Take complex tickets early
A toy needing three fixes pays more than three trivial ones take time to match. When the queue offers a choice, the multi-problem ticket is the efficient one.
Toy Repair Shop (Anomaly) has no grinding in the classic sense — the shop itself is the farm. Every completed repair pays cash, and cash buys the parts and supplies that keep a shift alive. This page turns that loop into a spending plan you can actually follow.
The documented income is per-repair payouts observed in walkthrough footage. The documented expenses are replacement parts ordered from tickets, plus the break-room shop's coffee (sanity), chocolate (sanity), and bandages (HP). Budget the shift in that order and you will not hit the broke state footage shows mid-session.
A toy registers with a ticket, the ticket lists its problems, and completing those problems pays. Bigger jobs — restuffing plus a sewing job plus a missing limb — pay more than a single brush-off in observed footage, which makes complex tickets the efficient pick.
A toy needing three fixes pays more than three trivial ones take time to match. When the queue offers a choice, the multi-problem ticket is the efficient one.
Ordering the replacement foot, hand, or leg costs cash up front, but an unfixable toy pays nothing. Parts are income-recovering spending, not a luxury.
A mishandled anomaly ends a run — the badge data shows more players have died than finished any shift. Losing a shift loses its whole payout queue.
No official price table exists; every number below is player-observed and labeled. Where footage disagrees with itself, the table says so.
| Item | Type | Effect | Evidence |
|---|---|---|---|
| Cash (repair payouts) | Currency | Earned per completed repair | No official rate is published. Walkthrough payouts range from about 10 to 40 per toy depending on the repair, so treat every figure as a session observation, not a constant. |
| Coffee | Break-room shop | Restores sanity | One video charges $30 for a coffee in the same session where the player describes it as buying '20 sanity'. The mechanic is consistent across footage; the price is not officially published. |
| Chocolate | Break-room shop | Sanity item | Seen in the same break-room shop as coffee; its exact restore value is not documented. |
| Bandage | Break-room shop | Restores HP | Footage shows a damaged player buying a bandage and returning to 100 HP, which makes 100 the observed health cap. |
| Replacement parts | Ticket order | Completes repairs with missing pieces | Missing feet, hands, and legs are ordered per ticket and paid from cash; the game rejects wrong parts. Parts are a planned expense, not a random drop. |
| Purifier | Equipped tool | Eliminates anomalous toys and breach infiltrators | Issued in the tutorial with the instruction not to hesitate. Later footage references 'purifier times two', suggesting upgrades exist, but no official upgrade table is documented. |
| Camera / TV photo | Workshop tool | Photographs the current toy for anomaly checks | Community anomaly-spotting clips show the photo revealing tells the naked eye misses — missing eyes, altered faces. |
Player-observed systems from MoreNizarisaqt's day-one/day-two walkthrough (Aug 27, 2026) and Spysem's tutorial footage (Aug 14, 2026); checked 2026-10-03. No official economy table exists.
Walkthroughs show the pattern repeatedly; here is the arithmetic you can repeat with your own observed numbers.
Repairs are the only documented income: every toy you finish pays a small cash reward — walkthrough footage shows roughly 10 to 40 per toy depending on the work. There is no side hustle, minigame, or code income documented, so throughput (repairs per shift) is the whole economy.
Replacement parts for ticket repairs come first — a missing foot blocks a payout entirely. After that, the break-room shop: coffee to restore sanity, and a bandage when HP drops. Footage shows players going broke after big part orders, so keep a small buffer.
Endless mode continues the same repair loop after the story, so the income engine does not change — you are still paid per completed repair. What changes is session length: the story's three-shift gate is gone, so long endless runs are where cash planning pays off most.
Treat every price as player-observed, not official. The clearest example is coffee: one video charges 30 cash for it in the same session where the player describes it as buying 20 sanity. No official price table exists.
No. The game has no documented code system as of 2026-10-09 — the codes page records exactly what was checked. Budget from repair income only.