The six official starting paths
| Path | Officially described focus | Main stated risk context |
|---|---|---|
| Gunsmith | Weapons and shop trade | Permits, modifications and inspections |
| Chemist | Chemicals and guarded recipes | Addiction and product consequences |
| Water Merchant | Tested and filtered water | Liability |
| Fence | Goods with questionable origins | Contraband and raids |
| Farmer | Farming and production | Production-chain management |
| Rock Bottom | A named low-start path | No official numeric details listed |
The focus and risk column summarizes the official store description. It does not claim a starting inventory, cash amount, recipe set or difficulty modifier.
Choosing without invented rankings
Choose the product questions you want to solve. Water Merchant centers testing and filtering. Gunsmith puts permit and inspection pressure close to the core loop. Fence aligns with contraband risk. Farmer points toward production systems.
Chemist and Rock Bottom are official options, but the reviewed material does not publish enough starting detail to rank their difficulty or economy responsibly.
Starting path versus later work
The game also describes additional jobs and advanced licenses. A starting path is an opening condition, not proof that every later profession is locked to it.