Waypoint

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Early money

After you learn not to leave cash sitting unprotected, the next job is building and sustaining net worth. More money makes training, refills, and wars cheaper to sustain. These options are not exhaustive — pick what fits your stage and personality.

Before level 15

Until Travel unlocks, keep income simple. Your energy is often better spent preparing for Leave attacks than on clever side hustles that delay 15.

Crimes

Spend nerve when you have it. Early crimes are practice plus pocket cash for candy and medical items. See Crimes.

City shops

You can buy a limited number of items per day from city shops. Many cost very little and resell for more on the item market or to a trader. Set a daily reminder if that helps you remember.

Selling losses

Some players pay you to attack them and lose on purpose so they can farm merits. Check attacking-forum threads carefully, confirm conditions in chat, and only do this for basic supplies until 15. After Travel, your energy is usually worth more in the gym or on flights than selling losses.

Extremely low offers (for example tiny payouts per loss) are often people trying to take advantage of new players. Walk away.

Companies

A Sweet Shop job is a common newbie pick if you can get into a decent star company — job points can become energy drinks you sell. Adult Novelties can support later happy jumping. Ask around for openings that match your work stats.

City map and community events

Items spawn on the city map until claimed. Check values before you use rare finds. Community events, forum games, and Discord giveaways are optional luck — not a plan, but sometimes useful.

After level 15

Flower and plushie running

The default early money engine. Fly, fill capacity, sell, repeat. See Flying & travel. Keep a cash buffer so one mug does not wipe your next flight.

Spending order

  1. Stabilize travel
  2. Fund happy jumps and training
  3. Hold a buffer (meds + a flight or two)
  4. Faction dues
  5. Wants and upgrades

City bank

City bank is a safe place to store cash and earn interest. For smaller stacks, shorter terms often make more sense so you can add money more often and keep compounding.

Later options (overview)

With more stats and capital, people move into reviving, bounties, ranked war payouts, set building, trading, and stocks. Those are mid and late game paths — learn Travel first. Ask your faction before you commit to a expensive specialty.

Money stored where it can be mugged is not really yours yet. Vault, bank, and sensible habits matter as much as earning.