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The Junk Yard to Shipyard Route in Storage Hunters: Open World

A net-worth walkthrough of all four Storage Hunters areas — Back Alley at $750, Farmyard, the $100,000 Time Capsule, and the $125,000 Shipyard — and what to actually do between each gate.

By Jim Liu · 2026/07/10

Storage Hunters: Open World gates its map by net worth, and the gaps between the gates are wildly uneven. The first one is a formality. The last one is most of the game. If you know that going in, the mid-game feels like a plan instead of a grind that will not end.

Here is the whole ladder, and what I would actually be doing on each rung.

The four gates, end to end

  • Junk Yard — free, where everyone starts.
  • Back Alley — unlocks at $750 net worth.
  • Farmyard — a mid-late area; the threshold in our tools is community-estimated at $35,000, not developer-published, so treat it as approximate.
  • Shipyard — unlocks at $125,000 net worth. The end-game area with the priciest lockers.

And one non-area milestone that matters more than it looks:

  • Time Capsule — unlocks at $100,000 net worth, behind the Shopping Mall.

Note the shape of that. $750 to $35,000 is a real climb. $35,000 to $125,000 is a much bigger one, and the Time Capsule lands right in the middle of it at $100,000. If you want a live read on where you are and what is left, the profit route planner takes your current net worth and maps the gap to the next unlock.

$0 to $750: get out of the Junk Yard immediately

This gate is not a challenge, it is a tutorial. You will clear $750 in your first session almost regardless of what you do.

Because it is so cheap, the only real mistake available here is spending too long in it. The Junk Yard's locker pool is the weakest in the game, and every hour you spend perfecting your bidding there is an hour spent on the lowest-value inventory available. Bid conservatively, learn what the front row of a locker tells you, sell everything, and leave. The beginner's guide covers the first-hour mechanics in more detail.

The one thing genuinely worth doing in the Junk Yard is learning value-to-weight. Your carry capacity is the constraint that will follow you all the way to the Shipyard, and the Junk Yard is the cheapest possible place to learn that hauling a wardrobe across the map is a bad trade.

$750 to $35,000: the honest grind

This is the stretch where most players either build a method or bounce off the game.

Back Alley has a better locker pool than the Junk Yard, and it is where your bidding discipline starts to actually pay. The core loop does not change — read the visible items, estimate a range, bid the low end — but the stakes rise and so does the cost of an undisciplined bid. If you overpay here it hurts in a way it never did in the Junk Yard.

Two things to fold into your routine during this stretch:

Pick up the lost items. There are 29 hidden collectibles scattered across the map, and they are worth about $520 in total — which, to be blunt, is not much money by the time you are working toward $35,000. The reason to collect them is that finishing the set grants a one-time luck boost, and the sweep costs you nothing but a bit of walking. Do it while you are already moving between areas rather than making a dedicated trip. One ordering note that will save you a second lap: grab the Key in Back Alley first, because it is what opens the Lost Item Garage that holds the Scythe. Without the Key you will walk right past it. The lost items tracker has all 29 locations with a check-off list.

Learn the weather. Wet and Shocked are both 6x mutations tied to weather events, which makes them the only high-value rolls in the game you can plan around instead of praying for. Knowing which weather is up and what it turns on is free money by mid-game standards.

$35,000 to $100,000: the Farmyard stretch and the Time Capsule

Farmyard opens up the higher-value lockers, and the pace picks up — but this is also where the run tends to feel longest, because the Shipyard is still a long way off and there is no new gate to chase for a while.

The thing to aim at instead is the Time Capsule at $100,000. It sits behind the Shopping Mall and it is the only mechanic in the game that lets you actively change an item's mutation rather than accept the roll you were given. It is a gamble, and it is a real one — Dirty (0.8x) is in the outcome table, so a bad result actively costs you value.

I would not treat the Time Capsule as an income strategy. Treat it as an option you now have on your genuinely good items, used sparingly. The math on any given attempt depends on odds the developer has never published, which is exactly the kind of number this site refuses to invent.

$100,000 to $125,000: the last mile

The final $25,000 to the Shipyard is the smallest of the late-game gaps — the $750 Back Alley gate is obviously shorter in absolute terms, but you clear that one before you have learned anything — and by this point in the run your per-locker income is high enough that it goes quickly.

The trap here is complacency. Bids in the Farmyard feel cheap when you have six figures in the bank, and this is precisely where people start bidding the average instead of the floor and watch their net worth stall. The discipline that got you to $100,000 is the same discipline that gets you the last $25,000. Nothing about the math changed just because your balance got bigger.

What the Shipyard actually gives you

The Shipyard has the highest-value lockers in the game. It also has the highest-value mistakes. A misjudged bid in the Junk Yard cost you a rounding error; a misjudged bid in the Shipyard can undo a serious chunk of progress.

So the end-game is not really a new game. It is the same locker-reading loop, played for larger stakes, with the same rule underneath it: estimate a range from what you can see, bid near the bottom of it, and win fewer auctions than you lose. The bidding calculator will give you a max bid and a Safe / Gamble / Skip verdict on any locker, and it does not get more permissive just because you got richer.

FAQ

What net worth do I need for the Shipyard? $125,000. It is the last area gate in the game.

When does Back Alley unlock? At $750 net worth, which you will hit in your first session without trying.

What is the Farmyard requirement? Our tools use $35,000, but that figure is community-estimated rather than published by the developer, so treat it as approximate rather than exact.

Is the Time Capsule worth using? It is the only way to actively reroll an item's mutation, so it is worth having — but Dirty (0.8x) is one of the possible outcomes, and the odds have never been published. Use it on items where a bad roll would not hurt much, not as a way to make money.

Are the 29 lost items worth collecting? For the cash, barely — the whole set is worth roughly $520. For the one-time luck boost you get for completing it, yes. Sweep them while you are already travelling.

Can codes speed any of this up? No. The game has no code redemption system, so there is nothing to redeem. Any site listing active Storage Hunters codes is making them up.

Last updated 2026-07-14.