A four-phase progression plan for Drug Dealer Simulator 1 built entirely on extracted game data — real drug prices, real area unlock levels, real hideout costs, and the 17 actual money-laundering tiers. No invented businesses, no fake percentage thresholds, no daily-profit guesses. Follow this and you'll move from Eddie's $5 marijuana at level 1 to a $30,000/day state-wide casino chain at level 30.
Datamined & Verified:
All values on this page are extracted directly from the game's DataTables (DrugDatabase, SaleAreaDatabase,
HideoutDatabase, MoneyLaunderingLevels, BalanceFlags, ExpoEventsDatabase).
Prices, levels, costs, demand multipliers, and unlock chains are 100% accurate to the 11GB game pak.
Phase 1 — Early Game (Level 1–5)
Eddie supplies you with Marijuana (Buy $5 / Sell $10, +$5 margin per gram). Your starting order limit is
$195 (formula: $150 + $45 × playerLevel) and your
first hideout is HIDEOUT-APARTMENT for $350
— the only hideout flagged AreaForever=true, meaning you cannot lose it.
| Area | Unlock Lvl | RespMult | Max Clients | Prereq |
|---|---|---|---|---|
| OLD_TOWN01 | 1 | 1.00× | 3 | (none) |
| OLD_TOWN02 | 2 | 0.90× | 2 | OLD_TOWN01 + 700 expo |
| OLD_MARKET | 4 | 1.10× | 2 | OLD_TOWN02 + 700 expo |
- Hit $600 lifetime earned to unlock the ATM (
CASH-INTRODUCE-ATM) - Hit $1,000 lifetime earned to unlock laundering (
CASH-INTRODUCE-LAUNDERING) - Watch your dirty cash —
CASH-ILLEGAL-MAXis $2,500. Above that, police searches confiscate the lot - Push toward level 6 to unlock laundering Tier 1 (the small bar)
- You can also farm LSD/Mushrooms/DMT (all unlock at level 0) — they sell 2–5 units at $7–$8 each
Phase 2 — Early Dealer (Level 6–10)
Level 6 is the inflection point: Ecstasy unlocks, the first laundering tier opens, and four new territories become reachable. Ecstasy has the highest demand in the game (1.50) with order ranges of 2–9 units — the only drug with a max order of 9.
| Drug | Unlock | Buy | Sell | Margin | Demand | Order Range |
|---|---|---|---|---|---|---|
| Marijuana | L1 | $5 | $10 | +$5 | 0.70 | 2–7 |
| Amphetamine | L1 | $7 | $12 | +$5 | 0.70 | 2–6 |
| Ecstasy | L6 | $7 | $10 | +$3 | 1.50 | 2–9 |
| LSD | L0 | $4 | $7 | +$3 | 1.00 | 2–5 |
| Mushrooms | L0 | $4 | $8 | +$4 | 1.00 | 2–5 |
| DMT | L0 | $5 | $7 | +$2 | 1.00 | 2–5 |
- Buy laundering Tier 1 (Small bar, $1,500, level 6, 48% launder rate, $2,000/day cap)
- Open new areas: STINK (L6), ARCHKENNEL (L8), TWOTOWERS (L9), MARKET (L10)
- Upgrade your hideout: HIDEOUT-OLD-MARKET-SHOP ($1,000, L7) adds +1 client cap, +1 dealer cap, +15% respect
- Or budget pick: HIDEOUT-OLDTOWN-GARAGE ($300, L6) for a cheap STINK-adjacent stash
- Stack Ecstasy crit-orders: base 7% crit chance + 1.5%/level + 50% weekend bonus = up to 2.5× quantity
Phase 3 — Mid Game (Level 10–20)
The three big drug unlocks happen here. Each one shifts your optimal mix: Meth fills the $14 mid-tier slot, Cocaine becomes your highest-margin staple ($20 profit/unit), and Heroin opens addiction-driven repeat sales at the cost of OD risk if you cut it badly.
