking the container
Steps 2–3. Crack and collect: items with weight/condition/price fly into the truck, the "net worth" bar creeps up.
GIFProfit tally
The reward. "Garage unlocked!" and the deal tally: Paid $275 → Value $367.35 → Profit +$92.35. The loop is closed.
Input
Minimal actions: walk up to the auction, press "Bid" in the green zone, pick up goods, shelve them, accept/decline offers. Controls are a joystick and one button.
Feedback
A voiced auctioneer, "CURRENT → NEXT," the Paid/Value/Profit tally, green $ flying out on a sale, "New discovery!" pop-ups. Feedback is a strong part of the game.
Decision
How much to bid blind, whether to repair and clean, sell as-is or wait for a better offer, which vehicle to fit the weight. That's the decision core.

*Screenshots* — 3 shots

First container tally
Step 2 — valuation.** Right after the win: Paid $30.00, Value $0.00, Loss −$30.00. The game shows the risk honestly: until you've collected the goods, you're in the red.
Selling in the shop
Step 4 — the sale.** "Microwave sold for $14.60." Buyers approach the goods on the shelves; sales come with flying $.
Buyer offer
Haggling over the sale. A rich buyer offers $53.32 [+34%]** for an item with a $39.79 base — "Accept / Decline." Decline a lowball and the next offer comes in higher.
04 · First session

The first minutes: where the game wins the player over

The start is built almost flawlessly: the storefront sells the fantasy, the free "Scrap Garage" gives the first auction, and a green trail plus NPC Billy lead step by step. The one weak spot is partial localisation: some hints stay in English.

*Screenshots* — 2 shots

Free garage and the shipyard wall
Goal and carrot right away.** "Scrap Garage — FREE, $0 net worth" next to the wall "Shipyard — requires $125,000." You can see where to grow.
NPC Billy congratulates
An emotional milestone.** The mascot Billy congratulates the first win and sets the next goal — "get in the truck, drive to the shop and sell." A warm, human beat in the tutorial.
Part IV · World and content

The open world, zones and catalog

How the zones and "net worth" progression are structured, and what you can buy in this world.

05 · World and zones

An open world on a "net worth" ladder

The map is a set of auction zones and services that unlock as your "net worth" (Net Capital) grows. A day/night cycle, weather and events live on top. The main plus is the clear threshold on every object; the main minus is the long drives between points.

Zones and "net worth" thresholds

*Zones and "net worth" thresholds* — 8 rows

Zone / objectEntry"Net worth" thresholdWhat it gives
Scrap Garage$0$0Starter junkyard auctions
Back Alley (shop front)$5~$750"Shop front" auctions, new items
Cargo Ship · Wooden$10$7,000Event containers, "Cargo Ship" set
Farm Yard~$10,000A new auction and collection zone
Cargo Ship · Steel$75$275,000Pricier containers, higher upside
Shipyard$125,000 / $400,000Premium shipyard containers
Cargo Ship · Luxury$100$2,000,000The top tier — "the light at the end of the grind"

Thresholds grow by orders of magnitude ($750 → $7k → $125k → $2M). That's both a long tail of goals and pressure to buy cash packs. The most distant zones at the time of recording are pure "carrot."

*Screenshots* — 3 shots

Open world, hub
The open world.** Day/night, a minimap, navigation, quests on the left, "Net Capital" up top. Between zones — noticeable drives by truck.
Cargo Ship: wooden container
Container tiers.** "Wooden Cargo Container — $10 entry, requires $7,000 net worth." Next to it, Steel for $75 / $275,000.
Cargo Ship: luxury container
A $2,000,000 wall.** "Luxury Cargo Container — $100 entry, requires $2,000,000 net worth." Against ~$2k of capital by session end, the scale of the tail is obvious.

*Screenshots* — 2 shots

GIFDriving across the open world
The drives. The road between zones takes a noticeable while — the open world is pretty, but by the late game the long hauls become a "tax" on every cycle.
Zone thresholds
Gates everywhere.** "Shipyard — requires $125,000," next to "Cargo Ship — $7,000." A single, readable capital-gate pattern.
06 · Catalog

Vehicles, trailers and the shop front

Money doesn't only go into containers. Vehicles expand the weight cap (the main bottleneck), trailers add capacity, and the shop grows shelves, skins and decor. Most starter shelves are free — what limits you isn't price but the number of slots.

Vehicles — the dealership

*Vehicles — the dealership* — 7 rows

VehicleRarityPriceKey stat
Rusty TruckUncommon$250Speed 58 · Weight cap 100 kg
FastUncommon$500Higher speed (needs $500 net worth)
Kei TruckRare$2,000More capacity
P-682Rare$15,000Balanced mid tier
HeavyweightEpic$55,000Maximum weight cap
(top tier)Legendary$175,000A showcase "carrot"

The starting weight cap is 50 kg; the very first vehicle raises it to 100 kg. Overloading ("Overweight," e.g. 116/100 kg) leaves goods in the "lost items box" — a direct driver of vehicle upgrades and the "+50% weight" gamepass.

Trailers — the trailer shop

A separate capacity layer on top of the vehicle — for those who haul a lot.

Shelf skins (for 💎 diamonds)

Storefront cosmetics for soft currency — status and customisation with no effect on the balance.

*Screenshots* — 3 shots

Dealership
The dealership.** Rusty Truck $250 (Speed 58, Weight cap 100 kg) and a ladder up to the Epic "Heavyweight" for $55,000. Every vehicle is about weight and speed.
Trailer shop
Trailers.** "Trailer Uncommon $15,000 (requires $75,000)," "Long Trailer Rare $40,000." Another layer against the weight cap.
Shelves menu
Shelves — free.** "Selling Space 6/6": podiums, tables, display cases — all FREE. What limits you isn't price but the number of selling slots.
07 · Items, rarity, mutations

The goods: weight, condition, rarity and mutations

Every find has four parameters (weight, condition %, rarity, price) plus possible mutation tags. They tie the whole loop together: weight hits the vehicle cap, condition and dirt are repaired/cleaned, rarity and mutations set the price.

Rarity ladder

501 items in all. Plus "Lost" (29) and "Exclusive" (4), and a special "Gavel Trophy" ($50). The full table is in the "Catalog" section.

Mutations and tags

Multipliers stack additively (Silver+Gold = 6×). Boosted by "luck" and by hammer-trophies placed as shop decor. The recording shows [Dirty], [Gold], [Lunar].

