Crime Simulator

Money

Crime Simulator Fast Money Guide: Best Early-Game Methods

The fastest first $1,000 I found: complete the tutorial, grab the crowbar, rob the nearest low-security house, sell electronics at the fence, buy a lockpick set. Repeat with better entry on house number two. Took me about 20 minutes of real time.

The early game is about capital accumulation. Every dollar goes back into tools that enable better heists. I wasted my first payout on hideout decorations and regretted it for the next hour.

Early Game Money Loop (First Hour)

Step 1: Do the tutorial. It gives you starter cash and the crowbar. I tried skipping it once and ended up confused about lockpicking mechanics. The tutorial takes 5 minutes and saves you 20 minutes of trial and error.

Step 2: Target the three cheapest houses from the job board. These have no electronic locks, fewer NPC patrols, and lower police response time. I hit all three in one loop. Each house takes 3-5 minutes and yields approximately $150-$300 in loot.

Step 3: Focus on electronics and small valuables. A laptop is worth roughly 5x what a kitchen appliance sells for and takes the same inventory slot. I leave blenders and toasters behind now. Prioritize this order when looting:

  • Electronics (laptops, tablets, smartphones) -- $100-$300 each
  • Cash -- $50-$150 per stack
  • Jewelry -- $100-$800 per piece (rare early on)
  • Small valuables (watches, silverware) -- $40-$100
  • Everything else -- grab only if you have empty slots

Step 4: Sell at the fence, buy a lockpick set and flashlight. The lockpick set pays for itself within two heists. The flashlight prevents you from missing high-value items in dark corners -- I have found laptops on dark shelves I would have walked past without one.

First Hour Expected Earnings

House NumberTimeExpected Loot ValueRunning Total
1 (tutorial)5 min~$100$100
2 (small)3 min~$150$250
3 (small)3 min~$200$450
4 (small)3 min~$200$650
5 (medium)5 min~$350$1,000

After this cycle you should have $1,000+ cash. Buy the lockpick set ($300-$400), flashlight ($100-$150), and sleeping gas ($200-$250). You will have roughly $200-$400 left for emergencies.

What I Do Differently Now

After the first few runs, I stopped selling everything immediately. I hold onto items that match active requests from the request board. A single requested item can pay $350-$400 instead of $200 at the fence. Multiple requests on the same item type stack.

Always check the item request board before your first heist of the day. Even if you have no matching items yet, knowing what is wanted lets you prioritize those items when you find them. I have made an extra $500 in a single run just by remembering to check first.

Skill Leaflets: Hidden Cash

Skill leaflets are a hidden cash cow in the early game. Once you have learned a skill, any duplicate leaflet sells for roughly $300-$500. I check every special loot box during heists because they occasionally drop leaflets. Never sell a leaflet you have not read first.

The Tool Maintenance leaflet is the most valuable early find because it reduces tool break rate by approximately 20-30%. If you find it, learn it immediately -- it saves money on repairs across every subsequent heist.

Jobs Over Free-Roam

Job board contracts pay guaranteed cash rather than variable fence prices. I complete every available job before free-roam selling. Jobs count toward quota, freeing your loot for item requests or better fence prices.

Jobs pay in credits, not just cash. Credits are used for ranking up, and higher ranks unlock better tools and higher-value districts. I always complete at least 2-3 jobs per run, even if the cash payout is lower than fence prices. The rank XP is worth the trade-off.

The Rotation I Use

  1. Morning: check job board and accept jobs
  2. Mid-day: rob houses targeting job-related objects
  3. Check: verify item request status for items found
  4. Evening: deliver requested items, fence the rest
  5. Return: go to hideout, check if quota is met

This cycle takes about 20-30 minutes per game day and consistently beats quota by 30-50% compared to selling everything immediately.

Common Early-Game Mistake

The biggest mistake I see new players make (and made myself) is buying cosmetic hideout items before essential tools. That $200 poster on the wall could have been a lockpick upgrade that enables $500 more per run. Decorate your hideout after you have a $5,000 cash buffer and full tool set.

Gold Bars Warning

Gold bars from Update 1.3 should never be sold early. They fund basement upgrades that unlock better contracts. If you find a gold bar in your first few runs, stash it immediately. Selling it for $800-$1,500 cash seems good until you realize the upgrade it funds can earn you $5,000+ over subsequent runs.

Community Verification & Resources

Data values may shift with patches. Cross-check against community resources before building your strategy.