Store

Last updated for version: 0.10.5.1
Current game version: Go To The Official Barotrauma Wiki

*Main article:* Campaign

The majority of *Barotrauma*'s items can be bought from the **Store**, including some alien materials that normally require crew members to retrieve their respective artifacts in order to obtain said materials through deconstruction. The price and the availability of items depends on the Outpost type as well as the crew's RP in the area. Most of the items can also be found and harvested while exploring the vast Europan ocean, or fabricated on the sub with the proper materials. But some cannot be obtained naturally or are otherwise rare, which are mostly available in Store. All purchased supplies will be delivered to the sub when the crew leaves the Outpost. Items will appear in gray metal crates, spawning in the Storage compartment of the sub.

# Economy

Most items have their own base price, meaning they can be traded in Store. Each Outpost type has a price multiplier that determines the actual price of an item in that Outpost's Store. These multipliers are dependent on the type of items and where those items are being traded.

Every item with a base price has 5 multipliers corresponding to each Outpost type. So even when several of these items aren't available for sale in specific Outpost types or anywhere at all, their actual price as if they were sold in those Outposts is still valid to calculate the profit the player may yield from selling these. The price is also heavily reliant on the RP of an Outpost.

All transactions are made through the Merchant of the Store. Every Merchant has a balance of 5,000 mk which doesn't fluctuate by itself. This value increases or decreases whenever the player buys or sells things in Store. Because of that, it is possible for the player to clear out a Merchant's balance in an Outpost.

# Buying

Items are only available in limited supplies, having a fixed number in stock across all Outposts. The number of items in stock shares the same value as other Outposts of the same type. However, between different types of Outposts, this value may be different depending on the Outpost type. For every visit to a new Outpost, the stock of items in visited Outposts (highlighted on the Map) will increase by 1. The restocking doesn't occur if the crew decides to return to the Outpost they've just left without reaching the next destination first or if they reach an uninhabited Location. Once the crew reaches the next accessible Outpost, the restocking process will resume.

The buying price increases (-RP) or decreases (+RP) by 0.1% for every point of RP in an Outpost. This means the player can get a max discount of 10% if they manage to reach 100 RP. On the other hand, at -80 RP, hostile Merchants will raise the price, up to 8% higher. The price will continue to rise beyond -80 RP, but that is irrelevant as the crew becomes unable to do business with any shop owners by this point.

The following list includes every price of all purchasable items and the number of supplies in stock across 5 categories in different Outposts at 0 RP.

## Equipment

Job gears, first aid, weaponry, ammunition, devices and tools are types of items the crew can expect to find while browsing **Equipment**.

## Electrical

Everything an Engineer can dream of having, is all here in **Electrical**, mostly consisted of wiring components, alarms, detectors and wires.

## Material

Most of the components needed to fabricate items for the Mechanics, everything Doctors work with such as plants and chemicals, plus gardening related items can be purchased in **Material**. Generally, crafting materials can be found and harvested anywhere in Europa's ocean. However, the sources of these are randomized and harvesting is overall time-consuming, so it may be better to buy them from the Mining Outpost's Store to save time since the prices are fairly affordable.

## Misc

Sub related items such as fuels and ammunition, creature loots, recreational items and other accessories are found in **Misc**.

## Alien

There are only 2 **Alien** minerals to purchase in this category, which can also be obtained from ruins.

# Selling

Players can sell items as long as those items are in the inventory slots, but not the equipment slots. Items that have a base price can be sold in any Outposts, even when the Store in that particular Outpost doesn't have those items for sale. Selling an item doesn't add it to the Store merchandise or to the number of supplies in stock of that item if the Store also has it for sale. Therefore, once the player sells something, it's gone for good.

**EASY WAY TO CALCULATE SELLING PRICE:** Use the original price (see price list in Buying section) as a fixed value.

When selling an item, the player yields 80% of its original buying price (at 0 RP) in a specific Outpost type's Store.
For every 1 RP gained or lost, the selling price increases or decreases by 0.08%.
Therefore, being on good terms with an Outpost allows the player to get better deals when selling items, up to 88% of the original buying price at 100 RP.
In contrast, the player yields much less from selling items in a hostile Outpost, down to only 73% of the original buying price at -80 RP. The value of items continues to lower beyond -80 RP, but by this point, the player won't be able to interact with the Merchant and should consider leaving the Outpost urgently unless they want to get hurt.

# Trivia

* The New Frontiers (v0.10) update introduces a couple of new items in Store that couldn't be bought before, but in turn, Watchman Clothes and Physicorium Shell appear to have been removed from the Store.
* In version v0.9.10.0, the only items that appeared in 2 categories were Battery Cell and Oxygen Tank. In New Frontiers, Fulgurium Battery Cell and Oxygenite Tank were added in Store and are also sold in 2 separate categories at the same price and with the same in stock supplies.