Progression

How a Sale Pays Cash

Cash is paid when fries reach a customer. Early recorded sales paid about 20 cash, and special potatoes plus larger batches raise the sale.

How a Sale Pays Cash

Cash is paid when fries reach a customer. Early recorded sales paid about 20 cash, and special potatoes plus larger batches raise the sale.

Cash is added when you hand finished fries to a waiting customer. The official loop marks serving as the money step. Collecting, peeling, and cooking prepare the sale. They do not pay by themselves.

Gems are a different currency. A completed sale changes the cash balance, not the gem counter on the left of the screen. Gem earning is covered in how to get Gems.

The paying chain

  1. Take a potato from the pile. Prefer a gold or blue one when you see it.
  2. Peel it completely.
  3. Cook it at the fryer and collect the fries. If the current customer still has a long wait, cook more before you walk over.
  4. Deliver the fries with the station prompt. On PC the creator tutorial uses E.
  5. Watch the cash balance. If it rose, the sale counted. Then start the next potato.

New customers keep arriving while the shop runs.

What the recordings actually paid

Observation Cash How to read it
First sale, one run 20 Single session, not a menu price
First sale, another run 22 Same caveat
Around day 5 of one run About 200 per customer Later in that run, after upgrades; not a guaranteed rate

Trust the counter in your session. These figures are player observations.

What raises the payout

Factor Reported effect
Gold or blue potatoes Sell for more than regular potatoes. The multiplier is not published.
Bigger batches More fries in one handoff pay more for that customer. One run had about 50 seconds before a customer left.
Cash boost Increases cash earnings once you can buy it. No percentage is published.
Helper robots Raise throughput by hauling potatoes and fries.
Fries shooter Serves waiting customers without a manual handoff, so sales continue while you collect.

Class passives can also change pay, including double sales, morning interest, and team multipliers. Those belong to the class you rolled. See classes and the spin guide. The numbers there come from the published class sheet.

Night does not have a documented payout change. What changes is risk. From 8:00 p.m., keep selling from inside and use the shutter. Lost fries are lost sales.

Sales cash is what bought the peeling machine, robots, and cash boost in recorded runs. Each new day also grants a free upgrade. The buy order is in what to buy first.

FAQ

Frequently Asked Questions

Are there any working Sell Fries codes?

No working code is confirmed for Sell Fries! [Anomaly], and no in-game code box has been confirmed either. This page stays empty until a real code and a place to enter it are both known.

What should a new player do first?

Run one sale before you buy anything. Take a potato from the pile, peel it completely, cook it, collect the fries, and hand them to the customer. Recorded first sales paid 20 and 22 cash.

When does night start?

Recorded sessions put the anomaly window at 8:00 p.m. Be inside before then. The shop for essential items opens at 8:00 a.m., and each new day includes one free upgrade choice.

How do I get a class?

Open the Classes station in the hub. A paid spin costs 25 Gems and the result is random. A free spin that plays an ad of about 25 seconds is also reported, and that spin does not add Gems.

How do I find the hidden key?

Search the potato piles while the shop keeps running. The key is the named goal on the game page. In one recorded run the player was still searching on day 7 when an entity handed the key over. Use it to open the locked area and go in. What is inside after that entrance is not documented.