The short answer
Apprentice. The only pick tagged Recommended For New Players: 550 credits, a Storage Bay, and household goods plus food you can sell immediately without building a production line.
Water Merchant is the best structured second run: 400 credits buys a complete purification and bottling setup with a clear payback path. Fence suits players who already know how inspections feel.
Several outlets say "nine starting scenarios". The launch specialization screen actually has ten, the extra being Junker, tagged Work In Progress. We document all ten.
Also: Fence, Rock Bottom, Gunsmith and Chemist show "the introduction is not available for this specialization", so no Mentor walkthrough on Day 1.
All ten at a glance
| Specialization | Tag | Credits | Opening kit |
|---|---|---|---|
| Apprentice | Recommended For New Players | 550 | Storage Bay, Household Goods and Food stock, Food / Household neon signs |
| Water Merchant | — | 400 | Bottle Printer, HydraTech Micro Water Purifier, Water Trading Manual, water kit |
| Fence | — | 450 | Smuggler's Bay, Contraband stock, Black Market rep, Janitor Underground Exchange; rent + |
| Hydroponic Farmer | Advanced Start | 450 | Eco Module, Fillerweed and Nutrifruit seeds, Hydroponic Farming Manual; rent + |
| Gunsmith | Advanced Start | 150 | Liberator 3D Printed Pistol, Nestfire Compact, ammo and mods, Class I Weapon Permit |
| Chemist | Advanced Start | 300 | Chem Finisher, Composition Spectrometer, Heating Plate, Blender, Mini Smuggler's Bay |
| Rat Wrangler | Advanced Start | — | Animal Cage, Rats, Food (credits not listed in game) |
| Aquafarmer | Advanced Start | 150 | Recirculating Aquaculture System, Tilapia, Industrial Fish Feed; rent + |
| Junker | Work In Progress | 400 | Scavenger's Gear, Scavengers rep, Furnace, Scav Scanner, Metallurgy Manual |
| Rock Bottom | Extreme Challenge | 0 | Nothing. The Mentor only negotiated your lease |
Beginner pick: Apprentice
Apprentice
Recommended For New PlayersYou spent training running the whole operation rather than specialising, so the shop cost less to set up. You start with a Storage Bay, Food and Household neon signs, and household goods plus food already in stock.
- Open on Day 1; nothing to grow, brew or build first.
- Food is the station's most traded commodity, so it turns over fastest.
- 550 credits is the best buffer, and pivoting to water or ingots later is just added equipment.
Middle tier: Water Merchant and Fence
Water Merchant
No tagA bet on the station's clean-water shortage. You start ready to bottle and purify: Bottle Printer, HydraTech Micro Water Purifier, bottles in three sizes, a Jug of Water, Water Pitcher, Water Neon Sign and the Water Trading Manual.
- Day 1 loop: buy dirty water cheap, purify, sell high.
- A water crisis lifts prices for days; stocking early is stocking profit.
- 400 credits is tight — don't touch non-water business for two weeks.
Fence
No tagAn established black marketeer with a hidden compartment built into the shop. You start with a Smuggler's Bay, contraband stock, better Black Market standing, worse Security standing, and direct access to the Janitor Underground Exchange — at the cost of higher rent from Day 1.
- Fastest route to contraband margins.
- Three disposable keycards (Engineering, Medical, Security) open useful shortcuts.
- You start in negative standing, so inspections look at you sooner.
Advanced starts: production lines
Hydroponic Farmer
Advanced StartGrow crops in the station's cramped decks to feed the lower levels. Start with an Eco Module, Fillerweed and Nutrifruit seeds, water and the Hydroponic Farming Manual, plus higher rent.
- Crops are raw material and product at once: fish feed, wine, or direct sales.
- Cash only leaves until the first harvest, so patience is mandatory.
Gunsmith
Advanced StartA licensed weapons modder taking custom orders. Only 150 credits, but the kit is expensive: Liberator 3D Printed Pistol, Nestfire Compact, .22 SR lethal and non-lethal ammunition, magazines, sights, suppressors, Gun Parts, 3D Printing Filament, a Gunsmith Storage Bay and a Class I Weapon Permit.
- Richest opening assets, tightest cash — week one is basically selling parts.
- The Class I permit defines what you can legally hold. Stay inside it.
Chemist
Advanced StartControlled substances, with a lab to cook when supply dries up. Start with a Chem Finisher, Composition Spectrometer, Heating Plate, Blender, droppers and cylinders, a Mini Smuggler's Bay and the Chemistry Manual.
- The spectrometer is one of the strongest appraisal tools for chemicals.
- Contraband draws inspections; keep it out of the display.
Hard tier: Rat Wrangler, Aquafarmer, Junker
Rat Wrangler
Advanced StartRaise rats for meat, to the Mentor's disgust. The START WITH list is three items: an Animal Cage, Rats, Food. Credits aren't listed in game, and the start plays very tight.
- Short breeding cycle, low cost, low unit price.
- For players who want to build a line from nothing.
Aquafarmer
Advanced StartTilapia in tanks. Start with a small recirculating system, a batch of Tilapia, Industrial Fish Feed, a Jug of Water, plus a Kitchen Knife, Scrap Metal and Electronic Parts. 150 credits, higher rent.
- Fish need time; week-one cash is the tightest in the game.
- The knife and scrap hint at a later processing chain.
Junker
Work In ProgressA broke but well-regarded scavenger. 400 credits, better Scavengers standing, a Furnace, Flashlight, Scav Scanner, Small Satchel, Scavenger's Token, Topical Medication Bandage, Metallurgy Manual and a Materials neon sign.
- The Furnace turns scrap into ingots — the most reliable early processing line.
- Tagged WIP, so expect changes in patches.
Extreme tier: Rock Bottom
Rock Bottom
Extreme Challenge ModeThe Mentor only negotiated your lease. You have a shop, no stock, no tools, and zero credits.
- First income must come from appraisal work, scrap flipping, or tiny margins.
- Learn inspections and Aug behaviour on another specialization first.
What to pick on a second run
| You want | Pick | Why |
|---|---|---|
| Steady cash, fast payback | Water Merchant | Kit included; a water crisis is your high season |
| High risk, high margin | Fence | Contraband and the underground exchange, with inspections watching |
| Processing and crafting | Junker / Gunsmith | Furnace or gun-modding line: materials into products |
| Build a line from zero | Hydroponic Farmer / Aquafarmer | Slow cycles, high ceiling |
| Punishment | Rock Bottom | Zero credits, zero gear |