Wiki · Mutations
All 24 Storage Hunters Mutations Ranked
Updated:
Complete tier list of every mutation in Storage Hunters: Open World — from Dirty (0.8x, the only negative) to Void (35x, the only Legendary). Multipliers, visuals, stacking math, and what to chase first.
1. What Are Mutations?
Mutations are sell-price multipliers that roll on items in Storage Hunters: Open World. When an item is mutated, a visual marker (a colour gradient, a glow, an oversized rendering) flags it on the shop shelf, and the multiplier is applied to the item's base price at the moment of sale. A Cheeseburger (base $0.10) with a Void mutation (35x) sells for $3.50; a Gangster Dominus (base $15,000) with the same Void mutation sells for $525,000. The multiplier system is the single biggest income driver in the game once you push past the four-area progression baseline.
2. Complete Mutation Catalog (all 24)
Click any card to read the full 9-section detail page for that mutation — multiplier, stacking math, pairings, and 8-question FAQ.
🟣 Legendary (1)
🟪 Epic (4)
Hologram
15xA 15x multiplier — items render as glowing cyan holograms.
Chrome
12xA 12x multiplier — mirror-bright chrome treatment.
Timeless
12xA 12x multiplier with a permanently glowing gold treatment.
Gem
10xA 10x multiplier on base sell value with a pink-red gem palette.
🔵 Rare (4)
Diamond
8xAn 8x multiplier — crystalline diamond visual.
Corrupted
6xA 6x multiplier with corrupted green-on-black neon visuals.
Shocked
6xA 6x multiplier with an electric yellow-orange visual.
Wet
6xA 6x multiplier with a watery cyan-blue visual treatment.
🟢 Uncommon (4)
Ancient
5xA 5x multiplier with an aged olive-teal palette indicating high age.
Firefly
5xA 5x multiplier with a glowing firefly visual.
Gold
4xA 4x multiplier — visually distinct golden treatment on the shelf.
Spotless
3xA 3x multiplier given to items in perfect cosmetic condition.
⚪ Common (6)
Antique
2xDoubles the sell value — visually identifies the item as an antique.
Silver
2xDoubles the base sell value of the item.
Tiny
2xDoubles the base sell value while shrinking the item's display size in your shop.
Moonlit
1.5xApplies a +50% multiplier with a moonlit dark-purple visual treatment.
Pure
1.5xA modest +50% multiplier on the item's base sell price for clean, untouched lockers.
Cobwebbed
1.2xA small +20% multiplier — given to items pulled from long-untouched lockers.
🔴 Negative (1)
❓ Unconfirmed (4)
These four mutations appear in the documented roster but their multipliers are not publicly available at the time of writing. Black is additionally flagged as currently unobtainable in the entity record.
Black
UnconfirmedAn unobtainable mutation visible only in the source code — kept here for completeness.
Huge
UnconfirmedMultiplier unconfirmed by the community — visual is an oversized bold display.
Rainbow
UnconfirmedMultiplier unconfirmed by the community — visual is a full rainbow gradient.
Secret
UnconfirmedMultiplier unconfirmed by the community — visual is a red-brown monospace treatment.
3. Complete Mutation Tier List
Every mutation by multiplier value, grouped into tiers. The ranking below comes from the existing entity database (verified) and the mutation-strategy guide's tier table — multipliers and tier labels are sourced verbatim from those records.
| Tier | Multiplier Range | Mutations |
|---|---|---|
| Legendary | 35x | Void |
| Epic | 10x–15x | Hologram (15x), Chrome (12x), Timeless (12x), Gem (10x) |
| Rare | 6x–8x | Diamond (8x), Corrupted (6x), Shocked (6x), Wet (6x) |
| Uncommon | 3x–5x | Ancient (5x), Firefly (5x), Gold (4x), Spotless (3x) |
| Common | 1.2x–2x | Antique (2x), Silver (2x), Tiny (2x), Moonlit (1.5x), Pure (1.5x), Cobwebbed (1.2x) |
| Negative | 0.8x | Dirty |
| Unconfirmed | — | Black (also unobtainable), Huge, Rainbow, Secret |
Tier labels and multiplier values verified against entity JSON and /guides/mutation-strategy. The four Unconfirmed entries are documented in the roster but their multipliers are not publicly available at the time of writing.
4. How Mutations Work — The Additive Rule
Twenty-four mutations are catalogued. Twenty have community-confirmed multipliers ranging from 0.8x (Dirty, the only negative) to 35x (Void, the only Legendary). The other four — Black, Huge, Rainbow, Secret — appear in the roster but their multipliers are not publicly documented at the time of writing. Black is also flagged as currently unobtainable in the entity record. Mutations stack additively rather than multiplicatively, which is the most-misunderstood mechanic in the entire system and the one this section spends the most time on.
