What you have on hand

Scavenging 1

Your budget is the site’s own limit plus 100, which is 85 moves at Hardware Store and 210 at Abandoned Hospital. Take Well-Worn if the run puts it in front of you. It cuts Exposure gain by 30%, which is worth +90 moves at Abandoned Hospital against the +40 the rest of the Scavenging ladder buys there. At Hardware Store it is the one site where that is not true, +36 against +40.

Scavenging 3

The bonus is 250 and the next one is the last one. Level 4 adds no Exposure at all, so the budget you have now is the budget you have until Scavenging 5: 100 moves at Hardware Store and 225 at Abandoned Hospital. Spend the trips in between at the sites where a move is worth the most, which the Satiety per move column below ranks.

Scavenging 5

The ceiling is finished: +500 on every site, which is 125 moves at Hardware Store and 250 at Abandoned Hospital. Nothing else in the game raises it. 2 rows in the effects table mention Exposure, both carry the wording of Well-Worn, and no item applies either, so there is nothing to pack and nothing to wait for. From here the budget is fixed and the only thing left to change is the route.

Open the locations list Every site with its Exposure limit, the moves that budget allows, what is findable inside and how much of it comes back. This opens on Abandoned Hospital, the site the worked examples measure against.

Exposure is the timer on a scavenging trip, and it does not run on the clock. The game states the rule plainly: "Moving around and searching will increase Exposure, especially when running." And when it fills: "When Exposure reaches the maximum, you'll be discovered by zombies and attacked."

That makes a trip a budget rather than a stay. Every site charges the same 10 Exposure to move from one spot to the next and the same 2 to stand still, so what separates one site from another is only how much budget it gives you to spend. The question is never how long you can stay. It is how many places you can walk to before the budget is gone.

This page covers the four things the system decides: the budget each site gives, what a move takes out of it, what raises the ceiling, and how soon a site you have emptied is worth walking back to. Which site to pick on a given day, and everything the game checks before it lets you through the door, is where to scavenge.

The five numbers the system runs on

What the game stores for a scavenging trip, and the range each figure covers.
Quantity What it is Where it sits Range in the game
Exposure limit What a site allows before the trip ends badly, before any skill 6 sites 750 to 2000
Exposure a move What walking from one spot to the next takes out of the budget 6 sites, all agreeing 10 everywhere
Exposure a tick What standing still takes, per tick of the game’s own clock 6 sites, all agreeing 2 everywhere
Alarm point The share of the limit at which the game warns you 6 sites 70% and 80%
Max Exposure bonus What a Scavenging level adds to the budget, the same at every site 5 Scavenging levels +100 to +500

The limit and the alarm point are the site’s own; the two rates are not. A move costs 5 ticks of standing still at every site in the game, so a budget is a step count wherever you take it, and what a site gives you is how many steps.

Venturing Outside
The budget belongs to the place, not to the run. What you bring changes what you carry home, never how long you have.

What each site gives you

Nobody plays a run with no Scavenging at all. All 3 playable characters start the skill at level 1 or 2: Wage Slave at 1, and Warehouse Manager a level above. So the budget a trip actually opens with is the site’s limit plus the level 1 bonus of 100, and the columns below are that figure rather than the bare limit.

Every site you can search, what its budget allows, and what the whole Scavenging ladder does to it.
Location Exposure limit Warns at Moves at Scavenging 1 At Scavenging 5 Needs a light
Hardware Store 750 525 (70%) 85 125 No
Gas Station 1200 960 (80%) 130 170 No
Office 1600 1280 (80%) 170 210 No
Deserted Supermarket 1800 1440 (80%) 190 230 Yes
Abandoned School 2000 1600 (80%) 210 250 No
Abandoned Hospital 2000 1600 (80%) 210 250 Yes

Hardware Store is the tight one. It opens on 85 moves against 210 at Abandoned School and Abandoned Hospital, so a walk across the floor costs 2.5 times as much of the trip there as it does at the largest sites. It also warns you earlier, at 70% of its limit rather than 80%: the alarm arrives 52 moves into a trip of 85, against 160 of 210 at Abandoned Hospital.

2 of the 6 carry a flashlight requirement and cannot be searched without one: Deserted Supermarket and Abandoned Hospital. That is a packing decision made before you leave.

They're Here
A full bar is not a fade to black. The game is explicit about what arrives when the budget runs out.

What raises the ceiling, and what lowers the bill

Two things in the whole game move the arithmetic, and they move different halves of it. The Scavenging ladder raises the budget. One talent cuts what every action takes out of it.

