Practical rules
- Money is a loop, not a number. Your goal is “fund the next kit + the next upgrade,” not “get rich once.”
- Every item must have a job. If it doesn’t help a quest, an upgrade, a craft, or a reliable kit, it’s probably sellable.
- One safe win per raid beats one greedy loss. Extracting average loot consistently is how you snowball.
- Avoid stash paralysis. If sorting takes longer than raiding, you’re leaking money through time and mistakes.
- Craft for reliability first, profit second. The best crafts save you from expensive purchases and stabilize your runs.
- Sell duplicates aggressively. Two of everything becomes “zero space” very quickly.
- Use the Black Market as a bonus, not a crutch. Don’t camp it, but don’t ignore it either.
- Passive income is late value. If building it delays your core progression, it’s not “passive,” it’s a trap.

Understanding money in Duckov: two currencies and why it matters
Duckov’s economy feels confusing until you realize you’re juggling two “money forms.” Many players casually call both “money,” but they behave differently:
1) Base currency (the one you use in your hideout shops/buildings)
This is what you spend at your bunker vendors and on upgrades.
2) Paper cash (the physical cash item you find in raids)
This is loot. It takes space, and it can be spent in certain situations that require cash.
The ATM is the bridge.
Once you have access to the ATM building, you can convert paper cash into base currency and convert back when you need paper cash for cash-only opportunities.
Why this matters for making money:
- If you hoard paper cash, it clogs your stash and slows you down.
- If you convert everything too early, you may be unable to buy from cash-only vendors or cash-only deals.
- The right balance is a working cash float (a small amount of paper cash held on purpose) and everything else converted into usable base money.
Simple rule: keep a modest paper-cash “float” for cash-only needs, convert the rest, and never let cash stacks become your storage problem.
The Sell / Keep / Craft framework (the 10-second decision)
Every item you loot should go through the same quick filter. If you do this consistently, you stop guessing—and your money climbs automatically.
Step 1: Is it a progress gate? (KEEP)
Progress gates are items that block upgrades, unlock systems, or are required in large quantities later.
Step 2: Is it rare and used for a major system? (KEEP)
Some items are “quietly rare” and only show their value later—selling them early creates painful bottlenecks.
Step 3: Is it easily replaceable or purchasable? (SELL)
If you can buy it reliably from a vendor or you find it constantly, it’s usually not worth hoarding.
Step 4: Does it upgrade into something more valuable or more useful? (CRAFT)
If crafting converts a pile of common components into a reliable kit, important ammo, or a needed upgrade item, crafting is the move.
Step 5: Is it a duplicate beyond your stash policy? (SELL or DISMANTLE)
Duplicates are the #1 cause of warehouse chaos. Your stash is a tool, not a trophy case.
If you can’t decide in 10 seconds, use this tie-breaker:
Keep items that accelerate your next upgrade. Sell everything else.
What to KEEP: the “never sell early” list that prevents regret
Duckov has a handful of items that experienced players repeatedly warn others not to sell because they unlock systems or are needed in big quantities.
Black Market Contact Notes
If you plan to use the Black Market seriously, these notes matter. They’re commonly required to build the Black Market contact point and to upgrade Black Market refresh features later.
Keep rule: keep every note until your Black Market upgrades are finished or until you’re 100% sure you’ll never invest in it.
Graphics Cards (if you want passive income)
Graphics cards are tied to the Bitcoin miner system. Even if you don’t build passive income immediately, cards can become a major bottleneck later.
Keep rule: if passive income is in your plan, keep them. If it isn’t, treat them as a mid-game decision (don’t panic-sell just because you need quick cash).
Warehouse / Storage expansion items
Anything that expands your warehouse capacity is a long-term multiplier. More storage means fewer force
d sell-offs and faster re-kits.
Keep rule: storage expansion components are “account upgrades.” If you sell them, you usually regret it.
Cores, feathers, and other permanent-progress materials
Items tied to skill enhancement, major crafting progression, or special upgrade systems should be treated as “account resources,” not vendor trash.
