income ≈ finishedRepairs × payoutPerRepair
Payouts are per completed ticket, observed at roughly 10–40 cash depending on the repair's size. Use your own observed average from the last screen.
Toy Repair Shop (Anomaly)'s economy is small enough to plan on paper: repairs pay, parts and supplies spend. This planner explains the math, walks a worked example from documented footage, and shows where your own session numbers slot in.
No official price table exists for this game, so this page does not pretend to be a slot-machine calculator with fake constants. It gives you the five formulas that govern a shift budget, fills them with the ranges observed in walkthrough footage, and tells you exactly which numbers to replace with your own observations. The result is a plan: how much a shift earns, what it must reserve, and what surplus carries forward.
Everything observable in the shop funnels into these. None of the constants are official — each carries its evidence from footage at the October 3, 2026 check.
income ≈ finishedRepairs × payoutPerRepair
Payouts are per completed ticket, observed at roughly 10–40 cash depending on the repair's size. Use your own observed average from the last screen.
partsReserve = missingPartTickets × partPrice
Every missing-limb ticket needs a paid part before it can pay out. One walkthrough went broke mid-shift by ignoring this reserve.
sanitySpend = coffeesNeeded × coffeePrice
Coffee restores sanity; the price observed in footage was 30 cash (described by the same player as 20 sanity restored). Count on one visit when the low-sanity prompt appears.
hpSpend = bandagesNeeded × bandagePrice
Bandages restore HP toward the observed 100 cap. Breach events are the documented drain; a skipped bandage risks the run's remaining income.
sessionNet = income − partsReserve − sanitySpend − hpSpend
Positive net means your surplus carries into endless mode, where the same loop continues without the story's three-shift cap.
Say your queue holds five tickets and two list a missing limb (a foot and a hand). Here is the budget, using the observed ranges — swap in your own numbers as you play.
| Step | Arithmetic | Reading |
|---|---|---|
| 1. Income | 5 repairs × 20–40 = 100–200 | Mid-range payouts per the footage average; complex tickets push you to the top of the range. |
| 2. Parts reserve | 2 parts held before buying anything else | Both limb tickets must complete to pay at all — the reserve is not optional. |
| 3. Sanity spend | 1 coffee ≈ 30 | The observed charge; buy when the low-sanity prompt appears, not after the mistake. |
| 4. HP insurance | 1 bandage if a breach lands | Breach events are the documented HP drain; the bandage returns you to the 100 cap. |
| 5. Session net | 100–200 − parts − 30 − bandage | Still positive in the observed ranges — but one skipped repair wipes out a ticket's whole payout. |
At 10–40 cash per toy, one unfinished ticket costs the same as several coffees. Money problems in this game are almost always throughput problems.
Footage shows coffee at 30 in a session where the player calls it 20 sanity. Plan with ranges and re-check after updates — a balance change moves every formula at once.
After the story, the same income loop runs without a narrative cap, so every surplus habit from the worked example keeps paying.
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.
| 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. |