The ladder raises the budget

Every Scavenging level, what it adds to Max Exposure, and what that is worth in moves.
Level Rank Max Exposure Stamina saved Moves at Hardware Store Moves at Abandoned Hospital
1 Apprentice Explorer +100 none 85 210
2 City Wanderer +100 10% 85 210
3 Skilled Explorer +250 10% 100 225
4 Veteran Explorer +250 20% 100 225
5 Wasteland King +500 20% 125 250

The bonus goes up at levels 1, 3, 5 and nowhere else, and it is flat: +400 Exposure from where a run starts, which is +40 moves at every one of the 6 sites. What is not flat is what those moves are worth. At Hardware Store they are 47% more trip than you had; at Abandoned Hospital, 19%. The ladder is worth 2.5 times as much at the smallest site as at the largest, which is the same ratio as the budgets themselves and the reason a flat bonus is a small-site upgrade.

The same table carries something the skill’s own wording never mentions: a Stamina reduction on 4 of the 5 levels, 10% from level 2 and 20% from level 4, while the English text for those ranks talks only about carrying capacity and obstacles. It is a real exported figure with nothing exported to say which action it comes off. The skills list has what each level costs to reach; from Scavenging 1 to 5 is 4,900 experience.

The talent cuts the bill

Exactly one talent acts on Exposure, and it is drawn during a run rather than bought between them.

What the game offers on Exposure, and what it costs.
Talent Taken Costs What it does
Well-Worn Drawn during a run 15 -30% Exposure gain while exploring.

A discount on the gain and a bigger ceiling are not the same shape of thing, and which one wins depends entirely on the site. The ladder adds a fixed +40 moves everywhere. A 30% cut adds a share of what you already had, so it is worth more where there was more.

Extra moves from the rest of the Scavenging ladder against extra moves from Well-Worn, both measured from Scavenging 1.
Location Moves at Scavenging 1 The ladder adds Well-Worn adds Worth more
Hardware Store 85 +40 +36 the ladder
Gas Station 130 +40 +55 Well-Worn
Office 170 +40 +72 Well-Worn
Deserted Supermarket 190 +40 +81 Well-Worn
Abandoned School 210 +40 +90 Well-Worn
Abandoned Hospital 210 +40 +90 Well-Worn

Well-Worn beats the entire remaining ladder at 5 of the 6 sites, and loses only at Hardware Store, where the budget is too small for a percentage to be worth much. The two stack: at Abandoned Hospital the ladder and the talent together are 357 moves against 210 on the day you start. Which talents to buy has the whole tree by entry cost.

The third way to spend less is to move less, and it is the only one available on the trip you are already on. A move is 5 ticks of standing still, so a trip that walks the whole floor and searches half of it comes home with less than a trip that searches everything within reach of where it started.

Map
Six sites, two of them with nothing placed in them at all. The budget a place gives says nothing about what is inside it.

What the budget is buying

The other half of the system is what is on the shelves when you get there. A site’s budget and a site’s contents are separate tables, and putting one over the other is the only figure that says whether a move at a place is worth taking.

What each site holds against what its budget allows at Scavenging 1. Satiety is the total across every food findable there.
Location Findable items Total Satiety Moves at Scavenging 1 Moves per item Satiety per move
Deserted Supermarket 179 1302 190 1.06 6.85
Abandoned Hospital 185 1109 210 1.14 5.28
Abandoned School 183 896 210 1.15 4.27
Hardware Store 67 117 85 1.27 1.38
Gas Station 0 0 130 nothing to find nothing to find
Office 0 0 170 nothing to find nothing to find

Two things fall out of that table. The first is that the 4 sites holding anything are budgeted close together: between 1.06 and 1.27 moves for every findable item in them, whether the site is Hardware Store at 750 Exposure or Deserted Supermarket at 1800. The second is that the last column is not close at all. Deserted Supermarket returns 5.0 times the Satiety per move that Hardware Store does. The budget is the same kind of budget everywhere; what a move buys is not.

2 of the 6 carry a budget for nothing. Gas Station at 1200 and Office at 1600 Exposure are proper budgets, 130 and 170 moves, and the item tables place nothing in either. They open from the Endless start rather than from a run, and endless mode covers what that means. A trip there spends a full budget on an empty building.

One caveat on the Satiety column. It is one serving of each food the tables place at the site, added up, so it ranks sites and never promises a haul: nothing there says how many of each item is actually placed, and a trip comes home capped by the bag long before it is capped by the shelves.