Keep rule: if an item is used to unlock skills, build systems, or rare stations, it’s usually a keep.
Keys and blueprints
Keys and blueprints aren’t just loot; they’re access and permanent crafting capability. Even when you find duplicates, the first copy is often worth learning/registering.
Keep rule: keep until learned/registered; after that, duplicates become sellable.
Quest items and future quest bottlenecks
Some items feel random until a quest suddenly demands them. When you sell a quest bottleneck item, you don’t “lose money”—you lose hours.
Keep rule: keep items known to appear in quest requirements (especially awkward or uncommon items). A strong habit is keeping at least one of many non-stackables until you understand your quest chain.
What to SELL: the “safe money” items that won’t slow your progress
Selling is not “giving up value.” Selling is converting clutter into progress.
Duplicate weapons you won’t run
If you aren’t going to deploy it soon, it’s dead weight. Keep a small set of reliable kits and sell the rest.
Sell rule: keep a core kit (or two), sell the overflow.
Low-durability gear you can’t maintain
A cheap gun at terrible durability is not an asset—it’s a future disappointment. If you can’t repair it efficiently, sell or dismantle it.
Sell rule: repair your favorites; sell or dismantle the rest.
Bulky low-value junk
Big items that sell for modest amounts are classic trap loot. They fill space and slow you down without funding real progress.
Sell rule: if it’s bulky and not used for an upgrade or craft you’re actively chasing, it’s usually sellable.
Items you can reliably buy from vendors
If a vendor can replace it whenever you need it, you don’t need to hoard it.
Sell rule: buyables aren’t stash items; stash is for things you can’t just buy.
Extra stacks beyond your “one stack” policy
If an item stacks, you rarely need more than one good stack early. Extra stacks become cash.
Sell rule: one stack for use/project, sell the rest.
What to CRAFT: when crafting makes you richer (and when it makes you poorer)
Crafting is powerful in Duckov, but only when you use it correctly. There are three different reasons to craft, and only one of them is “profit.”
Crafting for reliability (best early use)
This is when crafting saves you from needing to purchase essentials repeatedly.
Examples of reliability crafts:
- Ammo you use constantly
- Medical supplies you burn through
- Core utility items that stabilize runs
If crafting keeps you running more raids per session, it’s “profit” even if the vendor price difference is small.
Crafting for progression (best overall use)
This is when crafting creates items that unlock upgrades, quests, or stronger station tiers.
Examples of progression crafts:
- Station upgrade requirements
- Items needed for perk trees
- Tools required for building upgrades or advanced crafting stations
Progression crafting often feels “expensive” in the moment, but it pays back by unlocking better money routes and safer raids.
Crafting for pure profit (situational use)
This is when you craft something specifically to sell it for more than the value of its inputs.
This can work, but it’s the most misunderstood category. Crafting for profit is usually worth it only when:
- you have a surplus of common components
- the craft turns low-density clutter into a higher-value item
- the craft doesn’t steal materials you need for your next upgrades
- your station time isn’t better spent crafting ammo/meds you actually use
Simple truth: if crafting delays your upgrades, it’s not profitable—because your upgrades are what unlock the real money engine.
Workbench and money: the upgrades that change your economy
Your Workbench is more than a crafting bench. It’s the center of your long-term economy because it enables:
- Crafting stability (consistent ammo/med supply)
- Repair (keeping expensive gear viable instead of constantly replacing it)
- Deconstruction (turning junk into the materials you actually need)
Refined processing and better recipes
As you upgrade processing tiers, you typically unlock more recipes that help you “convert” loot into useful outputs—especially ammo lines and utility items.
Money impact: fewer purchases, more self-sufficiency, less downtime.
Repair station: stop rebuying your kit
Repair is how you stop paying the “replacement tax.” If you have a favorite gun or armor set you run often, repair keeps it in rotation longer.
Money impact: your average kit cost drops, so you can raid more often without going broke.
