Systems

Not Quite Dead Trader Guide - What To Buy, Sell, And Verify

Quick answer

Traders are confirmed, but exact inventories and prices should be checked by build. Spend on survival, route safety, and progression bottlenecks first.

Review record
Published: Last reviewed: Patch-sensitive facts are marked for recheck

Traders are confirmed in the Early Access description, but trader inventory and prices can change quickly. This guide helps you decide what to buy or sell without pretending a launch-week economy is already solved.

Quick Answer

Buy items that prevent a failed run: medical supplies, food, ammo, essential crafting materials, or progression bottlenecks such as Weapon Parts if they appear. Sell only what you can replace. Do not sell materials blindly until you know which upgrades, faction tasks, or base needs consume them.

Recent launch-candidate work references trader buy, sell, quantity, cash, and multiplayer fixes. That makes trader behavior important to verify per build, especially in co-op.

Buy Priorities

PriorityWhy
Medical itemsThey protect every other plan.
FoodLong routes and bad fights punish low supplies.
AmmunitionRanged safety matters when zombie groups stack.
Weapon partsOnly if the part unlocks a meaningful upgrade.
Crafting materialsBuy when the material is blocking a specific item.

The best purchase is the one that lets you complete the next route and return alive.

Sell Cautiously

Early survival games often make ordinary materials important later. Until Not Quite Dead's economy is mapped in the current build, keep a reserve of crafting materials, food, medical supplies, ammo, and weapon parts.

Sell candidates should meet at least one of these conditions:

  1. You have more than you can store.
  2. You know the item has no near-term use.
  3. You need currency for a survival-critical purchase.
  4. You can replace it from a known route.

Inventory Verification

When you find a trader, record:

  • Location.
  • Build date.
  • Inventory items.
  • Prices.
  • Buy quantity and sell quantity limits.
  • Buyback or sell value.
  • Cash before and after the trade.
  • Whether host and client see the same stock.
  • Whether stock refreshes after time, rest, relog, or update.

That turns a vague trader note into an actual player guide.

Failure Modes

Trader mistakes usually come from selling too early or trusting a price from an older build. If you sell weapon parts, faction items, quest items, or rare materials before you know their use, you may create a progression bottleneck for the next route.

In co-op, one player should not assume the other sees the same inventory, quantity, cash, or transaction state. Have host and client both open the trader before buying or selling high-value items.

Known / Unknown

Known:

  • Traders are part of the confirmed system set.
  • Buy, sell, quantity, cash, and multiplayer trader behavior were important enough to receive launch-candidate fixes.
  • Trader inventory and price claims should include build date.

Unknown:

  • Exact inventories and refresh rules.
  • Exact buy and sell prices.
  • Whether every trader shares stock or has unique stock.
  • Whether host and client always see the same quantities and cash state.
  • Whether Weapon Parts can be bought reliably.

FAQ

What should I buy first?
Buy the item that protects the next route: healing, food, ammo, or a material that unlocks a known upgrade.

Should I sell extra weapons?
Only after you know you have a reliable backup. Weapon balance and upgrade value can change during Early Access.

Are prices final?
No. Treat every price as build-sensitive until repeated after release.

Can traders sell weapon parts?
Verify in the current build. If a trader sells parts, record price, location, stock refresh, and build date.

Checked

Checked on 2026-08-28 against Steam's Early Access system description. Exact trader inventories and prices need current-build confirmation.