1. The Sell-or-Keep Rule
SAND rewards extraction, but progression can stall if every unknown material becomes quick cash. Public money guides highlight mechanical parts and valuable loot for rebuilding, while public recipe lists show that many materials can become upgrade or crafting gates.
- Ask what the next run needs:
If the next run needs ammo, repair or fuel safety, keep materials that solve those blockers.
- Check recipe pressure:
Search rare materials and coral resources before selling, especially if you are near a tech or Trampler upgrade.
- Sell for a concrete reason:
Convert loot into money when it funds a replacement ship, weapon, tool or clear route goal.
2. Items to Keep First
3. Better Sell Candidates
Good sell candidates are items that do not solve the next run, do not appear in your known recipe path and do not improve your current Trampler plan. The exact value can change, so use this as a decision filter rather than a fixed price list.
Duplicate valuables
If a valuable item has no visible recipe use and your stash already has a reserve, sell enough to fund the next launch.
Off-plan weapon parts
A part for a loadout you will not run soon can become money for repair, ammo or route safety.
Overflow materials
When a material exceeds your short-term crafting plan, sell only the overflow instead of clearing the whole stack.
4. Shop Loop Before You Click Sell
Public shop guides describe selling items through the trader/shop interface. The important gameplay habit is to sort before the shop screen: decide what funds the next run and what stays protected from impulse selling.
5. Stash Rules That Reduce Menu Time
The site database is useful before selling, but you should not have to research every item after every raid. Use a simple stash system so repeated sessions move faster.
- Keep one run kit:Ammo, food, fuel plan and repair basics should stay ready for the next launch.
- Keep one upgrade box:Materials tied to your current tech-tree or Trampler goal go here.
- Keep one sell pile:Valuables and overflow items go here only after the database or recipe check.
- Review after every milestone:When you finish a craft or upgrade, some held materials can move into the sell pile.
6. Selling Mistakes That Slow Progression
Selling unknown rare items:Rarity is not always value-only; it can also signal future recipe or loadout relevance.
Keeping everything forever:A stash full of unused loot does not fund replacement runs.
Selling repair basics:Short-term cash is expensive if the next Trampler dies because repairs were missing.
Ignoring overflow:Sell excess stacks, not the last pieces needed for crafting or ammo.