| Drug | Unlock | Buy | Sell | Margin | Demand | Note |
|---|---|---|---|---|---|---|
| Meth | L10 | $9 | $14 | +$5 | 0.80 | orders 2–5 |
| Cocaine | L16 | $25 | $45 | +$20 | 0.60 | best per-unit |
| Heroin | L20 | $17 | $35 | +$18 | 0.70 | addict 4.5 — cut carefully |
| Mid-Game Area | Unlock Lvl | RespMult | Client Avg | Prereq |
|---|---|---|---|---|
| DOWNTOWN | 12 | 0.90× | 0.80 | ARCHKENNEL + 550 expo |
| PARTY_ZONE | 15 | 1.05× | 0.75 | DOWNTOWN + 650 expo |
| CEMETERY02 | 18 | 0.80× | 0.70 | DOWNTOWN + 600 expo |
| CEMETERY01 | 20 | 0.80× | 0.65 | CEMETERY02 + 500 expo |
- Climb laundering tiers 2–13: $700–$8,000 per upgrade, launder rate rises from 48% → 53% → 60% → 65%
- By level 22 you should own tier 14 ($8,000, 65% launder, $17K/day cap)
- Best mid-game hideout per dollar: HIDEOUT-KENNEL-OLD-SHOP — $790 for +30% respect, +35% decay reduction, +18% sale speed
- Cocaine demand (0.60) is low — pair with Ecstasy for volume + Cocaine for high-roller cash
- DOWNTOWN clients have the highest expectations (avg 0.80) — only sell well-cut product there
Phase 4 — Late Game (Level 20–30)
Endgame is dominated by Sector C. The Construction area at level 25 triggers the Sector C quest chain, which gates the final hideouts, the factory key ($1,000), and the Sector C equipment shop (32 products). Laundering tiers 14–17 are the late-game money sinks.
| Endgame Area | Unlock | RespMult | Max Clients | DrugDemand |
|---|---|---|---|---|
| BAD_ASIA | L23* | 0.80× | 4 | 7 drugs |
| CONSTRUCTION | L25 | 1.00× | 2 | 4 drugs |
| FACTORY_SOUTH | L25 | 1.20× | 2 | 3 drugs |
| FACTORY_NORTH | L26 | 0.70× | 3 | 5 drugs |
| TOWER_BLOCKS | L28 | 1.00× | 4 | 6 drugs |
| COMMUNE | L28 | 1.50× | 3 | 5 drugs |
| FANCY_HILL | L30 | 1.50× | 2 | 3 drugs |
*BAD_ASIA is runtime-patched in saleAreaManager.onLoadScripts() — DataTable says L20 but
actual unlock is L23 from CEMETERY01 with 700 expo. The original DataTable prereq was "IMPOSSIBRU" (unreachable).
- Buy BLOCKS-01 ($2,600, L28) or COMMUNE-01 ($2,500, L29) for the late-game premium hideouts
- Save for laundering Tier 15 ($20,000, L25) → Tier 16 ($50,000, L28) → Tier 17 ($100,000, L30, 70% launder, $30K/day)
- Total laundering investment cap: $202,300
- HIDEOUT-CONSTRUCTION ($1,400) is quest-gated — its DataTable level is 2000, but the Sector C task chain unlocks it
- At level 25 Eddie's order limit reaches $1,275; at level 30, $1,500
Drug Economy — Choosing What to Push
Each drug has a per-unit margin and a demand multiplier that scales how often clients ask for it. The product of these (with order size and area drug-demand weighting) determines real revenue.