*Screenshots* — 3 shots

Item pickup and capital bar
The find card.** "Hammer [Dirty][Uncommon]" — weight, condition, price. Below — the deal tally and the "net worth" bar toward the next zone.
Adding an item to a shelf
Price + restock timer.** A gold item $22.96 (20–25 s cooldown), small change at $0.21–$0.44 (2–5 s). The pricier the item, the longer the shelf "restock."
Overloaded truck
The weight cap bites.** "[Overweight] 116.1/100 kg," and the container went negative (−$37.17). Weight is a real limit on the cycle and a driver of upgrades.
07+ · Item catalog

The full catalog: 501 items, rarities and prices

Data from the game's official wiki (Module:ItemData): every item with its rarity, zone and base price. Below — the shape of the economy, the top-tier "treasure" and an image showcase; the full table of all 501 items is at the end of the section (and as a separate storage_hunters_all_items_prices.csv next to the report).

How many items in each zone and rarity

*How many items in each zone and rarity* — 7 rows

ZoneJunkUncommonRareEpicLegendaryMythicalLostTotal
Junk Yard106723115··116
Back Alley554272297·124
Farmyard1053249143·117
Shipyard·323723144·110
Lost······2929
Exclusive··1111·4

Top treasure: the most valuable finds

*Top treasure: the most valuable finds* — 15 rows

ItemRarityZonePrice
Race Car DominusMythicalShipyard$150,000
Electrical FedoraMythicalShipyard$90,000
Private JetLegendaryShipyard$60,000
Race ValkMythicalShipyard$60,000
Vampire DominusMythicalExclusive$50,000
Float PlaneLegendaryShipyard$44,000
Plane SlimeMythicalShipyard$44,000
Long-Haul TruckLegendaryShipyard$39,000
Submersible VehicleLegendaryShipyard$35,000
Luxury WatchLegendaryShipyard$35,000
Duck ValkMythicalFarmyard$30,000
XSN Sport CarLegendaryShipyard$29,000
Bling BraceletLegendaryShipyard$25,000
WMB Elegant CarLegendaryShipyard$23,000

Item showcase (images from the wiki)

*Item showcase (images from the wiki)* — 27 items

Arcade Machine
Arcade Machine
$2,200 · Epic
Shipyard
Bazooka
Bazooka
$3,800 · Legendary
Back Alley
Bear Plushy
Bear Plushy
$9,000 · Legendary
Farmyard
Bed
Bed
$129.99 · Epic
Back Alley
Beehive
Beehive
$42.31 · Lost
Lost
Bling Bracelet
Bling Bracelet
$25,000 · Legendary
Shipyard
Bucket
Bucket
$4.25 · Uncommon
Junk Yard
Camera
Camera
$5.77 · Lost
Lost
Capybara
Capybara
$370 · Epic
Farmyard
Car Key
Car Key
$65 · Epic
Junk Yard
Cardboard Hat
Cardboard Hat
$40 · Rare
Junk Yard
Casino Chip
Casino Chip
$60 · Epic
Junk Yard
Cereal Box
Cereal Box
$0.25 · Junk
Junk Yard
Electrical Fedora
Electrical Fedora
$90,000 · Mythical
Shipyard
Float Plane
Float Plane
$44,000 · Legendary
Shipyard
Fruit Skin Helmet
Fruit Skin Helmet
$60 · Rare
Junk Yard
Gangster Dominus
Gangster Dominus
$15,000 · Mythical
Back Alley
Gavel Trophy
Gavel Trophy
$50 · Gavel Trophy
All
Long-Haul Truck
Long-Haul Truck
$39,000 · Legendary
Shipyard
Luxury Watch
Luxury Watch
$35,000 · Legendary
Shipyard
Private Jet
Private Jet
$60,000 · Legendary
Shipyard
Race Car Dominus
Race Car Dominus
$150,000 · Mythical
Shipyard
Race Valk
Race Valk
$60,000 · Mythical
Shipyard
Stone
Stone
$0.50 · Junk
Junk Yard
Submersible Vehicle
Submersible Vehicle
$35,000 · Legendary
Shipyard
Towing Car
Towing Car
$19,000 · Legendary
Shipyard
XSN Sport Car
XSN Sport Car
$29,000 · Legendary
Shipyard

All 501 items — prices

The full list (sorted by zone, then price). The same set sits next to the report as a CSV for Excel.

