The first 14 days: who comes each day and what unlocks when
The scripted visitor schedule of the tutorial fortnight (generated from the game data), one tip per day, and the long-term calendar after day fourteen.
Quick card
- The scripted visitors of the first fourteen days are fixed. The table below is generated from the game data; click a name for that customer’s budget and intent.
- The first rent (200) is due around day 6, so do not spend the opening 600.
- Milestones: Day 7 Wild introduces the network; Day 8 the mentor teaches bargaining and the newspaper unlocks; Day 9 Security’s second visit and the first contraband seller; Day 12 the mentor hands you a shotgun; Day 14 the mentor signs off, the lottery unlocks and random wanted customers begin.
- The first wanted customer arrives on Day 3. During the tutorial they are scripted; afterwards they come by chance.
- On Day 18 the landlord comes for a bulk buy-out, and the long-term calendar takes over (see the end).
1. The fortnight
2. A tip a day
- Day 1: the mentor walks you through a trade; the two food buyers are free points; Security drops by to explain the wanted system.
- Day 2: a sell-only junker and a Lower Levels repairman; the mentor explains night outings, so try one tonight.
- Day 3: visual inspection lesson (rust, dents); the cigarette vendor and two scavengers; the first wanted customer, so decide in advance whether you trade or report.
- Day 4: the first Upper Levels visitor, with a noticeably bigger budget; the insurance pitch, which you should accept on the spot.
- Day 5: the scavenger food supplier appears, an early steady source; the mentor explains the showcase, so put a sign in today.
- Day 6: barter lesson; the inventor (Georgio’s line) begins. The first rent lands about now.
- Day 7: Wild introduces the network and favour starts to matter; the mentor explains events.
- Day 8: bargaining lesson, so from today you can raise prices (read pricing and bargaining first); the appraisal board shows up; the newspaper unlocks and you can follow the market.
- Day 9: Security’s second visit; the first chemist carrying contraband, and whether you buy sets your path.
- Day 10: the janitor pitches cleaning; the second scripted wanted customer.
- Day 11: the stamp seller and the lucky scavenger (lottery line and Officer Lun’s line begin).
- Day 12: the mentor gives you a shotgun and augmented content unlocks.
- Day 13: a shady pharmacist, an addict, a thief and a foodie tourist, one sample each of the Black Market and Upper Levels crowds.
- Day 14: the mentor signs off; lottery content unlocks; random wanted customers appear from here on.
3. After day fourteen
- Day 18: the landlord makes a bulk buy-out offer at a discount to valuation, so decide beforehand what you will part with.
- Story lines: Nellis from Day 21, Eleanor from Day 23, Serpico from Day 40; the church line (Sister Abby) visits on Days 3, 5, 10, 12, 19, 26, 33, 40, 43 and 47.
- Vendor permit: the mentor raises it on Day 24; from Day 38 an official chases it every Wednesday, and later wants a bribe on top. The permit’s price is in starting out.
- Day 25 the janitor introduces the underground exchange; on Days 43, 57, 71 and 85 the landlord pitches a vending machine.
- Weekly: the flexible buyer every Saturday; the week’s specialist by your start or upgrades (aquafarmer or chemist Tuesday, junk or water trader Wednesday, gunsmith Thursday, farmer, moonshiner or rancher Friday); the lottery representative every Thursday with the draw on Saturday.
Updated 2026-11-03