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ToyRepairShopAnomaly
Resource planning · checked 2026-10-09

Toy Repair Shop (Anomaly) Resource Calculator — Shift Budget Planner (October 2026)

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.

The planner in one screen

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.

How the math works

Five formulas cover the whole economy

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.

Shift income

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.

Parts reserve

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.

Sanity spend

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.

HP insurance

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.

Session result

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.

Worked example

A five-ticket shift, from documented values

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.

StepArithmeticReading
1. Income5 repairs × 20–40 = 100–200Mid-range payouts per the footage average; complex tickets push you to the top of the range.
2. Parts reserve2 parts held before buying anything elseBoth limb tickets must complete to pay at all — the reserve is not optional.
3. Sanity spend1 coffee ≈ 30The observed charge; buy when the low-sanity prompt appears, not after the mistake.
4. HP insurance1 bandage if a breach landsBreach events are the documented HP drain; the bandage returns you to the 100 cap.
5. Session net100–200 − parts − 30 − bandageStill positive in the observed ranges — but one skipped repair wipes out a ticket's whole payout.
Interpreting results

What the numbers mean for how you play

A stalled repair is the real loss

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.

Prices are observations, not promises

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.

Endless mode compounds the plan

After the story, the same income loop runs without a narrative cap, so every surplus habit from the worked example keeps paying.

Evidence table

The item data behind the formulas

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.

ItemTypeEffectEvidence
Cash (repair payouts)CurrencyEarned per completed repairNo 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.
CoffeeBreak-room shopRestores sanityOne 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.
ChocolateBreak-room shopSanity itemSeen in the same break-room shop as coffee; its exact restore value is not documented.
BandageBreak-room shopRestores HPFootage shows a damaged player buying a bandage and returning to 100 HP, which makes 100 the observed health cap.
Replacement partsTicket orderCompletes repairs with missing piecesMissing 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.
PurifierEquipped toolEliminates anomalous toys and breach infiltratorsIssued 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 photoWorkshop toolPhotographs the current toy for anomaly checksCommunity anomaly-spotting clips show the photo revealing tells the naked eye misses — missing eyes, altered faces.
Related pages

Check these before spending