
Storage Hunters: Open World Areas
Junk Yard through Lucky Bay unlocks, reputation gates, and what changes in each yard.
By Bloxron Editorial Team · Last updated
Yards unlock mainly by net worth — Junk Yard → Back Alley → Farmyard → Shipyard → Lucky Bay. Each step raises preview tiers and shifts what caps you — cash early, then truck weight, then shelf space. Use the unlock table below and the yard notes for what each zone tends to drop.
Unlock overview
Quick look at unlocks and caps — yard details are below.
| # | Area | Unlock | Bottleneck | Listed |
|---|---|---|---|---|
| 1 | Junk Yard | Open from your first session — no net-worth gate. | Cash for bids — vehicle weight rarely blocks starter hauls. | 141 |
| 2 | Back Alley | About $750 net worth (confirm the in-game unlock UI). | Tighter margins — entry costs rise and overbidding on preview flash hurts. | 125 |
| 3 | Farmyard | About $10,000 net worth after Back Alley. | Vehicle weight — partial hauls waste winning bids. | 116 |
| 4 | Shipyard | About $125,000 net worth after Farmyard. | Full pipeline — carry, grading, shelf space, and customer turnover. | 110 |
| 5 | Lucky Bay | Live since the July 18–19, 2026 area drop. Opens after Shipyard — exact net-worth / reputation gate still confirm in-game. | Full endgame pipeline — heavy hauler, grading throughput, shelf space, and Secret/Void mutation math at high base prices. | 0 |
Yard profiles
Yard 1
Junk Yard
The starting yard — basic storage auctions, low-value items, and where every new player learns the bid→haul→sell loop.
Typical loot: Floor clutter, starter furniture, low-base collectibles, and early head/wrist accessories. Scrap Dominus is a documented Junk Yard exclusive despite its price tier.
141 items listed — filter by area on the items page.
Yard 2
Back Alley
Urban back-alley lockers with higher-value used goods than the Junk Yard — the first zone where thin margins punish sloppy bidding.
Typical loot: Mid-tier furniture, tools, used goods, and occasional exclusive wearables. Preview values step up noticeably from starter clutter.
125 items listed — filter by area on the items page.
Yard 3
Farmyard
Farm-tier auctions featuring animals, crops, and agricultural machinery — where cargo weight starts to cap profitable hauls.
Typical loot: Heavier machinery, farm props, higher base prices, and stronger mutation absolute-dollar hits. Single pieces can exceed starter truck weight.
116 items listed — filter by area on the items page.
Yard 4
Shipyard
The fourth yard — port lockers filled with industrial equipment, boats, and high-value cargo. Still a core late-game farm after Lucky Bay opens. Timed Cargo Ship auctions also dock here.
Typical loot: Industrial gear, boats, top exclusives, and strong mutation payoffs in absolute dollars. Entry fees match the preview ceiling.
110 items listed — filter by area on the items page.
Yard 5
Lucky Bay
End-game yard across the bridge from the main map — higher preview ceilings than Shipyard and fresh auction garages for late-net-worth flips.
Typical loot: New lockers, quests, and higher-value previews versus Shipyard. Exclusive prices and catalog rows still expand — confirm previews before max bids.
0 items listed — filter by area on the items page.
When to move on
Leave a yard when you can win consistently without overbidding — not just when previews look exciting.
| From | Move when | Before you push |
|---|---|---|
| Junk Yard | Wins stack reputation and you are not overpaying on low preview totals. | Set a max bid habit — Back Alley margins are thinner. |
| Back Alley | Cash buffer covers higher entry costs without draining your shop stock. | Check cargo weight — Farmyard machinery ends starter-truck hauls. |
| Farmyard | Flatbed-tier hauls clear machinery previews without leaving exclusives behind. | Upgrade selling space — Shipyard previews need shelf turnover. |
| Shipyard | Endgame route — focus on mutation math and full pipeline, not rushing earlier yards. | Run the calculator on every high-base pull before you list raw. |
Between yards
- Stack reputation with lost collectibles between auction pushes — cash alone does not skip gates.
- Set your max bid on the auction page before Back Alley entry costs climb.
- When previews show machinery, check cargo weight before you commit — partial Farmyard hauls waste winning bids.
- High-base pulls from any yard are worth a pass in the calculator before you list them raw.
FAQ
What net worth unlocks each yard?
Junk Yard is free. Back Alley sits around $750, Farmyard around $10,000, and Shipyard around $125,000. Lucky Bay opens after Shipyard — confirm its exact gate on the in-game unlock UI. Cash on hand is not the same as net worth.
Can I skip ahead if I have enough cash?
No — yards gate on net worth (and any extra unlock UI requirements). Sitting on unspent bid cash does not skip Back Alley or Farmyard.
When does vehicle weight become the bottleneck?
Farmyard — agricultural machinery often exceeds a starter truck. Check cargo on the vehicles page before Shipyard becomes your main route.
Do mutations change by area?
The mutation roster is the same in every yard. Higher-tier areas matter because base prices are higher, so the same multiplier pays more in absolute dollars — especially Secret (50×) and Void (35×) on Lucky Bay previews.
Is Cargo Ship a permanent yard?
No. Cargo Ship is a timed Shipyard dock event (~$7,000 net worth to board). Permanent progression is still Junk Yard → Back Alley → Farmyard → Shipyard → Lucky Bay. See the auction page for the event loop.
What is Lucky Bay?
Lucky Bay is the fifth yard — an end-game area across the bridge from the main map, live after the July 18–19, 2026 update. Exact unlock thresholds still confirm in-game; treat preview prices as the bid truth until catalog rows catch up.