*Show the full list — 501 items* — 501 · CSV

ItemRarityZonePrice
Scrap DominusLegendaryJunk Yard$565
Wooden Domino CrownLegendaryJunk Yard$520
Torned FedoraLegendaryJunk Yard$475
Scrap ValkLegendaryJunk Yard$415
Patched Rag SlimeLegendaryJunk Yard$325
Straw HatEpicJunk Yard$220
BeanieEpicJunk Yard$160
Rope BraceletEpicJunk Yard$140
Party HatEpicJunk Yard$120
Double SofaEpicJunk Yard$120
Lawn MowerEpicJunk Yard$95
FridgeEpicJunk Yard$89.99
SofaEpicJunk Yard$79.99
Car KeyEpicJunk Yard$65
Plastic BathtubEpicJunk Yard$65
Fruit Skin HelmetRareJunk Yard$60
Casino ChipEpicJunk Yard$60
Cardboard BackpackRareJunk Yard$55
Old TVRareJunk Yard$43.99
Cardboard HatRareJunk Yard$40
Car WheelRareJunk Yard$35
Vacuum CleanerRareJunk Yard$34.99
BBQ GrillRareJunk Yard$25
Cracked Street LampRareJunk Yard$25
LadderRareJunk Yard$25
TricycleRareJunk Yard$25
MattressRareJunk Yard$20
Bread ToasterRareJunk Yard$19.99
Polo StickRareJunk Yard$18
Wooden FenceUncommonJunk Yard$17
Marble PlateRareJunk Yard$15
Bear TrapRareJunk Yard$15
Clothes StandRareJunk Yard$15
MicrowaveRareJunk Yard$15
PendulumRareJunk Yard$15
TorchRareJunk Yard$15
Wooden TableRareJunk Yard$15
Table LampUncommonJunk Yard$14.99
Electric FanRareJunk Yard$14.99
Petrol ContainerUncommonJunk Yard$13.50
Used TireUncommonJunk Yard$13.50
ChalkboardUncommonJunk Yard$13
Construction CautionUncommonJunk Yard$13
Stop SignUncommonJunk Yard$12.99
DumbbellUncommonJunk Yard$12.50
HoeUncommonJunk Yard$12.50
Wooden ChairUncommonJunk Yard$12
Shoe RackRareJunk Yard$12
Wooden Stand SignRareJunk Yard$12
HoseUncommonJunk Yard$10.50
Hand SawUncommonJunk Yard$9.50
Roof SheetUncommonJunk Yard$9.50
Clay PotUncommonJunk Yard$9
Wooden SignUncommonJunk Yard$9
City BinUncommonJunk Yard$8
HammerUncommonJunk Yard$8
CleaverUncommonJunk Yard$7.75
Moped Rear View MirrorUncommonJunk Yard$7.25
Wall ClockUncommonJunk Yard$7.25
CactusUncommonJunk Yard$7
UmbrellaUncommonJunk Yard$7
Wooden StaffUncommonJunk Yard$7
BasketballUncommonJunk Yard$7
ScrewdriverUncommonJunk Yard$6
Spray PaintUncommonJunk Yard$6
Tin BinUncommonJunk Yard$6
Wooden PaletteUncommonJunk Yard$6
PipeUncommonJunk Yard$5.99
FireworkUncommonJunk Yard$5.75
Candle StandUncommonJunk Yard$5.50
Floor BrushUncommonJunk Yard$5.50
Floor SignUncommonJunk Yard$5.50
PillowUncommonJunk Yard$5.50
Ping Pong BatUncommonJunk Yard$5.50
Plastic BasketUncommonJunk Yard$5.50
Road ConeUncommonJunk Yard$5.50
Star DecorationUncommonJunk Yard$5.50
Toy CarUncommonJunk Yard$5.50
Tuning ForkUncommonJunk Yard$5.50
Wooden BucketUncommonJunk Yard$5.50
KiteUncommonJunk Yard$5.25
Shape ToyUncommonJunk Yard$5.25
ShirtUncommonJunk Yard$5.25
Rusty LockUncommonJunk Yard$4.50
ScissorsUncommonJunk Yard$4.50
BucketUncommonJunk Yard$4.25
Rubik's CubeUncommonJunk Yard$4.25
Bath MatUncommonJunk Yard$4
DartUncommonJunk Yard$4
LogUncommonJunk Yard$4
Pencil SharpenerUncommonJunk Yard$4
Plastic BallUncommonJunk Yard$4
SlippersUncommonJunk Yard$4
Spin TopUncommonJunk Yard$4
Toilet PlungerUncommonJunk Yard$4
Toy SpiderUncommonJunk Yard$4
Wooden MugUncommonJunk Yard$4
Worn-out CurtainUncommonJunk Yard$4
YarnUncommonJunk Yard$4
Beach BallUncommonJunk Yard$3.50
Mouse TrapUncommonJunk Yard$3.50
Pickle JarUncommonJunk Yard$3.50
LighterUncommonJunk Yard$2.75
BottleUncommonJunk Yard$2.25
Tennis BallUncommonJunk Yard$2.25
Wood TileUncommonJunk Yard$2.25
Tissue BoxJunkJunk Yard$1.50
Toilet PaperJunkJunk Yard$0.75
Ice Cube TrayJunkJunk Yard$0.50
StoneJunkJunk Yard$0.50
Cereal BoxJunkJunk Yard$0.25
Clothes HangerJunkJunk Yard$0.25
SpoonJunkJunk Yard$0.25
CheeseburgerJunkJunk Yard$0.10
Paper BagJunkJunk Yard$0.10
Pizza SliceJunkJunk Yard$0.10
Gangster DominusMythicalBack Alley$15,000
C4 WristbandMythicalBack Alley$12,500
Heart BackpackMythicalBack Alley$11,000
Gangster FedoraMythicalBack Alley$10,000
Pink WatchMythicalBack Alley$8,500
Gangster ValkMythicalBack Alley$7,500
Godfather SlimeMythicalBack Alley$5,000
Skull Domino CrownLegendaryBack Alley$4,500
BazookaLegendaryBack Alley$3,800
Spike WristbandLegendaryBack Alley$2,600
Sniper RifleLegendaryBack Alley$2,300
P90LegendaryBack Alley$1,800
SMGLegendaryBack Alley$1,400
UziLegendaryBack Alley$1,100
Rider HelmetEpicBack Alley$800
HandgunLegendaryBack Alley$550
Safe WristbandEpicBack Alley$475
Vending MachineEpicBack Alley$425
Petrol PumpEpicBack Alley$325
Bazooka AmmoLegendaryBack Alley$275
GT WingEpicBack Alley$200
ScooterEpicBack Alley$175
Rolled TipEpicBack Alley$175
Security Metal DetectorRareBack Alley$165
Hand GrenadeEpicBack Alley$150
Straight PipeEpicBack Alley$150
Restaurant SofaEpicBack Alley$149.99
Water HeaterEpicBack Alley$140
PorchEpicBack Alley$130
BedEpicBack Alley$129.99
Flash GrenadeEpicBack Alley$120
Bench PressRareBack Alley$95
Smoke GrenadeEpicBack Alley$95
DresserRareBack Alley$90
Neon Shop SignRareBack Alley$85
Outdoor Umbrella TableRareBack Alley$75
Lowline WingRareBack Alley$75
Molotov CocktailEpicBack Alley$70
Water DispenserRareBack Alley$65
Satellite DishRareBack Alley$65
Rainbow PaintingsRareBack Alley$65
Sledge HammerEpicBack Alley$65
Portable Air CompressorRareBack Alley$60
Slant SingleRareBack Alley$60
Car BatteryUncommonBack Alley$55
Bar SpeakerRareBack Alley$55
Bamboo TreeRareBack Alley$55
KnifeEpicBack Alley$55
Single TipRareBack Alley$55
DumpsterUncommonBack Alley$50
