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