Deconstruction station: junk becomes future upgrades
Deconstruction is the invisible money printer because it transforms “random loot you’d sell” into “exact materials you need.” It’s also how you clean your stash without feeling like you’re throwing value away.
Money impact: fewer purchases, smoother upgrades, and fewer “I’m stuck because I sold that item” moments.
Selling smarter: vendors, vending machines, and when each matters
Different sell points matter for different reasons.
The standard sell point (Variety Shop / vending machine style selling)
In many players’ early experience, the basic vendor interface is where you offload general loot. Items show a value, and you can sell directly from storage.
Best use: fast cleanup after raids, turning clutter into spendable base money.
Weapon and armor vendors
These are best used for purchasing your stable kit and for offloading duplicates you don’t want.
Best use: keep your “core kit” consistent and sell overflow.
The Black Market (special selling and special buying)
This one deserves its own section because it’s not a normal store. Used well, it can add extra profit without extra raids.
The Black Market: how to make money with Supply and Demand
The Black Market is one of Duckov’s most powerful money tools because it introduces two concepts:
Supply deals (buy low)
You’ll see a small list of items offered at prices that can vary (low/normal/high). When the price is favorable, you can buy items cheaply.
Demand deals (sell high)
You’ll see requests for specific items in exchange for a big payout. If you already have the requested items in your stash, you can sell into demand for a premium.
How to use it without wasting time
1) Check it once per day (or once per session)
Don’t sit there refreshing constantly. Treat it like a bonus.
2) Only buy when the deal is obviously good
The Supply list isn’t a “shopping list.” It’s a “discount alert.” If it’s normal or high and you don’t need it, skip it.
3) Only sell into Demand when it doesn’t sabotage your progression
A demand offer might look huge, but if it asks for items you need for upgrades or quests, the “profit” is fake.
4) Keep Black Market Contact Notes
Black Market upgrades often require notes, and upgrades typically improve refresh convenience and capacity. If you sell notes early, you slow down the entire Black Market engine.
A simple Demand checklist
Before selling to Demand, ask:
- Is this item needed for my next upgrades? If yes, don’t sell.
- Is this item hard to replace? If yes, only sell if the payout is truly worth it.
- Do I have extras? If yes, sell the extras.
- Will selling this reduce my ability to craft ammo/meds? If yes, skip it.
The “attachments and demand” safety habit
When selling weapons into special selling systems, always double-check you’re not accidentally liquidating attachments you wanted to keep. A safe habit is stripping a weapon before selling it unless you’re sure you want everything gone.
Black Market upgrades: when spending notes is worth it
If you’re going to use the Black Market more than casually, upgrades can be worth it because they typically reduce refresh cooldown friction and improve refresh capacity.
Best timing:
- After your early survival and crafting foundation is stable
- When you’re already collecting notes naturally
- When you can consistently profit from demand deals
If you’re still struggling to fund basic kits, the Black Market is not your first priority. Stabilize your runs first; then use Black Market upgrades to add extra profit.
Passive income: Bitcoin miner and the “don’t build it too early” warning
Duckov includes a Bitcoin miner system powered by graphics cards. It produces bitcoin over time once at least one card is installed, and production improves with more hashrate/cards.
The trap: passive income feels like the perfect solution… until you realize the upfront cost can be huge and the break-even time can be long.
When passive income is worth it
- You already have stable kits and consistent extracts
- Your workbench/repair economy is strong
- You have spare graphics cards or a reliable way to acquire them
- You’re planning a longer playthrough where real-time production will matter
When passive income is NOT worth it
- You’re still upgrading core stations
- You’re still dying often and losing kits
- You’re short on storage and constantly forced to sell important items
- You would need to sell half your stash just to build the system
Practical rule: treat passive income as a mid-to-late game project. If building it delays your core progression, it slows your money rather than helping it.
Looting for money: what to pick up if your goal is profit
Money doesn’t come from “rare items.” It comes from dense items you can extract with consistently.
The money looter’s priority list
1) Stackable value items
Stacks are profit because they compress.