Projector ScreenRareBack Alley$50
Shooting TargetEpicBack Alley$50
Street LampRareBack Alley$45
Room HeaterRareBack Alley$45
BatEpicBack Alley$45
Fire PitRareBack Alley$40
Brick WallUncommonBack Alley$40
Ceiling FanRareBack Alley$40
TV TableUncommonBack Alley$40
Basketball RingRareBack Alley$40
Ski MaskEpicBack Alley$40
CrowbarEpicBack Alley$40
Ceiling Neon LampRareBack Alley$39.99
Filing CabinetRareBack Alley$39.95
Standing Punching BagRareBack Alley$35
Garden SundialRareBack Alley$35
Moss TerrariumRareBack Alley$35
RAMUncommonBack Alley$30
Weld MaskUncommonBack Alley$28
Plant on PodiumRareBack Alley$28
Room SeparatorUncommonBack Alley$25
Coffee Shop TableUncommonBack Alley$25
Wall MirrorUncommonBack Alley$24.99
Storage ShelvesUncommonBack Alley$22
Portable DrillUncommonBack Alley$22
Living Room Stand LampUncommonBack Alley$22
Cafe TableUncommonBack Alley$20
Pendant LampUncommonBack Alley$20
Bean BagUncommonBack Alley$18
Garden TableUncommonBack Alley$18
Newspaper RackUncommonBack Alley$18
Stacked Dice DecorationUncommonBack Alley$18
BlenderUncommonBack Alley$15
Shop Sign BoardUncommonBack Alley$15
9mm BulletsUncommonBack Alley$15
Computer ChipUncommonBack Alley$15
Indoor Stone DecorationRareBack Alley$15
Square Ceiling LampUncommonBack Alley$15
Window BlindUncommonBack Alley$15
Mail BoxUncommonBack Alley$15
Pet Bath TubUncommonBack Alley$15
Pet BedUncommonBack Alley$14.99
Speed Limit SignUncommonBack Alley$12
LanternUncommonBack Alley$12
Bedside LampUncommonBack Alley$12
FootrestUncommonBack Alley$12
Herbs PlanterUncommonBack Alley$12
Coffee Shop ChairUncommonBack Alley$12
Folded TableUncommonBack Alley$10
Garden ChairUncommonBack Alley$10
Bottle TrayUncommonBack Alley$10
Bird HouseUncommonBack Alley$10
Cafe ChairUncommonBack Alley$9
Garden FenceUncommonBack Alley$8
Wall LampUncommonBack Alley$8
Enter SignUncommonBack Alley$8
Exit SignUncommonBack Alley$8
Pink LED StripeUncommonBack Alley$8
White LED StripeUncommonBack Alley$8
Yellow LED StripeUncommonBack Alley$8
Hanging PotUncommonBack Alley$8
Plant FenceUncommonBack Alley$7
Half Wall FenceUncommonBack Alley$6
Trash BinUncommonBack Alley$6
Checker TileUncommonBack Alley$6
Wire FenceUncommonBack Alley$5
PlantUncommonBack Alley$5
Water ContainerUncommonBack Alley$5
BatteriesUncommonBack Alley$5
Roof ShinglesJunkBack Alley$1.50
Gas TubeJunkBack Alley$1
VHS TapeJunkBack Alley$0.99
Floppy DiskJunkBack Alley$0.75
DiscJunkBack Alley$0.75
Duck ValkMythicalFarmyard$30,000
Farmer SlimeMythicalFarmyard$22,000
Farm FedoraMythicalFarmyard$20,000
Combine HarvesterLegendaryFarmyard$18,000
Bear CapLegendaryFarmyard$13,500
BulldozerLegendaryFarmyard$12,500
Bear PlushyLegendaryFarmyard$9,000
Plow TrailerLegendaryFarmyard$7,500
Hay BallerLegendaryFarmyard$6,500
HorseLegendaryFarmyard$3,800
Strange EggLegendaryFarmyard$2,800
WindmillLegendaryFarmyard$2,200
Fertilizer SpreaderEpicFarmyard$1,620
Water TowerEpicFarmyard$1,280
Green HouseLegendaryFarmyard$1,200
Wooden Water TowerEpicFarmyard$970
Apple TreeLegendaryFarmyard$900
Orange TreeLegendaryFarmyard$900
WellEpicFarmyard$810
Wooden BridgeLegendaryFarmyard$800
Flower WristbandEpicFarmyard$750
LlamaEpicFarmyard$675
Carbon Fishing RodLegendaryFarmyard$600
RamEpicFarmyard$565
PigstyRareFarmyard$430
PigRareFarmyard$405
Fishing RodEpicFarmyard$400
CapybaraEpicFarmyard$370
SheepRareFarmyard$350
Chicken CoopRareFarmyard$335
Cow BackpackRareFarmyard300
Animal CageRareFarmyard$295
Corn ShellerRareFarmyard$270
DonkeyRareFarmyard$245
Wooden CartRareFarmyard$245
Scrap Fishing RodRareFarmyard$200
PigletRareFarmyard$190
Egg IncubatorRareFarmyard$190
Hydroponic PlanterRareFarmyard$175
Industrial ScaleRareFarmyard$175
Farm GateRareFarmyard$170
Feed TroughsRareFarmyard$150
Pesticide SprayerRareFarmyard$130
Tractor TireRareFarmyard$130
Oil PressRareFarmyard$130
Water Hand PumpRareFarmyard$110
Cheese PressRareFarmyard$100
ScarecrowRareFarmyard$95
TrellisRareFarmyard$81
Post Pole DiggerRareFarmyard$74
WheelbarrowUncommonFarmyard$61
BootsUncommonFarmyard$54
ChickenUncommonFarmyard$54
Hand TruckUncommonFarmyard$54
Stack Pot PlanterUncommonFarmyard$47
Wool ShearerUncommonFarmyard$47
Plastic SealerUncommonFarmyard$41
MattockUncommonFarmyard$41
Stack LogUncommonFarmyard$41
Wooden Cart WheelUncommonFarmyard$38
Wood BarrelUncommonFarmyard$38
Harvesting ToolUncommonFarmyard$38
Wool BundleUncommonFarmyard$35
Irrigation PathUncommonFarmyard$35
ShovelUncommonFarmyard$34
Fruit CrateUncommonFarmyard$34
Farm FenceUncommonFarmyard$34
RakeUncommonFarmyard$30
Egg BasketUncommonFarmyard$30
Chicken FeederUncommonFarmyard$30
Fertilizer SackUncommonFarmyard$30
Garden HoeUncommonFarmyard$30
Tree StumpUncommonFarmyard$30
Milk CanUncommonFarmyard$27
SickleUncommonFarmyard$27
Wind ChimesUncommonFarmyard$27
Stack FirewoodUncommonFarmyard$27
Pumpkin PlantUncommonFarmyard$24
Water SprinklerUncommonFarmyard$24
HayUncommonFarmyard$24
Harvesting KnifeUncommonFarmyard$24
Parmesan CheeseUncommonFarmyard$24
Livestock HandbrushUncommonFarmyard$22
Seedling TrayUncommonFarmyard$22
Fertilized SoilUncommonFarmyard$19
Garden ShovelUncommonFarmyard$19
Tomato PlantUncommonFarmyard$19
Sunflower PlantUncommonFarmyard$19
Farm Fence SegmentUncommonFarmyard$19
Wood BucketUncommonFarmyard$19
Corn PlantUncommonFarmyard$16