Cutting Math (Don't Over-Cut)
Quality is calculated by:
endProductQuality = contentRatio + (contentRatio × 0.2 × Clamp(strengthRatio, 0, 1.5))
contentRatiois how much of the final product is actual drug (the rest is cut). Heavy cutting drops this directly into qualitystrengthRatiois the mixed strength vs the expected strength — bonus filler (mixStrengthening) can boost quality back up, capped at 1.5×- Best balance: cut with a low-tox high-mixStr filler so strength stays near the pure baseline
- OD checks: toxicity > 12.0 = flat 25% OD per sale. Below 12.0 but above 3.9 = scaled 0.1–8% OD
- High-tox cutting agents to avoid (or use with care): Acetone (tox 25.0), Nebilanex (tox 15.0), Paracetamol & Ibuprofen (tox 12.0)
Heat Management (The Exposition System)
Police heat is not a 0–100 percentage bar. expoFactorLevel is a weighted average
of events, computed in statisticsManager.UpdateExpositionLevel(). Each event contributes its
ExpoEventValue weighted by its MedianePoints.
| Event | Value | Weight | Context |
|---|---|---|---|
| DEA-RAID | 3,000 | 2.0 | DEA raid on hideout — single most impactful event |
| POLICE-TASED | 2,000 | 2.0 | Tased by police |
| CAUGHT-POLICE-HOURS | 1,500 | 1.5 | Arrested/detained |
| POLICE-SEARCH-CAUGHT | 1,400 | 1.5 | Caught with drugs during search |
| POLICE-CHASE | 800 | 2.0 | Police chase initiated |
| CLIENT-OD | 600 | 1.0 | Client overdosed on your product |
| DEALER-ARRESTED | 600 | 1.0 | Your hired dealer got arrested |
| CLIENT-SAMPLE | 500 | 1.0 | Gave a sample to a client |
| POLICE-SEARCH | 400 | 1.2 | Searched by police (whether caught or not) |
- Sell at night:
EXPO-NIGHT-SALE-MULTIPLIER = 0.70— night sales generate 30% less heat (this is a heat multiplier, not a price bonus) - Night events fire at
EXPO-NIGHT-EVENT-MULTIPLIER = 0.60— 40% less impact - Don't carry dirty cash above $2,500 —
CASH-ILLEGAL-MAXtriggers full confiscation on police search - Dog patrols spawn at
expoFactorLevel > 500ANDplayerLevel > 7— before then, no dogs - Patrol cap formula:
maxPatrolsTotal × (expoFactorLevel / expoFactorMax) × policeMultiplier(Easy 1.3, Normal 1.6, Hard 2.1) - Stash drugs in your hideout before traveling — safes cannot be searched by police
Eddie Supply Scaling
Eddie's order limit grows with dealer level: $150 + ($45 × playerLevel). This is the per-order ceiling for what Eddie will deliver.
| Level | Eddie Limit | Marijuana (g) | Cocaine (g) |
|---|---|---|---|
| 1 | $195 | 39g | — |
| 5 | $375 | 75g | — |
| 10 | $600 | 120g | — |
| 16 | $870 | 174g | 34g |
| 20 | $1,050 | 210g | 42g |
| 30 | $1,500 | 300g | 60g |
Final Notes
- New clients spawn every 360–540 seconds (
NEW-CLIENT-INTERVAL-MIN/MAX) - Weekend order quantity is 2× multiplier and orders arrive 25% more often
- Dealer XP: 14 XP per gram sold, base crit chance 7% + 1.5% per dealer level + 50% on weekends
- Gangs (Ballena, Keiji) become active around level 20 — Ballena orders 8–25g, Keiji 20–110g per delivery
- Lab investment guide: Marijuana lab is cheapest per gram ($5/g) but slowest (5,000s); Cocaine lab is fastest endgame ROI (160g per batch at $23/g cost)
- Respect decay:
RESPECT-DROP-PS = 0.04per second — HIDEOUT-APARTMENT's 40% drop boost is the strongest in the game
All numbers extracted from BalanceFlags, DrugDatabase, SaleAreaDatabase,
HideoutDatabase, MoneyLaunderingLevels, and ExpoEventsDatabase DataTables.
Decompiled formulas verified in statisticsManager, baseNPC, and policeManager Blueprints.
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