First Robot & Early Money
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.
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.
- Do not expect a robot purchase button before that upgrade appears in your shop.
- Bank toward the expansion first if the UI shows it as a prerequisite.
- Level 3 (~$8,000 in the same write-ups) unlocks auto labeling and the cleaning robot — treat that as a later goal.
What to buy first
| Priority (soft) | Purchase | Why players pick it | Confidence |
|---|---|---|---|
| 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
- 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.
- 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.
- 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.
- Keep consumables stocked. Branded bags, labeling rolls, trash bags — running out mid-rush kills throughput more than a slightly delayed robot.
- 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).
Soft spend order (early arc)
- Keep the store runnable (bags, labels, trash, repair kits).
- Warehouse Level 2 → first robot (usually Customer Service).
- Loader / unload help once docks back up while you are away.
- Next license that clearly expands VIP / shelf income.
- Warehouse Level 3 / auto labeler / cleaner when cash is no longer the bottleneck.
- 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
- Follow early NPC / phone quests (community write-ups mention Shelly / Shirley-style intros for robot unlocks).
- When you explore for broken city robots, pack repair kits in the van — wild robots locations.
- Do not blow the next stash on cosmetics or the expensive cleaner before the dock can keep up.
Related: Day-1 checklist · Beginner guide · Automation tips · Codes & calculators