Shop counter
Prices and selling
An item's price starts from its base value. Its condition, the market and the deal change it.
- +15%
- Retail markup, Normal Mode
- +150%
- Highest contraband markup
- -25%
- Best Five Finger Discount
How a price is made
Condition and purity. Their percents add up, then apply to the base value.
Markups, discounts and store events. Their percents add up, then apply.
Bargains, Blackmail and Threaten. Each one multiplies the price.
Contents are priced on their own and added before the deal step. A bottle's own price takes the market markup.
Guns and printed melee weapons
- New
- +25%
- Excellent
- +12%
- Good
- No change
- Fair
- -12%
- Poor
- -25%
Ingot purity
- Perfect Purity
- +200%
- Very High Purity
- +50%
- High Purity
- +25%
- Fair Purity
- No change
- Low Purity
- -15%
- Very Low Purity
- -25%
Water purity
- Pure Water
- +100%
- High-Quality Water
- +50%
- Basewater
- No change
- Ghostwater
- -33%
- Rustwater
- -75%
- Gutterflow
- -90%
Chemical purity
- Lab Pure
- +135%
- Pharma-Grade
- +85%
- Near Pharma
- +40%
- Street Standard
- No change
- Cut Product
- -45%
- Junk Grade
- -75%
- Starch Grade
- -95%
Wine quality
- Master Vintage
- +75%
- Reserve
- +50%
- Production Wine
- +25%
- Homebrew
- No change
- Bucket Brew
- -15%
- Undrinkable
- -100%
Worn and gifted items
-75%. Worn starting gear, some network upgrade parts, animal cages.
-50%. Only Eleanor's SYNC Self-Refilling Neuroactive Perfume.
-75%. A module that cannot be removed.
Worth 0. Gifts from a few story customers.
Retail markup, for customers who accept it
- Price Gouge (Cozy Mode)
- +20%
- Mark Up (Normal Mode)
- +15%
- Thin Margins (Hard Mode)
- 0%
- Red Ink (Challenge Mode)
- 0%
Contraband and restricted markup
- Low-Level contraband
- +35%
- Mid-Level contraband
- +70%
- High-Level contraband
- +100%
- Critical-Level contraband
- +150%
- Class I Restricted
- +17%
- Class II Restricted
- +35%
- Class III Restricted
- +50%
When you sell
- Tips (Upper Levels customers, with the Tips perk)
- +15%
- Tourist Tax (tourists)
- +15%
- Variety Buyer Bonus
- +15%
- Vending Machine Bonus
- +10%
- SYNC Neuroactive Perfume
- +15%
- L'ESSENCE Pheromone Perfume
- +25%
- Awful Negotiator (perk)
- -5%
- Addiction withdrawal, each
- -8%
When you buy
- Five Finger Discount (stolen goods)
- -10% to -25%
- Good Inspection Discount
- -15%
- SYNC Neuroactive Perfume
- -15%
- L'ESSENCE Pheromone Perfume
- -25%
- Awful Negotiator (perk)
- +5%
- Addiction withdrawal, each
- +8%
By difficulty, Cozy to Challenge
- Retired suppliers
- +0 / 15 / 30 / 45%
- Dr. Jackson
- +0 / 25 / 50 / 100%
- Rent-day Merchant buys at
- -10 / 15 / 20 / 25%
The Good Inspection Discount comes from rightly confronting a fake in the Inspection Tray.
The Bargain button opens from day 8, at once when the intro is skipped. Per customer you get one selling bargain, one buying bargain, one Blackmail and one Threaten. After Blackmail or Threaten, Offer Discount and Offer Markup are gone.
When they buy. Always accepted. Their budget grows by twice the discount.
When they buy. Rolled: see the odds below. Accepted, it cuts their budget.
When they sell. Always accepted; you pay more.
When they sell. Rolled with the same odds as Add Markup.
20%. Works only on a criminal: 60% at 0 reputation; failed, -5 reputation. Not on Security.
20%. Always works on an Aug, never on a human. After augs are introduced. Not on Security.
Add Markup and Demand Discount odds, at 0 reputation
| Markup | Accepts | Refuses | Walks out | Budget cut if accepted |
|---|---|---|---|---|
| +10% | 80% | 8% | 12% | 10% |
| +25% | 50% | 20% | 30% | 15% |
| +50% | 0% | 40% | 60% | 20% |
| +75% | 0% | 10% | 90% | 25% |
A customer who walks out costs 3 reputation with their faction. Faction reputation moves both lines: at 60 reputation a customer accepts 10% more often and walks out 10% less often; at -60 they accept 20% less often and walk out 20% more often.
Augs always refuse and never walk out. Customers who come because of a store event accept 15% more often and walk out 15% less often.
A failed Blackmail on a non-criminal or a Threaten on a human costs 7 reputation, or 10 when they leave (50%). After either, you cannot report that customer.
Prices round to whole Credits, an exact half to the even number. No step goes below zero. Buying and selling use the same price.