2) Electronics and compact valuables
These are often high value per slot.
3) Upgrade blockers you currently need
Even if they sell for less, they save you from future runs wasted hunting them.
4) Items that unlock systems
Notes, cards, keys, blueprints.
5) Only then: bulky gear
Big gear is often value-dense only if you will actually use it.
The “project looting” method (the fastest way to get rich)
Pick one money-linked project and loot for it until it’s done:
- Project A: fund your next station upgrade
- Project B: complete your storage expansion tier
- Project C: craft a stable ammo supply
- Project D: unlock/upgrade Black Market features
This converts random raids into predictable progress—and predictable progress is how your bank account climbs.
Sell vs keep for common categories (quick decisions that work)
Use these as default rules if you don’t want to overthink.
Weapons
- Keep: your main weapon(s) and one backup kit you can afford to lose
- Sell: duplicates, weird weapons you don’t enjoy, weapons you can’t feed ammo
- Craft: only if crafting replaces purchases or converts surplus junk into a useful kit
Armor
- Keep: armor you actually run in your next raids
- Sell: armor you won’t use and can’t repair effectively
- Craft: when you unlock armor crafting tiers and want consistent survival kits
Attachments
- Keep: a small set of your “core” attachments (sight + recoil help)
- Sell: duplicates and niche parts you never mount
- Craft: usually not the focus—attachments are more about selection than crafting
Ammo
- Keep: ammo you use; premium ammo for hard content
- Sell: ammo types you don’t run (especially if you need cash and they’re replaceable)
- Craft: one of the best uses of crafting, because it stabilizes your runs
Medical supplies
- Keep: enough to run multiple raids without panic
- Sell: excess beyond your stash policy
- Craft: very strong if it reduces vendor dependency and protects streaks
Keys and blueprints
- Keep: until learned/registered
- Sell: duplicates once you’re sure they’re not needed
- Craft: blueprints aren’t crafted; they unlock crafts—use them to craft what you need
Crafting decisions: the “materials are money” mindset
A big reason players feel broke is that they treat crafting materials as “free.” They aren’t. They have an opportunity cost:
- If you craft with a rare material, you’re paying with future upgrades.
- If you craft with common surplus materials, you’re converting clutter into value.
The craft ROI questions
Before you craft, ask:
- Would I rather have the output item, or the money from selling the inputs?
- Does this craft help me run more raids or die less?
- Does this craft block a station upgrade I’m currently pursuing?
- Is the craft time worth it compared to crafting ammo/meds?
If crafting doesn’t improve your raid consistency or unlock your next upgrade, it’s usually not the best money move.
The 5-minute post-raid money routine (do this every time)
This routine prevents “warehouse chaos,” which is one of the biggest money leaks in the game.
Step 1: Dump everything into one “unsorted” zone
Stop sorting mid-transfer. Speed first.
Step 2: Pull out progress gates (KEEP pile)
Notes, cards, storage items, keys/blueprints, upgrade blockers.
Step 3: Build tomorrow’s kit (KEEP pile)
One kit ready to go: weapon, ammo, armor, meds.
Step 4: Create a “sell pile” and sell it immediately
Sell bulky junk and duplicates first. This instantly frees space and gives you spendable money.
Step 5: Deconstruct or repair only your core gear
Don’t repair everything. Repair what you actually run. Deconstruct what is clutter.
Do this for a week and you’ll feel like your money doubled—because you stopped letting your stash eat your time and your slots.
Stash policy that makes you rich (without being a hoarder)
A good stash policy is the difference between “I’m always broke” and “I always have options.”
The One-Stack rule
If an item stacks:
- keep one solid stack for use/projects
- sell the overflow
The Two-Kit rule
Keep at most:
- one current kit
- one backup kit
Everything else should be cash or materials.
The One-of-Each safety buffer (only early)
Early game, it’s okay to keep one copy of many weird items until you learn what quests and upgrades demand. But don’t let “one of each” become “five of each.”
