Trading and Items in Dawson Oaks Trailer Park
Offer to Buy, Increase and Decrease in $1 steps, then walk. The panel already printed the item name.
Trading in Dawson Oaks Trailer Park is how suspects look busy without painting YOU ARE COMMITTING A CRIME! across the street. Striped Panda Studios plans a Steam Windows launch for 17 September 2026 at $9.99 USD after sliding the date from 10 September to polish a new map. The game is not in your library yet. Playtests showed the offer panel, the $1 steps, and the junk you carry: plastic cans, weed zip bags, moonshine, beer, joints, and a flip phone that is not a shop.
The restore meter lives on sanity and urges. Doors and banners live on how not to get caught. This page is the economy: who has to buy, who has to sell, which props are cover, and why a clean trade can still get you voted as a Snitch.
The offer panel is the quiet version of a crime
Playtests used an Offer to Buy window with Increase and Decrease in $1 bills. That is the whole haggle. You are moving one prop while proximity voice decides whether the public Supervisor heard the price. Do the click in a trailer kitchen or at the saloon rail when the nametag is elsewhere. Do not stand in the lot announcing a number.
Hotbar slots 1-3 hold the physical junk. Slot 5 is the flip phone. Playtest prompts used E to pick up, G to drop, and C to drink, throw, or smoke. Full bindings, including controller, sit on the keyboard and controller layout and can still change before launch. G dumps the zip bag before the cop turns the corner. C is how a joint, a beer, or a thrown bottle becomes a banner.
Carry a plastic can even when the left panel did not ask for one. Cans explain a dumpster and fill an empty hand. Weed zip bags and joints are the Junkie-Dealer pair. Moonshine and beer are the cook-and-Drunk pair. None of those names should leave your mouth. The panel already prints them.
Who has to trade with whom
Eleven suspect roles share the lots: Drug Dealer, Junkie, Moonshine Cook, Creep, Scrapper, Pyromaniac, Gambler, Thief, Drunk, Prankster, and Hobo. Not every role is a merchant. The ones that are merchants will leak if they treat the street like a storefront.
Junkie and Drug Dealer. The Junkie left panel wants a buy. The Dealer exists to sell zip bags. That meeting is the most useful trade in the park and the easiest for a Snitch to log. Find each other with body language and the offer window, not with a yell for weed. Buy, walk, get high in a trailer, spray air freshener if you borrowed the room.
Moonshine Cook. Official lines include selling to a player or to the bartender, collecting cans, running a batch, and buying milk for the fridge. Player sales can stay quiet. Bartender sales happen in Piss Creek Saloon, a public rail with slot machines and Community Service ghosts. Sell, take the $1 bills, leave. Milk in the fridge is camouflage.
Drunk and Gambler. Drinking is a restore and a Piss chip. Slots are a Luck chip. Both look legal until C or the cabinet animation starts in a doorway. Scrapper, Hobo, and anyone vacuuming cans should pick a dumpster, take two, and walk. Creep, Pyromaniac, Prankster, and Thief still pick up bottles; use E, then G if the nametag appears. A fake merchant with nothing to sell is a tell.
Hidden Snitches wear one of those covers. They still need to look like they need the item. A cover Dealer who never sells is worse than a loud one. Playtests often seated one or two informants; clean trades with no personal need smelled like a rat. The Snitch-hunting meeting guide is built on that cleanliness.
Where to stand, and what not to say
Trade indoors first. Individual trailers, then Piss Creek Saloon, then the street. The park map and landmarks is the geography. HOME TRAILER markers point at a kitchen, not a storefront. The Community Center is for voting, not restocking. If a meeting banner is up, pocket the offer and walk.
Proximity voice chat is the other half of the price. If someone is in the kitchen, they hear the haggle. If the Supervisor is in the lot, they hear the role. Talk about the weather. Click Increase. Click Decrease. Walk. Tab Role Details if you forgot whether you are the cook or the cover story. Do not read the card out loud.
Supervisor players should watch money talk the way they watch banners. The Supervisor playbook is intel, not a debate. A $2 Offer to Buy in a doorway is a Dealer shortlist. A player who always has the can and never needs a hit is a cover doing the minimum.
New lobbies should still run the beginner lobby walkthrough and how the match loops before they speed-run the economy. Rank public loops on the tier list. Confirm a mic on the lobby checklist. The roles hub is the roster; the Guides Hub is the index; the preview and review is the pitch without a fake score. Track 17 September on the release date page. There are no public promo codes on the codes hub. The clip on this page is Supervisor-side intel: roles, a police call, and the kind of public deal you should never copy in the street.
Frequently Asked Questions
Quick answers about roles, meetings, and the Steam launch.
How does the trade window work?
Playtests showed Offer to Buy with Increase and Decrease in $1 bills. Click indoors, then walk. Do not announce the price in proximity voice.
Which items actually appear?
Plastic cans, weed zip bags, moonshine, beer, joints, plus a flip phone on slot 5. Hotbar 1-3 holds props. E picks up, G drops, C drinks, throws, or smokes. See controls.
Who has to trade with whom?
Junkies buy from Drug Dealers. Moonshine Cooks sell to a player or the bartender. Everyone else can still move cans as cover. Role sheets live on suspects.
Why do clean trades look suspicious?
Snitches often trade like customer service: they always have the can and never need a hit. Meetings vote that cleanliness. Need the item, then leave.
Where should I open the offer panel?
Trailer kitchens first, Piss Creek Saloon second, streets last. The map marks those rooms. Never restock in the Community Center doorway.