Steal From The Rich! Selling Guide: How to Sell Goods at the SELL Stall
How to sell in Steal From The Rich!: start at the SELL stall, keep your best $X/s items placed, sell the surplus, and collect cash at floating amounts.
Selling in Steal From The Rich! is initiated at the SELL stall, which buys items for cash with floating sell amounts observed at the stall. The short version of the loop: keep your highest $X/s items placed on your plot for per-second income, carry everything else to the SELL stall, and sell it for cash.
How to sell: collect, place, then sell the surplus
Roadmap
- 1
Collect and carry goods to your plot
Fill your plot with income items so leftovers become sellable surplus.
- Steal a crate with the (E) STEAL interaction, carry it home, and place it on your plot — the plot starts with 7 item slots.
- Open placed crates when they show READY!; placed items then generate money every second, shown as $X/s on each label.
- 2
Take surplus goods to the SELL stall
Reach the documented selling location for carried goods.
- The SELL stall buys items for cash, with floating sell amounts observed at the stall.
- Selling is step 6 of the 7-step loop, the step titled “Sell, fuse, trails”.
- 3
Complete the sale for cash
Turn surplus goods into cash.
- Observed sale amounts appear as floating values at the stall.
- The keep-best rule decides which goods are sold rather than kept placed.
Selling sits at step 6 of the game's 7-step loop, and these observations were read from captured gameplay in the 25 Sep 2026 build with unknowns kept labeled — recheck the steps after any game update. The same loop step is titled "Sell, fuse, trails": Fuse Machine and Trails Shop signs appear alongside selling, but their exact mechanics remain undocumented, so treat them as separate from the sale itself. The official game description covers stealing, collecting, base building, and treadmill upgrades without naming the SELL stall, so the selling details here rest on that dated in-game observation.
What can be sold: keep your best $X/s items, sell the rest
Eligibility follows a keep-best rule tied to plot capacity. With 7 starting slots, income-per-second is the number to compare: keep your highest $X/s items placed, and sell the rest at the SELL stall. Goods therefore split into two groups — placed items, which earn money every second while displayed, and the remaining carried goods, which are your sell candidates. Displaying loot at your base is the income path (steal the most valuable crates you can carry, escape clean, and turn displayed treasures into steady income), so selling applies to whatever you don't keep displayed.
For scale, named-crate income ratings such as the Space Crate at 97,6754Sp/s and the Archeologist at $94,6794Sp/s show the end-game range of that income-per-second comparison. These are placed-item income ratings — the numbers you weigh when deciding what to keep — not sale prices.
Sale output: cash at floating amounts
The documented output of a sale is cash. The SELL stall buys items for cash, and the amounts observed appear as floating values rather than fixed prices, so exact per-item payouts can't be listed here and this page publishes no sale-value table. Unverified items aren't published anywhere, and the full item list stays unknown until more labels are observed in the game — treat any item table as incomplete. Both selling observations date to the 25 Sep 2026 build, so check sale behavior again after any game update instead of assuming fixed prices carry forward.
Before you sell: what to check at the stall
- Interaction input: the exact prompt, button, or key at the SELL stall isn't shown in captured gameplay — only the (E) STEAL interaction for stealing is. Approach the stall and use whatever interaction hint appears on screen.
- Prices: expect floating sell amounts, not a fixed per-item price list; the game displays sale values that float rather than set prices.
- Scripts: pages advertising script-based auto-selling describe an automation that violates the Roblox Terms of Use, puts accounts at risk, and only duplicates the manual loop above — sell manually at the stall.
- Market trading: the documented sale path is the fixed SELL stall that pays cash. Treat any "buy low, sell high" player-market claims as unconfirmed for this game.
Related Guides
Treasure Values: Observed Income-per-Second Table
Check observed income-per-second values for displayed treasures and pick which loot deserves your limited plot slots.
Treasures Guide: Label Fields, Uses & Recorded Entries
Understand treasure label fields, rarity, and display value so every slot on your plot earns the most.
Plot Capacity: Slot Limits, Full State, and How to Add Space
Know what happens when your plot is full, how slot limits work, and how to add more space.