Stockroom prototype guide: expeditions, crafting and saves
Use Stockroom’s actual crafting ratios, expedition requirements and familiar upgrades, with a clear warning about the prototype’s local browser saves.
What is Stockroom?
Stockroom is Raigh’s browser design prototype about sorting incoming loot into storage, selling goods and supplying an adventuring party. We inspected the embedded tutorial while paused on October 22, 2026. Its expedition timer, crafting recipes and storage controls provide a more useful starting point than treating it as a generic warehouse-design tool.
The creator warns that progress uses browser local storage. Clearing that storage can remove the save, and an embedded frame can have storage restrictions. Export is described as planned, not an already available recovery feature. Use the original project page and avoid clearing site data as a casual troubleshooting step if you want to keep a run.
Sort for the next expedition, not only immediate money
The inspected tutorial says the party departs on an expedition every 45 seconds. Its Next Expedition panel shows what supplies are required. The first visible requirement was two Meals, so a player selling all ingredients immediately could create a problem before the first departure.
Drag loot from the counter into the appropriate storage crate, or send it to the market for money. Those destinations serve different goals. Before clearing a crowded counter by selling everything, check the next expedition and whether the required ingredients are already stored. A cash increase is not always an improvement if it removes the supplies you were trying to prepare.
Pause while learning the interface, then resume when the storage plan is understandable. The prototype exposes pause and automation controls, but we did not run a complete expedition campaign. Initial rewards and prices can change with development, so use the requirements in your live panel rather than assuming every future departure asks for the same two Meals.
Learn the three visible crafting conversions
The tutorial gives these conversions: two Ore become one Refined resource; two Edible resources become one Meal; and one Relic becomes two Essence. The ratios matter because raw item counts are not interchangeable with crafted supplies. Two Meals require enough Edible input for two conversions, not merely two raw food items.
When a requirement is missing, trace it backward through the recipe before buying or selling. If you need Refined material, check Ore; if you need Meals, check Edible; if you are planning Essence spending, inspect your Relics and conversion options. This turns a vague shortage into a specific storage decision.
Do not automatically convert every raw item the moment it arrives. First inspect the current requirement and whether the raw form is useful elsewhere. The guide’s purpose is to explain the published ratios and reserve planning, not claim an optimal production schedule for every random shipment. We have not verified a universal fastest opening or a later-game recipe catalogue.
Balance market sales, Essence and automation
The inspected market offers partial and full sale controls plus a setting to keep a percentage in storage when selling. That reserve control is worth understanding before repeatedly using Sell All. A temporary market bonus may make one product attractive, but it does not erase the next expedition’s supply requirement.
Essence is used for crate upgrades and familiar training in the inspected tutorial. Familiars provide automated sorting, while achievements unlock additional upgrade options. Before spending, identify whether your current bottleneck is storage capacity, unsorted counter items or missing expedition goods. More capacity does not automatically fix a recipe shortage, and automation still needs a sensible destination plan.
Treat the game as a prototype whose prices and balance can change. We observed a paused opening interface, not a completed run, so claims about long-term income or a guaranteed build would go beyond the evidence. If you enjoy the same layout-versus-deadline decisions, compare Finfold for cooler packing and Dulcamara for factory routing. Each uses a different saving and scoring system.
Frequently asked questions
- What are the basic recipes?
- The inspected tutorial shows 2 Ore → 1 Refined, 2 Edible → 1 Meal and 1 Relic → 2 Essence. Check the current build for changes or later recipes.
- How often does the party leave?
- The opening tutorial describes an expedition every 45 seconds. Read the Next Expedition panel for its actual required supplies rather than assuming the first requirement repeats forever.
- Can I export a save?
- The creator describes export as planned. Current progress is stored locally in the browser, so do not treat a future export feature as an available backup today.
- What do familiars do?
- The tutorial associates familiars with automated sorting and Essence-funded training. Their usefulness depends on your current sorting and storage bottlenecks, not an unverified universal upgrade order.
Sources
Facts were checked against these pages. Strategy suggestions are editorial advice, and are not a claim of hands-on testing.
- Raigh’s Stockroom prototype and embedded tutorial
Creator/localStorage/export warning; paused-browser observation of45-second expeditions, recipes, reserves, familiar training and upgrades. · Checked Oct 22, 2026