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Steal From The Rich! Item Index Completion: Crate Route, Gates, and Documented Entries

Fill as much of the Steal From The Rich! item index as current knowledge allows: the crate route that fills entries, the area and Speed gates, and which entries are documented so far.

One event fills Item Index entries in Steal From The Rich!: opening a stolen crate. You steal a crate from another player's base, place it on your plot, and open it once it shows READY — the item that comes out is what the index records. What the index does not tell you is per-entry sourcing: which crate or area produces a given item is not documented for any entry. So the practical completion job is running the crate loop as deep as the area and Speed gates allow, claiming index rewards as entries fill, and knowing exactly which rows are individually documented. That documented set is small — Mafia Chair is the only named entry, alongside a few unnamed label rows.

The crate loop that fills entries

Redeem steps

  • Steal a crate

    Walk into another player's base and use the (E) STEAL interaction. Bigger, richer bases hold better crates.

  • Carry it home and place it

    Your plot starts with 7 item slots; at the limit the game says "Your plot is full! (7 slots — upgrade at the sign!)" — buy more slots at the wooden plot sign.

  • Open when READY

    Placed crates show "READY!" and an Open Crate prompt. Opening unboxes an item with rarity, income, condition and odds — this unboxing is the acquisition event behind every item-index entry; stolen crates are appraised to reveal the treasures hidden inside.

  • Official framing

    The official game description frames the same task: steal crates from the rich and "Collect valuable items like treasures."

What the Item Index tracks and what completing it pays

The Item Index records your collection, while named districts help you locate new crate targets. The fan wiki's guide hub lists a dedicated index guide under its Game Mechanics overview as "Item Index: Check and claim rewards" — so filled entries lead to claimable rewards, though the reward amounts are not documented. One area ties collection review to a location: the Archeologist area, found by its sandy street, where you use fossil landmarks for orientation and "review the matching Item Index collection entries." Reward sizes, other index mechanics, and any completion percentage are undocumented — treat claims about them accordingly.

Progression gates: area order, Speed, and area tiers

The official loop ends with "Reach richer areas and discover greater treasures", and the game's art shows grass → desert sand → candy/purple → space biomes — but exact zone thresholds are unknown. The progression logic: income from displayed loot funds base and treadmill upgrades, higher Speed opens richer zones, and richer zones hide more valuable crates to steal. Treadmill training raises Speed so you can outrun enemies and carry crates out of wealthy areas. Areas are organized by progression stage: C Tier starting areas (low-risk crates for your first upgrades), B Tier mid-tier areas (steady loot for base and Speed upgrades), and A Tier rich districts (high-value crates for late progression). The newest zone is announced on the official game page — "😇 ANGELIC AREA OUT NOW! ✨👼☁️" — so index entries tied to that area are reachable only after the update installs.

In-game recommended-speed signage has been observed at area gates. At the Jeweler attempt, the sign read "recommended 900 speed" while the player carried about 13,000 Speed, yet the theft still failed — the failure was later attributed to slow mode being on rather than the gate itself. Further along, in the pirates cove stretch near a "dead dino" landmark, a sign read "recommended 170,000 speed". These are observed signage values, not verified thresholds: which area the 170,000 sign belongs to is not clear from the footage, and the gate behavior at the 900-speed sign was never cleanly demonstrated. Treat both numbers as observations to recheck in-game before relying on them.

Verified item rows vs. unknown entries

These are the item labels read directly in-game (2026-09-25 build) — the full set of individually documented rows, and the boundary between documented and unknown index entries:

Comparison

Comparison
ItemRarityIncomeConditionOdds
Mafia ChairLegendary$17.3K/sMint1 in 1,500,000
(unnamed Epic item)Epic$262/s——
(unnamed Common item)Common$45/sGreat1 in 3,800
(unnamed Common item)Common$40/sImmaculate1 in 7,600

Honest boundary: this is the complete set of individually documented rows, not the full item table — hundreds of items exist and none are documented elsewhere; the list grows as more labels are observed at future content checks. Do not treat this value list as the complete item table — unverified items are not published and the full list stays unknown until more labels are observed in the game. For index completion this means Mafia Chair is the only individually documented named entry; all other index entries' specific acquisition tasks are currently unknown and should be treated as gaps rather than filled with invented requirements.

Before relying on any specific value, recheck in-game: the Angelic area is newly added, the row labels above were read in the 2026-09-25 build, and area availability can change with updates.