The single most important thing to understand about mutations is that they stack additively, not multiplicatively. When an item rolls more than one mutation, the multipliers add into a single combined multiplier and that combined number is applied at sell time. The mutation-strategy guide states it directly: "When an item rolls multiple mutations, the multipliers ADD — they do not multiply. A Silver (2x) plus Gold (4x) item sells for 6x base, not 8x."
The canonical worked example: a Scrap Dominus (base sell price $565) with a single Void mutation (35x) lands at $19,775 at the shop counter. Stack the Void with a Gold (4x) and the math is $565 × (35 + 4 − 1) = $21,470, not $565 × 35 × 4 = $79,100. The −1 in the formula handles the fact that the first 1x is the base price itself, not a mutation contribution. Players who skip this step routinely overestimate stacked payouts by an order of magnitude.
Mutations apply at sell time only — the auctioneer's locker valuation shows base prices, and the multiplier kicks in when the item is moved from your shop shelf to a customer. This is why the Mutation Stacker Calculator is genuinely useful: it loads all 24 mutations and the catalogued item base prices, lets you assemble any stack, and shows the final sell value before you commit time to chasing the rolls in-game.
5. Best Mutations to Chase
Per-mutation value comes from two axes: the absolute multiplier (higher is better) and the rarity (lower drop rate makes the chase longer). Drop rates are not publicly documented at the time of writing — the mutation-strategy guide explicitly flags this as a gap — so the practical chase-priority list below ranks by absolute multiplier and tier visibility, not by expected-value math.
Tier 1 chase target: Void (35x, Legendary). The single highest multiplier in the roster, sitting alone in its tier. Community estimates suggest Legendary tier (Void) is significantly rarer than Epic tier, but exact drop rates are not publicly documented as of June 2026 — treat any Void roll as a windfall, not as a planned outcome.
Tier 2 chase targets: the Epic bracket (Hologram 15x, Chrome 12x, Timeless 12x, Gem 10x).These four cover the next-best per-roll payouts. Hologram's cyan-monospace visual is the easiest to identify at a glance; Chrome and Timeless tie at 12x but read visually differently (Chrome's mirror gradient vs Timeless's constant glow). Gem rounds out the Epic floor at 10x.
Tier 3 chase targets: the Rare cluster (Diamond 8x, Corrupted/Shocked/Wet 6x). Useful as stacking partners on high-base items. A Diamond + Corrupted stack on an Industrial Robot Arm produces a meaningful absolute dollar gain even before any Epic or Legendary roll lands on top.
What to avoid chasing: rare multipliers on low-base loot. A Void roll on a $0.10 Cheeseburger pays $3.50 — interesting trivia, not income. Save high-tier mutation chases for high-base targets (Shipyard machinery, Exclusive accessories).
6. How to Find Mutations
Mutations are rolled on items that come out of auction lockers. Whether and what a given item mutates into is determined by an in-game roll system whose specific mechanics are not exhaustively documented in publicly available community sources at the time of writing — the mutation-strategy guide flags this as one of the largest open documentation gaps in the game.
What is known: mutations are area-agnostic. The same mutation system rolls in Junk Yard, Back Alley, Farmyard, and Shipyard auctions; there is no documented evidence that any specific mutation is locked to a specific area. The difference between areas is base-price-driven — a Hologram (15x) roll on a Shipyard Industrial Robot Arm produces a much larger absolute dollar gain than the same Hologram on a Junk Yard Cheeseburger.
The practical strategy is volume + targeting. Volume because individual mutation rolls are probabilistic and you cannot meaningfully influence which mutation lands. Targeting because where you roll the dice matters: lockers from areas with the highest base prices (Shipyard) amplify every mutation hit, and Exclusive-class accessories within those lockers (Gangster Dominus, Bear Cap, C4 Wristband) have the highest base prices in the entire item catalogue. The Mutation Stacker Calculator at /tools/mutation-stacker models the math for any stack you can imagine on any catalogued item.
7. Common Mistakes
- Assuming multipliers multiply. The single biggest mistake. Void (35x) + Diamond (8x) is 42x total (35 + 8 − 1), not 280x. If you bid into auctions on the assumption of multiplicative math, you will lose bankroll faster than you expect.
- Selling a Dirty item raw. Dirty's 0.8x multiplier lowers sell price below base. Even one additional positive mutation on the same item cancels the penalty — never sell Dirty without checking what else rolled.
- Chasing Void on Junk Yard floor loot. A Void roll on a $0.10 Cheeseburger pays $3.50. Save high-tier mutation chases for high-base items where the multiplier produces meaningful absolute dollars.
- Treating Unconfirmed mutations as zero-value. Black, Huge, Rainbow, and Secret are unconfirmed, not necessarily worthless — the responsible posture is hedged play, not dismissal. Record what you see if you do pull them; community confirmation eventually comes from player observation.
- Skipping the Mutation Stacker tool. Eye-balling additive math under bidding pressure compounds mistakes. The calculator removes the arithmetic from the bidding decision.