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Whether you just dropped into Millside for the first time or you’re trying to make sense of the economy before you invest serious hours, these are the questions players ask most often. Expand any entry for a full answer, and follow the links to dive deeper into whichever system you’re curious about.
CASH is what the game charges you for everything — shops, services, rent, and property. **GRITisonlyusedwhenyoutradewithotherplayersonGritBay,anditsthebridgetovalueoutsidethegame.YouneverpaythegameitselfinGRIT** is only used when you trade with *other players* on GritBay, and it's the bridge to value outside the game. You never pay the game itself in GRIT, and $GRIT never buys you power. Currencies explained →
All initial sales from the game are priced in CASH — property deeds, shops, services, and rent. $GRIT comes into play on the resale side: once a player owns a deed, they can flip the title to another player on GritBay for $GRIT (or CASH) at whatever rate the two of you agree. The game’s own economy runs on CASH; the player-to-player secondary market is where $GRIT does the work. Housing →
No. Gritlands plays like a game — gather, craft, trade, fight, and climb. You can put in hours without ever touching $GRIT. If you get curious about how the currencies connect, the explainer is here, but understanding it is never required to have fun or to compete.
No. Neither CASH nor $GRIT buys levels, Skills, Stats, or a higher gear ceiling. Money buys style, space, and convenience — everyone earns their strength by actually playing. Why →
One place: the Fence, where you sell raw gathered goods. Everything else — quests, trading — just moves existing CASH between players. Quests reward items and XP, not fresh CASH. The Fence →
Only what you’re actively carrying, and only inside the Drains. Your Stash and your worn clothes are always safe, and the entire surface world is risk-free. Go into the Drains with only what you’re willing to lose until you know the layout. Risk & loot →
Set up your tent, sell your first haul to Sal at the Fence, cook yourself a meal, and clear out Roger’s cellar. Spend your early hours at the lake getting comfortable with gathering and combat before you venture further out. Your first hour →
Early on, gather raw goods and sell them to the Fence. Once you have a foothold, shift toward crafting things other players actually consume — ammo, food, medicine — and list them on GritBay for a premium. Consumables never sit unsold for long. Crafting →
Head to the city after you’ve built a real foundation at Millside — combat training done, a proper home secured, and a few Skills leveled. When you’re ready, the bus is waiting. Leveling up →
A penthouse in Grit Tower and a Crew holding turf at your back. Once you hit the level cap, growth shifts from numbers to wealth, property, reputation, and territory — the game widens instead of just getting harder. Beyond →
Yes, and it’s there on purpose. A cap keeps fights fair — nobody out-levels you into an unbeatable stat wall. Past the cap you grow sideways, expanding your influence rather than your raw power. Leveling up →
Don’t see your question here? This wiki grows alongside the game — check back regularly, or bring your question to the community.