First Robot & Early Money

How to escape the early unload/checkout grind: unlock robots, pick a first hire, and funnel cash without wasting it. Dollar amounts and unlock order are community-reported (walkthroughs / demo-era guides) — always prefer your in-game shop UI.

Why the first robot matters

Manual unloading and standing at the counter are the early-game time sinks. Once customers and deliveries stack up, a robot frees you for VIP runs, licenses, and city errands. Dev diary notes (SteamPeaks) frame the Customer Service bot and Loader as intentional mid-tutorial unlocks — you learn the chore, then automate it.

Not a Day-1 checklist For opening the door, labeling, and trolley safety, use the Day-1 checklist and beginner guide. This page picks up at “save for automation.”

Gate: warehouse Level 2

Community walkthroughs (post-launch SteamAH and similar) say robots unlock after a warehouse expansion to Level 2, often priced around $1,500. That expansion is also cited for multiple deliveries, extra customer terminals, and the small cart.

Community / uncertain Exact expansion prices can shift with patches. Demo-era tips sometimes quoted different early robot bundles (~$550 for the first two). If your shop disagrees with any number here, trust the shop.

What to buy first

Priority (soft)PurchaseWhy players pick itConfidence
1 Warehouse Level 2 expansion Unlocks the robot shop / capacity Widely reported in post-launch walkthroughs
2 Customer Service robot (~$1,200) Takes orders, packs bags, hands off to walk-ins so you can leave the counter Community walkthrough + dev diary role
3 Loader / unloading robot Keeps the dock clear while you deliver or explore Dev diary + many player tips; some demo guides called unloading #1
Defer Cleaning robot (~$3,700) Nice QoL; walkthroughs often say skip until docks / labeling / income are stable Community spend advice

Placement tip (community): unpack the customer-service bot near a well-stocked shelf / charging station so it can turn and grab items quickly. Watch status / energy and keep repair kits (and a fire extinguisher) handy — neglected bots stop mid-task or worse.

If two community sources disagree on “CS first vs unload first,” pick whichever chore is drowning your shift. Both roles matter; order is soft.

How to raise the cash

  1. Open on time and keep selling. Walk-in customers during business hours (community: ~09:00–21:00) are your reliable drip. Match goods codes — voided sales waste the grind.
  2. Take early VIP deliveries. Story VIPs (community names like Logan Johnson, etc.) pay more than counter sales and teach van routes. Label before you leave.
  3. Buy income licenses when they unlock. Walkthroughs list early licenses such as Repair Goods (~$1,000) and Outdoor Goods (~$2,000) as catalog expanders that unlock bigger VIP / shelf revenue. Confirm prices in-game.
  4. Keep consumables stocked. Branded bags, labeling rolls, trash bags — running out mid-rush kills throughput more than a slightly delayed robot.
  5. Pause inbound deliveries when flooded. Some players turn deliveries off for a shift to catch up on labeling/packing, then re-enable once shelves are clear (community tip).
Pricing (community / demo-era) Some early guides suggest pricing regular goods around market × 1.20 (rounded up). Verify against your build’s economy.

Soft spend order (early arc)

  1. Keep the store runnable (bags, labels, trash, repair kits).
  2. Warehouse Level 2 → first robot (usually Customer Service).
  3. Loader / unload help once docks back up while you are away.
  4. Next license that clearly expands VIP / shelf income.
  5. Warehouse Level 3 / auto labeler / cleaner when cash is no longer the bottleneck.
  6. Then drones, billboards, wholesale — see automation tips.

Payback intuition

A robot “pays for itself” when the hours it frees let you take more VIP work or avoid lost sales. Use the editable estimator on the Codes & calculators page — defaults there still mention demo-era ~$550 bundles; overwrite the cost field with your live price (e.g. $1,200).

After the first hire

Sources & disclaimer Numbers lean on post-launch community walkthroughs (e.g. SteamAH story guide), SteamPeaks / Steam community robot design notes, and older demo guides. Patches can change prices and unlock gates. No fake review counts, redeem codes, or cheats.

Related: Day-1 checklist · Beginner guide · Automation tips · Codes & calculators