The store
Rent and buying the store
The store is rented. The Landlord collects the rent every Sunday until you buy the store, outright or with a mortgage.
- 200 Credits
- Starting rent
- Sundays (day 7, 14, 21)
- Rent day
- 12,000 Credits
- Store price on Mark Up
- 1,500 Credits
- Vendor permit on Mark Up
Rent goes up after every rent day, paid or missed. The start-of-day screen mentions rent when it is 2 days away or less.
Rent rise by difficulty
- Price Gouge (Cozy Mode)
- +2.5% a week
- Mark Up (Normal Mode)
- +5% a week
- Thin Margins (Hard Mode)
- +10% a week
- Red Ink (Challenge Mode)
- +10% a week
The Price Gouge difficulty screen says 2%; the rent rises by 2.5%.
If the store has no vending machine or fountain, the Landlord offers to install one on days 43, 57, 71 and 85. Accepting adds 150 Credits to the weekly rent for good.
Rent Grace
- Owned at the start
- Price Gouge and Mark Up
- Not owned at the start
- Thin Margins and Red Ink
- Price
- 100 Credits, doubled each purchase
- Wait after buying
- 15 days
- Kept
- Until used
Missed rent is added on top of next week's rent, after its weekly rise. Paying needs Credits for both.
The store price stays at its base price until day 50, then rises every day up to a cap. Buying it, or paying off the mortgage, ends the rent.
| Difficulty | Base price | Rise after day 50 | Largest rise |
|---|---|---|---|
| Price Gouge | 12,000 Credits | 25 a day | 3,000 Credits |
| Mark Up | 12,000 Credits | 50 a day | 5,000 Credits |
| Thin Margins | 24,000 Credits | 50 a day | 10,000 Credits |
| Red Ink | 36,000 Credits | 100 a day | 20,000 Credits |
Mortgage
The Loan Shark first comes once your Credits reach the down payment. From then on he offers a mortgage on a rent day while you hold twice the down payment. You can accept, ask again later, or decline for good.
| Mortgage taken by day 50 | Down payment | Weekly payment | Weeks | Paid in all |
|---|---|---|---|---|
| Price Gouge | 2,500 Credits | 1,233 Credits | 8 | 12,364 Credits |
| Mark Up | 2,000 Credits | 930 Credits | 12 | 13,160 Credits |
| Thin Margins | 3,000 Credits | 1,615 Credits | 16 | 28,840 Credits |
| Red Ink | 7,000 Credits | 2,370 Credits | 16 | 44,920 Credits |
Down payment: the store price times the difficulty's share, to the nearest 500. Each week of interest is rounded down; the weekly payment is rounded up.
No rent while the mortgage runs: the Loan Shark collects the weekly payment every Sunday instead.
Goods worth the payment are taken and listed on a Repo Slip; the weeks left stay the same. Without enough goods the run ends in Repossession.
The last payment gives you the deed and the Buyout ending; play can go on.
No more rent. Joe Wild brings the deed, and his network adds the Hypertech Smuggler and Wild's Endorsements.
The Trade Board Official sells the business permit.
Business permit price
- Price Gouge (Cozy Mode)
- 500 Credits
- Mark Up (Normal Mode)
- 1,500 Credits
- Thin Margins (Hard Mode)
- 2,000 Credits
- Red Ink (Challenge Mode)
- 3,000 Credits
The Mentor brings up the permit if you have none.
The Trade Board Official's first visit: buy the permit or wait. He comes back every Wednesday until you own one.
Buy the permit, or refuse: each refusal adds 50 Credits + 20 per full week to Operating Without a License.
Each visit adds 25 Credits + 10 per full week to the goods he wants as a bribe. Handing over that much skips the permit for the week; what is left carries over.
Switched-on services are paid every night.
5 Credits + 1 per full 10 days, x2 on Thin Margins and Red Ink. Free with Power Line Hijack and during a blackout. None with the Makeshift Reactor perk.
3 Credits + 1 per full 10 days; 75 + 1 per 10 days while vandalized. Sawyer's Crew: free, or 30 + 1 per 5 days while vandalized. x2 with Black Market Blacklisted.
Your goods' value / 400 + 3 Credits. x2 with Marked, x2 on Thin Margins, x3 on Red Ink, x0.5 with Wild's Favorite, x1.5 with On Wild's Bad Side.
50 Credits, while a debris pile can be removed.
Once you own a Current Converter: each switched-on one costs its machine's power use x 1.5 Credits per kJ (0.1 less per upgrade), rounded up. Free in a blackout.
No insurance with Black Market Uninsurable or while Cartel protection is active.
Joe Wild's nightly services
- Inspection Early Warning Service
- 10 Credits
- Buyer Referral Service
- 10 Credits
- Seller Referral Service
- 10 Credits
- Criminal Networking
- 45 Credits, every 3 nights
- Wild's Fixers
- 25 / 45 / 70 Credits
- Hypertech Smuggler
- 500 Credits, every 5 nights