Garden RakeUncommonFarmyard$16
Apple SeedsUncommonFarmyard$16
Orange SeedsUncommonFarmyard$16
Grain ScoopUncommonFarmyard$14
Tomato SeedsUncommonFarmyard$11
Corn SeedsUncommonFarmyard$11
Sunflower SeedsUncommonFarmyard$11
Plant PotUncommonFarmyard$11
Wild FlowersUncommonFarmyard$11
BushUncommonFarmyard$9.50
Bottle of MilkUncommonFarmyard$6.50
Gravel PathJunkFarmyard$5.50
PineappleUncommonFarmyard$5.50
Cheese SliceJunkFarmyard$4
GrapeJunkFarmyard$4
BroccoliJunkFarmyard$3.50
EggplantJunkFarmyard$2.50
CucumberJunkFarmyard$2
OnionJunkFarmyard$2
Chicken EggJunkFarmyard$1.35
CarrotJunkFarmyard$1.35
PotatoJunkFarmyard$1.20
?UnknownFarmyard$?
?UnknownFarmyard$?
?UnknownFarmyard$?
?UnknownFarmyard$?
Race Car DominusMythicalShipyard$150,000
Electrical FedoraMythicalShipyard$90,000
Private JetLegendaryShipyard$60,000
Race ValkMythicalShipyard$60,000
Float PlaneLegendaryShipyard$44,000
Plane SlimeMythicalShipyard$44,000
Long-Haul TruckLegendaryShipyard$39,000
Submersible VehicleLegendaryShipyard$35,000
Luxury WatchLegendaryShipyard$35,000
XSN Sport CarLegendaryShipyard$29,000
Bling BraceletLegendaryShipyard$25,000
WMB Elegant CarLegendaryShipyard$23,000
Towing CarLegendaryShipyard$19,000
Tix WristbandLegendaryShipyard$15,000
Drag WingLegendaryShipyard$14,000
Race SystemLegendaryShipyard$12,000
Small City CarLegendaryShipyard$9,000
3 Wheel CarLegendaryShipyard$5,600
Sport MotorbikeEpicShipyard$4,400
Corner JacuzziEpicShipyard$4,300
Industrial Robot ArmEpicShipyard$3,700
Jet TurbineEpicShipyard$3,700
Wooden BoatEpicShipyard$3,700
Golf CarEpicShipyard$3,700
Quantum ComputerEpicShipyard$3,500
Vertical Wind TurbineEpicShipyard$3,300
Inflatable BoatEpicShipyard$3,300
Weather SystemEpicShipyard$3,300
Double Door RefrigeratorEpicShipyard$2,900
EV Car BatteryEpicShipyard$2,900
Hydraulic PressEpicShipyard$2,900
Tesla CoilEpicShipyard$2,900
Stepped WingEpicShipyard$2,800
Claw MachineEpicShipyard$2,500
Double BarrelEpicShipyard$2,400
Arcade MachineEpicShipyard$2,200
Elegant Ceiling LampEpicShipyard$1,790
TreadmillEpicShipyard$1,790
ATMEpicShipyard$1,790
JukeboxEpicShipyard$1,570
Shower TubEpicShipyard$1,390
Electric Massage ChairRareShipyard$1,090
EV ChargerRareShipyard$1,090
MopedRareShipyard$950
Ice Cream ShowcaseRareShipyard$850
Industrial Cable RollRareShipyard$770
Scanner - Conveyor BeltRareShipyard$770
Shop Metal DetectorRareShipyard$770
Sport Car RimsRareShipyard$770
Cold Drink ShowcaseRareShipyard$690
Floor ScrubberRareShipyard$690
Outdoor ACRareShipyard$690
Self Balancing ScooterRareShipyard$690
SuperchargerRareShipyard$690
Curved TVRareShipyard$590
Modern ChairRareShipyard$530
DroneRareShipyard$490
PCRareShipyard$490
TurboRareShipyard$490
Air ConditionerRareShipyard$490
Nitro TubeRareShipyard$490
Conveyor BeltRareShipyard$450
Game ConsoleRareShipyard$430
Multivision GogglesRareShipyard$430
Flat Screen MonitorRareShipyard$370
Foldable Mobile PhoneRareShipyard$370
Self Balancing BoardRareShipyard$370
Solar PanelRareShipyard$370
VR GogglesRareShipyard$370
Deep FryerRareShipyard$370
Garment SteamerRareShipyard$370
BlowerRareShipyard$290
Fingerprint RecorderRareShipyard$290
Motorbike HelmetRareShipyard$270
Portable Game ConsoleRareShipyard$270
Robot VacuumRareShipyard$270
TabletRareShipyard$270
TurntableRareShipyard$270
Cash RegisterUncommonShipyard$180
PrinterUncommonShipyard$180
Stand SpeakerUncommonShipyard$180
Welding MachineUncommonShipyard$180
Small FridgeUncommonShipyard$170
Wall CCTVUncommonShipyard$170
Blu-ray PlayerUncommonShipyard$160
Money CounterUncommonShipyard$160
Pressure CookerUncommonShipyard$160
HandycamUncommonShipyard$150
Electric StoveUncommonShipyard$150
SubwooferUncommonShipyard$150
Electric Popcorn MakerUncommonShipyard$130
Coffee MachineUncommonShipyard$110
Side SpeakerUncommonShipyard$110
Air PurifierUncommonShipyard$100
Food ProcessorUncommonShipyard$100
GPSUncommonShipyard$100
RC CarUncommonShipyard$100
Volcano HumidifierUncommonShipyard$90
Air IntakeUncommonShipyard$80
Stand WebcamUncommonShipyard$80
Digital Pet DeviceUncommonShipyard$70
Mosquito TrapUncommonShipyard$70
Rice CookerUncommonShipyard$70
Walkie TalkieUncommonShipyard$70
Electric KettleUncommonShipyard$60
MP3 PlayerUncommonShipyard$60
Sandwich MakerUncommonShipyard$60
Coffee GrinderUncommonShipyard$50
Hand BlenderUncommonShipyard$50
HandphoneUncommonShipyard$50
SaddleLostLost$100
Professional CameraLostLost$55.77
Cow MilkerLostLost$42.31
BeehiveLostLost$42.31
Acoustic GuitarLostLost$34.61
Butter ChurnLostLost$30.77
ScytheLostLost$28.85
Branding IronLostLost$23.08
Circular SawLostLost$21.15
TypewriterLostLost$19.23
Bonsai PlantLostLost$17.31
Marble VaseLostLost$11.54
Lava LampLostLost$9.62
Classic PhoneLostLost$7.69
Jade BraceletLostLost$7.69
Watering CanLostLost$7.69
Leather Back PackLostLost$6.92
Cow BellLostLost$6.92
BookLostLost$6.30
CameraLostLost$5.77
PaintingLostLost$5.77
Flip CellphoneLostLost$5.77
HorseshoeLostLost$5.38
Bluetooth SpeakerLostLost$4.62
SuitcaseLostLost$4.62
LED FlashlightLostLost$3.84
Digital Alarm ClockLostLost$3.83
KeyLostLost$0.38
NeedleLostLost$0.25
Vampire DominusMythicalExclusive$50,000
Vampire Bat ValkLegendaryExclusive$7,500
Camping BackpackEpicExclusive$300
Rubber DuckRareExclusive$150
Gavel TrophyGavel TrophyAll$50
Part V · Economy

