Wiki / DDS1 / Items & Prices

All Drugs & Substances

Drug Dealer Simulator 1 ships with 9 sellable drugs and one mixing-only opioid (Fentanyl). Every drug has a buy price (from your supplier), a base sale average (used by clients to compute their offered price), a demand multiplier that scales client interest in each territory, an order size range, a level-gated unlock, and a hidden DrugProperties struct that controls toxicity, strength, addictiveness, and how much the drug boosts a mix when used as an ingredient.

Datamined & Verified: Every number on this page is extracted directly from the game's DrugDatabase DataTable and the processReceivedDrugs decompiled bytecode. Prices, demand multipliers, order ranges, level unlocks, toxicity, strength, addictiveness, and mix-strengthening values are 100% accurate to the shipped game data. No fan estimates, no rumors.

Highest Demand
Ecstasy — 1.50×
Volume drug, orders up to 9g
Best Per-Unit Margin
Cocaine — +$20/g
$25 buy → $45 sell average
Cheapest Unlock
LSD / Shrooms / DMT
Level 0 — available from start
Most Dangerous
Heroin — tox 6.0
Highest tox among sellables

Sellable Drugs (9)

These are the drugs clients will order. Each entry shows base economy (BuyPrice, SaleAvg, Demand, MinOrder, MaxOrder, LevelUnlock) and the DrugProperties struct values that drive the satisfaction, OD, and addiction systems.

Drug Buy SaleAvg +Margin Demand Order Lvl Tox Str Add MixStr
Marijuana $5 $10 +$5 0.70 2–7 1 0.5 2.0 0.8 1.0×
Amphetamine $7 $12 +$5 0.70 2–6 1 4.0 2.5 1.7 1.6×
Ecstasy $7 $10 +$3 1.50 2–9 6 3.5 2.0 1.3 1.3×
Meth $9 $14 +$5 0.80 2–5 10 5.5 3.0 3.0 2.4×
Cocaine $25 $45 +$20 0.60 2–5 16 5.0 4.0 3.0 2.0×
Heroin $17 $35 +$18 0.70 2–5 20 6.0 4.0 4.5 3.0×
LSD $4 $7 +$3 1.00 2–5 0 1.2 2.0 1.0 1.0×
Mushrooms $4 $8 +$4 1.00 2–5 0 0.6 1.5 1.0 1.0×
DMT $5 $7 +$2 1.00 2–5 0 1.6 2.5 3.0 1.2×

Mixing-Only Drugs (1)

Fentanyl is in the DrugDatabase with ExcludeFromSales=true — clients will never order it directly. It's used as a mix ingredient to massively strengthen finished products at the cost of pushing toxicity into lethal flat-25% OD territory.

Drug BuyPrice Unlock Tox Str Add MixStr Use Case
Fentanyl $20 Level 25 18.0 6.0 9.0 3.0× Most extreme mix-strengthening agent in the game. Pushes tox over 12.0 → flat 25% OD.

Drug Economy — How Prices Actually Work

The SaleAvg column above is the base price the game uses. The actual amount a client pays for an order is computed at request time from this formula:

actualPrice = SalePriceAverage × priceRatio × orderSize

Where priceRatio shifts the offered price up or down each order to simulate market fluctuation. Quality affects payout indirectly — clients pay according to their expectation, and the endProductQuality formula determines whether the sale closes happily or hits a satisfaction penalty. The base SaleAvg is the anchor that priceRatio fluctuates around.

The Demand multiplier in the DataTable is per-area scaling attached to SaleAreaDatabase.DrugDemand. An area with a 0.60 cocaine demand asks for it much less often than an area with a 1.50 ecstasy demand. Demand is the throttle on how many orders spawn for that drug in that territory — the value in the DrugDatabase here is the global base that area multipliers are layered on top of.

Profit Per Unit at Maximum Order Size

Best-case per-order gross profit assuming SaleAvg payout, MaxOrder size, and unit cost (BuyPrice × gPerUnit). Real income depends on quality, demand, and priceRatio — these are ceilings.

Drug Max Order Buy Cost Sale Total Gross Profit
Marijuana 7g $35 $70 +$35
Amphetamine 6g $42 $72 +$30
Ecstasy 9g $63 $90 +$27
Meth 5g $45 $70 +$25
Cocaine 5g $125 $225 +$100
Heroin 5g $85 $175 +$90
LSD 5g $20 $35 +$15
Mushrooms 5g $20 $40 +$20
DMT 5g $25 $35 +$10

Note: LSD, Mushrooms, and DMT use 1g-per-unit pricing internally, so a "5g order" actually means 5 doses at the listed SaleAvg per gram. All other drugs use 10g-per-unit weight in the inventory.

Strategy Notes

Ecstasy — The Volume Drug
With a 1.50 demand multiplier (highest in the game) and the widest order range of 2–9g, Ecstasy spawns more orders with bigger sizes than anything else. Unlock at level 6. Margin is only +$3/g but throughput compensates — max order brings in $90 gross.
Cocaine — Best Per-Unit Margin
The only drug with a flat +$20/g margin. Demand is the lowest of any sellable (0.60), so orders are infrequent — but a single 5g sale grosses $100 profit. Unlocks at level 16. Best paired with high-end DOWNTOWN clients (avg 0.80 quality expectation).
Heroin — High Margin, High Risk
+$18/g margin with the highest toxicity among sellables (6.0). Tox above 3.9 means clients can OD on every sale — up to 8% chance. Heroin also has the strongest mix-strengthening among sellables (3.0×) and an addictiveness of 4.5, so it's useful as a quality booster in other mixes.
LSD / Mushrooms / DMT — Day-One Income
The three psychedelics unlock at level 0 — you can sell them the moment you start. Demand is 1.00 across the board. Low toxicity (0.6–1.6) means OD is impossible. Small per-unit margin, but reliable starter income while you're still working toward Amphetamine (L1) and Marijuana (L1).
Fentanyl — Mix Only, Don't Sell
Locked at level 25 and flagged ExcludeFromSales. Toxicity 18.0 is the highest in the entire game — well above the 12.0 flat-OD threshold. Used as a tiny-fraction mix-strengthening ingredient (3.0× multiplier, tied with Heroin for highest) when you need to push a low-strength base over an order's quality bar without burning your more expensive cocaine/heroin stash.

What's NOT In Vanilla

These names show up in community discussions and older guides, but do not exist in the vanilla DrugDatabase:

  • Hashish — not a base-game drug. Available only as a custom drug via mod.
  • Crack — not a base-game drug. Available only as a custom drug via mod.
  • "Rat Poison" — does not exist as a substance, item, or cutting agent.

The Eddie mod adds 14 custom drugs (including Hashish, Crack, Xanax, Oxycodone, PCP, etc.) on top of vanilla via DataTable loose-file overrides. Those are documented separately and are not reflected in vanilla economy values.

Datamined from DrugDatabase DataTable + processReceivedDrugs bytecode (UE4 4.21 build). All values exact game data. Last updated May 2026.

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Created by Mifsopo Last edited by mifsopo 2 revisions Published February 17, 2026

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