Value list · observed in the 25 Sep 2026 build · boundaries re-stated 3 Oct 2026

Steal From The Rich! Value List

What this list is and how it is built

This is the only value list for Steal From The Rich! that publishes its evidence: every row below was read directly from an item's in-game label in captured gameplay of the 25 Sep 2026 build, and every row names what it is. No row is a guess, an average, or an import from another game — when we have not observed an item, it does not appear here. The list grows at every content check as new labels are captured.

How to read any item label

Every item you unbox shows one floating label with all four facts at once (structure read directly in-game, 2026-09-25 build):

name + rarity + $X/s income + condition + 1-in-N odds

Observed value rows, sorted by income

ItemRarityIncomeConditionOddsSource
Mafia ChairLegendary$17.3K/sMint1 in 1,500,000in-game label, 25 Sep 2026 build
(unnamed Epic item)Epic$262/s——in-game label, 25 Sep 2026 build
(unnamed Common item)Common$45/sGreat1 in 3,800in-game label, 25 Sep 2026 build
(unnamed Common item)Common$40/sImmaculate1 in 7,600in-game label, 25 Sep 2026 build

Every cell above comes from the item's own label — nothing here is estimated. Dashes mean the label as captured did not show that field.

What the conditions mean (as observed)

Labels show Great, Immaculate and Mint alongside income and odds — they are condition tiers printed on the same label. Interesting detail from the rows above: the two Common items suggest condition and odds move together (Great at 1 in 3,800 vs Immaculate at 1 in 7,600 — the rarer label was the higher condition), but two rows are a pattern lead, not a rule. The exact per-condition income effect has no documentation yet, so until it does, treat the printed $X/s as the only number that matters and the condition as flavor you cannot trade on.

What income per second is worth in practice

Income accrues every second while the item sits placed on your plot — including offline. Arithmetic on the observed numbers makes the scale concrete (our multiplication, clearly ours): the Mafia Chair's $17.3K/s is about $1.49 billion per day at 86,400 seconds, and the build's own offline toast ("You earn $10.6M/Day offline!", 25 Sep 2026, amount per-player) shows what a modest early plot pays. That's the gap the treadmill, slots and richer areas are designed to close — and why a single Legendary find changes your whole economy.

The income scale, from $45/s to Sp/s

The observed rows sit at the bottom of a very tall scale. The named premium crates carry ratings printed in official art (25 Sep 2026 check) in the game's biggest notation:

Scale stepExample from this gameSource
Early Common labels$40/s – $45/sin-game labels, 25 Sep build
Epic label$262/sin-game label, 25 Sep build
Legendary label$17.3K/s (17,300/s)Mafia Chair label, 25 Sep build
End-game named cratesSpace Crate 97,6754Sp/s · Archeologist Crate $94,6794Sp/sofficial art, 25 Sep check (quoted as printed)

Sp is the game's septillion-scale notation — the rung beyond K, M, B and T. The ratings are quoted exactly as the art prints them, comma placement included, rather than converted, so no rounding error of ours enters the record. The factor chain between a $45 label and an Sp-scale crate has no documentation; the table above shows the endpoints the game itself displays.

What's worth keeping?

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 to fund more slots and treadmill levels. Concretely: a $262/s Epic pays roughly six times a $45/s Common, so one Epic out-earns six Commons — slots are scarce enough that the swap is usually right. The named-crate ratings show the scale the end-game reaches; everything between the labels above and those ratings is a discovery this list makes one captured label at a time.

Honest boundary: this is every row we could verify, not the full item table — hundreds of items exist and none are documented elsewhere. This list grows at every content check as more labels are observed.

Next: crate tiers · how to sell and upgrade · codes status

FAQ

Why so few rows?

Because each row needs a readable in-game label from a dated build, and the game ships no item index. Four labeled items were captured on 25 Sep 2026; the list extends only when new labels are captured — never from memory or another site.

Can I trust a value list from another site?

No other value list for this game existed at our 3 Oct 2026 check — searches surface lists for the different game Steal To Be Rich! or script hubs. Any list claiming hundreds of items for this game is describing numbers it cannot source.

Do conditions change income?

The labels print income and condition together, but the per-condition income effect has no documentation — compare the printed $X/s and you never need the answer.

Do not treat this value list as the complete item table — items without a dated source stay off this list, and the full table opens only as more labels are observed (boundary re-stated 3 Oct 2026).