How the money works

Currencies, the real auction and shop prices, goods-processing services, and the pacing of the grind.

08 · Currencies and counters

What pays and what's counted

Three on-screen values and one "progress currency." Cash is the operating currency, diamonds are softly premium, luck is a mutation-chance modifier, and "net worth" is the main progression gate.

*What pays and what's counted* — 5 rows

Currency / counterSourcesSinksDesign meaning
Cash $ (green)Selling finds, quests, quick-sellAuction bids, vehicles/trailers, lockpick, zone entryThe operating cycle "bought a container → sold the goods"
Diamonds 💎Achievements, collection, dailies, Robux packsShop upgrades, shelf skins, auction "powers," helpers, skipping timersA soft-premium currency of convenience and customisation
Luck 🍀 %Net worth, friends, accessories, drinks, hammer-decorRaises the chance of rarities and mutations — the "engine" of the treasure hunt
Net worthGrows from the value of everything ownedThe main gate: unlocks zones, vehicles, trailers, slots, luck tiers

*Screenshots* — 2 shots

Luck menu
Luck is its own system.** Sources: collection book, net capital (next threshold $250), friends, accessories, drinks. "Hammer luck": place hammer-decor in the shop — higher mutation chance.
Net worth bar
The progression gate.** "Net worth $1,896 / $3,000" toward the next zone, with "New discovery! Garden table · Uncommon" right there. Capital is both the score and the key.
09 · Real prices and timings

Auction, sale and services — exact numbers

The densest section: bids, offers, repair, cleaning, shop upgrades and quick-sell — with real values from the recording. Every number is read off the frames; nothing unreadable is invented.

*Auction* blind bid — blind bid · bid step · cooldown · powers

ParameterValueComment
Starting bid$8.50–$120+Depends on zone/container
Bid step+$0.50 → +$5 → +$10Grows with the price level
Bid cooldown0.6–1.3 sAnti-spam "Wait N seconds"
Auction powersCalculator · X-Ray/Binoculars · Strike5 charges each; restocked with 💎
RivalsNPCs: Greta, Mod, Floyd, Pete…Outbid you, create pressure

Auction powers: "Calculator" estimates value, "X-Ray/Binoculars" peek at the contents, "Strike" disrupts a rival. They turn the blind bid into a managed risk.

*Selling and buyers* haggle ±% — haggle ±% · buyer types · offers

BuyerOffer vs baseExample
[Poor]~+13%$39.67 [+13%]
[Buyer]~+19%$14.11 [+19%], $6.82 [+19%]
[Rich]~+34…+40%$53.32 [+34%], $4.41 [+40%], $215.09 [+34%]
Star clients (gamepass)much higherVIP celebrities, very high offer chance

Each buyer takes only one item; declining a lowball often raises the next offer — that's the haggling mini-game. Downside for the player: unpopular pricey items "hang" ("nobody buys the sofa for $212").

*Repair and cleaning* + to price — + to price · wrenches · laundry · appraisal

ServiceEffectPrice / threshold
Common wrenchRepairs items up to $500, condition to 50–100%$75
Steel wrenchPricier items$5,000 net worth
Precision wrenchTop-tier repair$75,000 net worth
Wash Shop (3 slots)Cleans dirt (+~26% price)Slot 2 — $10,000 · Slot 3 — $50,000
Skip wash timerInstant5 💎
Expert appraisal (Grading)Replica 55% → 1★ 85% → 2★ 135% → 3★ 200% of value"Lucky grading" pass removes Replica rolls

The player notes that the condition system "wasn't shown for nothing": weight/condition hinted at repair and cleaning from the very start — a delayed payoff.

*Shop upgrades* for 💎 + capital — for 💎 + capital · slots · tips · price tags

UpgradeEffectPriceThreshold
Selling spaceSelling slots 4 → 6💎10
Tip jarTip chance 4% → 6%💎5
Price tagsOffers better +0% → +5%💎45
AdvertisingOffers faster +0% → +10%💎25$3,000
Trophy capacity1 → 2 trophies💎45$5,000
Plot capacity250 → 350 items on the plot💎25$10,000

"Selling space" (4→6 slots) is the key early upgrade: it's exactly the 4 slots that create the bottleneck forcing constant returns to the shop.

*Quick-sell — Rick Harrison* floating rate — floating rate · bulk-dump junk

ParameterValue
Rate vs base−24% … +7%
Rate refresh~every 3 min
What it isBulk-selling unwanted items without shelves (a "Pawn Stars" nod)

Dynamic pricing as a junk sink: the rate drifts, and you can "catch" +7% instead of −24%. The "Quick-sell" gamepass lets you sell from anywhere.

