Changed
Every price rebuilt on a single scale
Shop prices had been set by three different systems over time and never reconciled,
which produced some genuinely absurd results — a Minigun cost 181,
roughly one chicken kill, while an M249 cost 44,000. Bandages cost more than medkits.
A Hide Vest cost more than a Metal Chest Plate.
All 261 items now sit on one ladder priced against what you actually
earn, running from 50 up to a ceiling of 12,000.
| Item | Was | Now |
| Minigun | 181 | 12,000 |
| M249 | 44,000 | 12,000 |
| Assault Rifle | 29,982 | 11,000 |
| Bolt Action Rifle | 26,719 | 10,000 |
| High Velocity Rocket ×10 | 49,975 | 9,000 |
| Bandage ×10 | 1,259 | 100 |
Most top-tier gear got cheaper. The ceiling came down from 44,000 to 12,000 —
the handful of items that went up were the ones priced far below everything comparable.
Removed
Selling items back to the shop
Sell-back was an unlimited money printer. One hemp plant produces around a thousand
cloth at 100×; crafted into bandages and sold back, that was roughly
15,700 from a single plant — and the same loop ran through hide and
burlap armour.
Because the input was free gathered material, no set of prices could close it. The
sell option is gone.
Added
Raw materials are stocked now
Wood, stone, sulfur, gunpowder, charcoal and scrap are all buyable — they had somehow
never been listed, while cloth and metal fragments were.
Removed
Three items that did nothing
Lime, Mint Leaves and the Mojito Cocktail were listed for a system that isn't installed.
They were ordinary items wearing a skin — the Lime was a spoiled apple selling
for 181 each. All three are delisted.