How soon the budget is worth spending again

A spent site refills on more than one clock, and the clocks disagree.

What comes back at each site, and how often.
Location Whole site Floor loot Containers Spots on the floor
Hardware Store 7 days 1 day 5 days 4
Gas Station 7 days none none none
Office 7 days none none none
Deserted Supermarket 7 days 5 days 5 days 19
Abandoned School 7 days 5 days none 57
Abandoned Hospital 7 days 5 days none 45

All 6 share one 7-day site clock. Under it, 4 of them scatter loose loot on the floor and put it back on a clock of their own, and only 2 carry a container clock at all. Hardware Store is the outlier: its floor comes back every 1 day, filling 2 to 3 of its 4 spots, which is 50% to 75% of the floor.

That is what makes a return trip a budget question rather than a loot question. A next-day walk back to Hardware Store spends the same 85 moves and the same 1 hour of travel to collect 2 to 3 loose items, because everything else in the building is on the 7-day clock. What a location restocks has the judgement on when that is worth doing; what belongs here is that the cost of finding out is a full budget either way.

Worked examples

One trip at Hardware Store

The site limit is 750 and Scavenging 1 adds 100, so the trip opens with 850 Exposure. A move is 10, which is 85 moves. Standing still is 2, so the same budget is 425 ticks if you never take a step, and every step costs 5 of them.

The warning fires at 70% of the site’s own limit, at 525 Exposure, which is 52 moves into the trip. Against those 85 moves the site holds 67 findable items, so the budget covers the building only if the route never doubles back.

What the whole ladder is worth against one talent

From Scavenging 1 to 5 costs 4,900 experience and adds 400 Exposure, which is +40 moves at every site. Well-Worn costs 15 points, takes 30% off what every action gains, and adds +36 moves at Hardware Store and +90 at Abandoned Hospital.

The crossover is a budget of about 934 Exposure: below it the flat bonus is worth more, above it the percentage is. Hardware Store is the only site under that line. Nothing stops you having both, and at Abandoned Hospital the pair is 357 moves against the 210 a run opens with, which is 1.7 times the trip.

Where a move is worth the most

At Scavenging 1, Deserted Supermarket gives 190 moves over 1302 Satiety of findable food, which is 6.85 Satiety a move. Hardware Store gives 85 moves over 117, which is 1.38. The same step is worth 5.0 times as much at one as at the other, and both cost the same 1 hour to reach.

That ratio is what the ladder and the talent are really buying. +40 moves at Deserted Supermarket reach 274 more Satiety of shelf; the same +40 at Hardware Store reach 55.

What to do

  1. Check the site before you pack. Deserted Supermarket and Abandoned Hospital need a light, and Gas Station and Office have nothing placed in them at all.
  2. Search everything in reach before you move. A move is 5 ticks of standing still, and it is the only cost you control on the trip you are on.
  3. Take Well-Worn whenever a run offers it. It is worth more moves than the whole rest of the Scavenging ladder at 5 of the 6 sites.
  4. Take Scavenging to 5 if you scavenge at all. It is the only thing that raises the ceiling, and from Scavenging 1 it adds 400 Exposure for 4,900 experience.
  5. Treat the warning as the end of the trip. At Hardware Store it fires 52 moves into 85.
  6. Compare Satiety per move, not Exposure limits, when you pick a destination. The locations list carries the budget, the moves and the contents for every site.

Quick reference

  • Exposure fills, you are found. Nothing you can carry restores it: of the 2 effects that mention Exposure, none is applied by an item.
  • A move costs 5 ticks of standing still, at every one of the 6 sites.
  • Smallest budget: Hardware Store, 850 at Scavenging 1, which is 85 moves.
  • Largest: Abandoned School and Abandoned Hospital, 2100, which is 210 moves.
  • The ladder adds 400 from where a run starts, in two steps at Scavenging 3 and 5, for 4,900 experience.
  • Well-Worn cuts the gain by 30% for 15 points and beats the ladder at 5 of the 6 sites.
  • Need a light: Deserted Supermarket, Abandoned Hospital.
  • Richest move: Deserted Supermarket at 6.85 Satiety a move, against 1.38 at Hardware Store.
  • Every site restocks on a 7-day clock, except the floor at Hardware Store, which comes back every 1 day.
  • The warning is not the end. At Hardware Store it fires 52 moves into 85, and at Abandoned Hospital 160 into 210.