*Screenshots* — 3 shots

Live auction
A live auction.** "CURRENT $120 → NEXT $130," the leader by name, the powers (Calculator/Binoculars/Strike at 5 each), and in the corner — event timers (Cargo Ship, Rain).
Wash Shop
Cleaning.** The "Wash Shop": slot 1 free, slot 2 for $10,000, slot 3 for $50,000 net worth. Dirty goods sell for less — cleaning raises the price.
Shop upgrades
Upgrades for diamonds.** "Selling space" 💎10 (4→6 slots), "Tip jar" 💎5, "Price tags" 💎45. Some sit behind a capital threshold.

*Screenshots* — 3 shots

GIFCleaning an item
Cleaning in action. A dirty "gas pipe" $0.58 → after washing $0.73. The small timer can be skipped for 5 💎 — micro-monetisation of a trivial wait.
Wrenches
The repair ladder.** "Common wrench $75" (up to $500, 50–100%), steel for $5,000 net worth, precision for $75,000. Condition turns into money.
Quick-sell: the rate
A floating rate.** "Current rate −24%," "Rates refresh in 03:51." Dumping surplus at a dynamic price is a separate economic sink.
10 · Pacing and the "grind"

Where it's fast and where the waiting starts

The key UX-pacing takeaway. The game accelerates beautifully on novelty (the first auction, an event, a new zone) and sags into grind between major capital thresholds: long drives, 4 shelves, expensive containers with no guaranteed profit. Below — the pacing curve from the real recording with the player's quotes.

line — engagement by minute green zones — ramp-up (novelty) red zones — pit / grind

How to read the chart. The horizontal axis is the minutes of one session (0→115). The vertical axis is how interested the player is and whether there's something to do right now. Peaks (green dots) are moments of novelty: the first auction, the payoff, the Moonlight event, a new zone. Pits (red dots) are when friction gets in the way (4 shelves, drives) or a capital wall looms ahead; below the dashed "boredom threshold" the quit risk rises. The floor is the late game, where the player himself says "this is just a grind."

Three pacing states: growth, pit, frustration

It's important to tell two kinds of dip apart: a pit is passive boredom (nothing to do), while frustration is active irritation (friction gets in the way). They're treated differently.

📈 Growth — where it's good

Novelty and thrill When: the first auction, a container payoff, the Moonlight event, opening a new zone. Why it works: a blind bid + an instant profit read + a fresh goal — triple reinforcement. Feeling: "it draws you in a little — pleasant, monotonous, interesting."

⏸ Pit — passive boredom

Capital walls When: between major "net worth" thresholds ($125k, $2M) saving takes long and small goals are scarce. Why: thresholds grow by orders of magnitude and outrun income → a long stretch of pure saving. Feeling: "too long," "there's no money to be made."

📉 Frustration — active pain

Cycle friction When: the 4 selling slots, long drives between zones, an overloaded truck. Why: the game forces routine returns and waiting, offering no solution but upgrades/packs. Feeling: "it gets monotonous," "this is just turning into a grind."

The pit mechanism: why the threshold outruns income

Part VI · Retention and money

What brings players back and where the money is

The retention layers (dailies, collection, achievements, events, quests) and monetisation (gamepasses, packs, drinks, powers).

11 · Retention

Why the player comes back

Retention is built from proven layers: daily rewards, a per-zone "Collection Book," achievements for diamonds, timed events and NPC quest chains. The player himself flags them as a deliberate retention scaffold.

Retention layers and rewards

*Retention layers and rewards* — 7 rows

LayerHow it worksReward
Daily login (7 days)Escalating by dayDay 1 — 10💎 … Day 7 — a legendary item
Collection BookA set of items per zone (Junkyard 25/116, Back Alley 0/124, Farm 0/117, Shipyard 0/110, Cargo Ship 0/63, Exclusive 0/4)+luck, diamonds, cash ($150, +2% luck)
Achievements (19)For actions and hours10/100/1000 auctions → 💎5/💎15/💎100; hours → 💎5–💎10
NPC questsChains from Billy and othersCash + diamonds + "mystery" rewards
EventsMoonlight event, Cargo Ship, weatherExclusive mutations, a window of opportunity
Luck from social tiesFriends, accessories, hammer-decorHigher mutation chance

*Screenshots* — 3 shots

Collection Book
The Collection Book.** Per-zone sets with a found-counter (Junkyard 25/116) and rewards for progress — a soft "chase for completeness" hook.
Achievements
Achievements for diamonds.** "1,000 auctions won → 💎100," "1 hour played → 💎5." Long goals paid in soft currency.
Accessories
Accessories as buffs.** Head/Back/Wrist slots; hats and helmets give +luck, +speed, +offers, +drink time. Found at auctions.
12 · Monetisation

Where desire turns into a purchase

A shop of 5 tabs: diamonds and cash (Robux packs), gamepasses (permanent convenience), luck drinks and auction "powers" (for diamonds). Monetisation is mostly for convenience and speed-up, but it's presented aggressively and with "fake discounts."

Gamepasses (Robux · permanent)

Packs and consumables

Purchase verdicts: what's worth the money

*Purchase verdicts: what's worth the money* — 7 rows

PurchasePriceWhat it givesVerdict
+50% Vehicle weightR$379Removes the main bottleneck — the weight capbuy
+50% Selling spaceR$349Cures the 4-slot bottleneckbuy
Quick-sellR$249Removes routine returns to the shopyour call
Star clientsR$479Higher offers — more incomeyour call
Cash packsup to R$4,999A direct capital boost — "skip the grind"skip (P2W)
Free customisation (for Robux)R$149Vehicle cosmeticsskip

What not to copy: the player flatly criticises the "fake discounts" — "−29%," but with no struck-through original price: "it'd be nice to show what it would actually cost." And he mocks the gamepass: "odd that free customisation costs Robux."

*Screenshots* — 3 shots

Gamepasses
Gamepasses.** "Quick-sell R$249," "+50% weight R$379," "+50% inventory R$399," "Star clients R$479." Selling convenience, not victory — except the cash packs.
Cash packs
Cash packs.** $450→R$49 … $65,000→R$4,999 with "Save 29%." A direct capital boost — the most pay-to-win offer and the target of the "discount without an original price" criticism.
Auction powers
Auction powers for diamonds.** "Auction power sets": Calculator/X-Ray/Strike x1 💎16, x5 💎72, x10 💎128. Managed risk for the blind bid, paid in soft currency.