The Weekly purge
Once per week:
- sell all duplicates you didn’t touch
- deconstruct dead gear
- convert junk into parts or cash
- pick your next upgrade project
This keeps your economy growing instead of stalling.
Money mistakes that keep players poor (even with good loot)
Mistake: Hoarding everything “just in case”
This doesn’t protect you; it slows you. You can’t loot efficiently when storage is full.
Mistake: Selling progress gates because you’re short on cash
Short-term cash turns into long-term grind. If you sell notes/cards/storage items, you often pay it back with hours.
Mistake: Crafting expensive items before you can maintain them
A fancy craft that you’re afraid to use is not an upgrade. Build reliable kits first.
Mistake: Ignoring repair and deconstruction too long
Repair reduces replacement cost. Deconstruction turns clutter into the exact materials you need. Both stabilize money.
Mistake: Buying everything you see
Impulse buying is the silent killer. Have a shopping list: ammo, meds, one attachment upgrade, station upgrades—then stop.
Mistake: Turning every raid into a full clear
If your goal is money, repeatable short extracts beat long risky clears. Consistency wins.
A simple “money roadmap” for early, mid, and late game
Early game: stabilize your loop
- Sell duplicates and bulky junk
- Keep progress gates (notes, storage items, keys/blueprints)
- Craft ammo/meds only if it reduces downtime
- Prioritize storage expansion so your stash stops choking you
Goal: afford repeatable kits and fund your first major station upgrades.
Mid game: upgrade the engine
- Invest in Workbench upgrades that unlock repair and deconstruction
- Start using Black Market as a daily bonus
- Begin crafting more of what you consume (ammo, meds, key utilities)
- Keep graphics cards if passive income is in your plan
Goal: reduce kit cost, increase craft independence, and extract more value per raid.
Late game: add multipliers
- Passive income projects (bitcoin miner) if you’re playing long enough for it to matter
- High-tier crafting (armor, AP ammo) when it directly improves survival and clears
- Black Market upgrades if you can profit consistently from demand deals
Goal: money becomes “always enough,” and your focus shifts to goals, completion, and high-challenge content.
BoostRoom promo
Want to make money without turning Duckov into a spreadsheet? BoostRoom helps you build a simple economy plan that fits your playstyle: what to sell immediately, what to keep for upgrades, which crafts actually save you money, and how to structure your stash so you can chain raids fast. With BoostRoom’s approach, you stop guessing, stop hoarding, and start funding upgrades and reliable kits—so every session ends richer than it started.
FAQ
How do I know if I should sell an item or keep it?
Keep it if it unlocks a system, blocks an upgrade, is used for major progression (notes/cards/storage items), or supports your next kit. Sell it if it’s replaceable, purchasable, or a duplicate you won’t use soon.
Is crafting a good way to make money?
Crafting is best for reliability and progression. Pure profit crafting works mainly when you have surplus common components and the craft doesn’t steal materials you need for upgrades.
What’s the best way to avoid going broke after deaths?
Lower your average kit cost (repair your core gear, don’t overbuy attachments), sell duplicates aggressively, and run short, repeatable money raids until your bank stabilizes.
Should I keep Black Market Contact Notes?
If you plan to build or upgrade the Black Market, yes—these notes are a frequent requirement and can become a bottleneck later.
Is the bitcoin miner worth it?
It can be worth it in mid/late game if you’re playing long enough for real-time production to pay back. It’s usually not worth rushing if it delays your core upgrades.
What should I do with duplicate weapons and armor?
Keep only what you will run soon. Sell the rest or deconstruct it once you have the right station upgrades. Duplicates are one of the fastest ways to lose money through storage chaos.
How often should I check the Black Market?
Once per day or once per session is enough. Treat it as a bonus: buy only when prices are clearly favorable, and sell into demand only when it doesn’t sabotage upgrades.
How do I keep my stash from becoming a mess?
Use a simple policy: one stack per stackable item, two kits maximum, and a weekly purge where you sell duplicates and deconstruct dead gear.