*Screenshots* — 2 shots

Diamond packs
Diamond packs.** 20→R$49 … 2,500→R$4,999 ("−20%"). Diamonds are the soft currency of convenience, customisation and auction powers.
Luck drinks
Luck drinks.** +50% / +150% / +300% luck (from R$35). A temporary mutation-chance boost — a consumable for the "treasure hunt."
Part VII · Conclusions

What to take from this

UX, porting mechanics into your own clone, risks and a final score for decision-making.

13 · UI, HUD & UX

The interface leads, but is noisy in places

Strong feedback, goal highlighting and bottom-of-screen hints are the main plus. The downsides are spot-issues: partial localisation (English text + Russian buttons), HUD density and long drives. The player praises several UX choices as deliberate craft.

What works

What gets in the way

*Screenshots* — 3 shots

Inventory
Inventory and filters.** "7/10 items," sort by "More $," tabs for safes and drinks, a quick-sell button. Goods management gathered into one screen.
Expert appraisal
Authenticity appraisal.** "Replica → 1★ → 2★ → 3★: the more stars, the more it sells for." Another pricing layer on top of condition and rarity.
Shop interior
The player's shop.** A brick room with shelves, "Build / Shelves / Decor" modes, buyers at the displayed goods. A warm, recognisable "antique shop."
14 · Porting mechanics

What we port into our clone

A transfer matrix: which patterns to take almost unchanged, which to adapt, and which not to copy. At the core — the thrilling blind-bid loop and the goods-processing economy.

*What we port into our clone* — 9 rows

PatternWhy it worksTransferCostVerdict
Blind bid on a "container"Lottery thrill + clear risk/profitPrototype coreLowtake
Paid/Value/Profit tallyTeaches risk instantly, reads without a menuDirect portLowtake
Goods processing (repair/clean/appraise)Decision depth and meaningful money/time sinksAdapt to the settingMediumtake
Haggling with buyers (±% offers)A mini-game on top of passive sellingDirect portLowtake
Luck → rarities/mutationsThe "treasure hunt" and reroll-motivation engineAdaptMediumadapt
"Net worth" gatesA long goal and a sense of scaleTake, but smooth the thresholdsLowadapt
Long drives + 4 slotsCreate friction and grinddon't copy
"Fake discounts" in the shopUndermine trust in monetisationdon't copy
15 · Risks

Problem → cause → solution

The main growth points found in the recording. Each is both a risk for the original and a to-do list for doing it better in a clone.

Problem 1

Late game = grind Cause: capital thresholds grow by orders of magnitude ($125k, $2M), income slowly and unevenly. Solution: mini-goals between major thresholds, progress bars, more frequent "novelty peaks," rebalance the payoff of expensive containers.

Problem 2

Cycle friction Cause: 4 selling slots and long drives force routine returns. Solution: more starter slots, early auto-selling/helpers without a hard 💎 wall, teleports between zones.

Problem 3

Trust in the shop Cause: "discounts" with no original price and a "free" customisation gamepass for Robux. Solution: honest offer presentation (old/new price), rename the dubious passes, finish the localisation.

16 · Score & Verdict

Final score — for decision-making

"Storage Hunters" is a solid, well-constructed auction simulator with an excellent blind-bid hook, a deep goods-processing economy and haggling. The main growth points are late-game pacing and monetisation honesty. The player himself: "it's well made, very constructively done… I'd play something like this, but not all night."

B+

A mature auction tycoon worth taking the core from: the blind bid with a profit tally, goods processing (repair/clean/appraise), buyer haggling and luck as the engine of the treasure hunt. Smooth out — late-game pacing and monetisation honesty.

  • Build a P0 prototype: 1 blind auction + a Paid/Value/Profit tally in one day
  • Add 1 processing layer (repair OR cleaning) and buyer haggling
  • Test the first session on 3–5 newcomers with no hints
  • Measure time-to-first-win and retention at the first capital "wall"
  • Smooth the grind: mini-goals, more starter slots, teleports, honest shop offers
DimensionScore
Core Loop8/10
Onboarding9/10
Economy6/10
UX7/10
Retention7/10
Transfer9/10

Next steps

17 · Appendix

Extended visual reference

Extra frames for the team that will rebuild the game: auction and shop screens, services, events and UI details that didn't make the main sections.

*Screenshots* — 13 shots

First container
First container (tutorial).** "Bucket (New)" 1.5kg, condition 61%, Uncommon, $3.01 — the find card the game uses to teach you to read goods.
First sale
The first sale.** Inventory and shelf-add: items with a price ($39.79, $8.24, $3.01) and a restock timer.
Driving the truck
The vehicle.** The driving HUD, navigation "Billy 136 m," weight cap "0/50 kg" on the starter truck.
Winning the auction
"Wins."** "CURRENT $45 → NEXT $50," the outbid button and "going twice…" Auction drama like a live auctioneer.
Back-alley auction
The "Back Alley" zone.** An auctioneer in the yard, a 1.3 s bid cooldown, leader "Floyd $25." Each zone has its own set of containers.
Upgrades behind a threshold
Upgrade gates.** "Advertising 💎25 — requires $3,000," "Trophy capacity 💎45 — $5,000." A dual axis: diamonds + capital.
Shelf skins
Shelf skins.** Modern 💎50 … Gold 💎300. Storefront cosmetics for soft currency.
Wash timer
The wash micro-timer.** A wash takes a few seconds; "Skip (5 💎)" — monetising even a trivial wait.
Lost and found
The lost items box.** Whatever didn't fit in the truck isn't lost — it waits here: "Umbrella 8kg 79% $5.90," "Hat $97.06."
Quick-sell Rick Harrison
Rick Harrison.** A bulk dump: 5 selected items, mutations [Lunar]/[DNG], rate +7%, total $99.12. A "Pawn Stars" nod.
New quest
NPC quests.** "New quest! Trash Recycler — repair 3 items. Reward: mystery." Task chains lead you through the content.
Basketball quest
Themed quests.** "Find 6 basketballs at the auction" — specific items as a goal, a reason to hunt for exactly those.
Late-game world at the docks
Late-game zones.** Steel containers at the docks, "Steel Cargo Container $75 entry," a "Cargo Ship" timer. The world's scale grows toward the end.