Does hideout furniture survive death?
In Standard, yes — along with levels, skills, and stored money. Equipped tools and truck loot do not. Hardcore quota fails can still wipe a larger slice of progress.
Crime Simulator hideout: bed, training gear, treadmill, voucher machine, chemist workshop. Buy first in Standard on Steam. Verified October 2026.
Furniture that keeps paying after a death.
~10 min read
The Crime Simulator hideout on Steam Criminal Simulator (CookieDev, App 2737070) is the shop row that Standard deaths do not steal. Steam names a bed (health), training gear (inventory), and a treadmill (sprint). Later patches add a Voucher Machine for abilities and a Chemist’s Workshop. This page is Steam furniture, not Roblox plots. Verified October 29, 2026 · Steam.
Site brand Criminal Simulator uses the same base. Buy pieces that change the next job before disco lights. Exact dollar prices stay off this page until a HUD still names them.
| Fact | Detail |
|---|---|
| Platform | Steam (Windows) · Xbox listing |
| Steam bonuses | Bed = health · training = inventory · treadmill = sprint |
| Bed recap (community) | Stamina / crouch time; multiple beds; cap recap of four — confirm HUD |
| Kept on Standard death | Placed furniture + stored cash + level + skills |
| Not furniture | Equipped tools, unsold truck loot, many shop toys |
| Voucher Machine | Spend ability vouchers; recap: after completing a game at least once |
| Chemist’s Workshop | Craft from chemical samples — Update 1.5 recap |
| Ashen Creek set | Disco / LED / extra storage — DLC cosmetics first |
| Prices | TBA — this page will not invent shop dollars |
| Patch | Live on Steam · Ashen Creek DLC (August 11, 2026) |
| Last checked | October 29, 2026 |
Matched by build plan, shared topics, and guide progression — not random related links.
Crime Simulator furniture is a stat stick you place in the base, not wallpaper. Steam’s public list is short on purpose: bed, training equipment, treadmill. Everything else is a machine, a storage object, or a cosmetic. Read the in-game line on the piece you are about to buy — two beds that look identical can still be a waste if the tooltip does not stack.

| Piece | Bonus (Steam / recap) | Buy when |
|---|---|---|
| Bed | Steam: more health. Recap: stamina for crouch / chase; multiple allowed | First furniture spend after quota 1 |
| Training equipment | Inventory capacity | When bags fill before the truck is rich |
| Treadmill | Sprint | After you can survive a chase on Casual/Normal |
| Voucher Machine | Spend ability vouchers (four abilities on Steam) | When the machine unlocks |
| Computer / storage / tool racks | Base logistics — not a stealth stat | After beds and carry |
| Chemist’s Workshop | Craft from chemical samples (1.5 recap) | After you understand loot routes |
| Forgery / Exchange Box (recap) | Processing — Unverified names, confirm in-game | Only if the live shop shows the row |
| Ashen Creek party set | Disco ball, LED floor/panels, extra shelves | After functional pieces |
The store page lists beds as health. Community play treats extra beds as stamina for longer crouch routes and chases. This Crime Simulator hideout page keeps both lines and does not pick a fake number. If your tooltip says stamina, buy toward the recap cap. If it says health, buy until hits stop ending the night. Do not assume four copies help if the tooltip says the bonus does not stack.
Inventory furniture is a hideout slot, not Backpacker and not Strongman. Skills still need a leaflet plus a point on the truck computer. Use furniture when you are out of skill ranks or when you want carry that Standard death will not strip from a corpse. The buy order is next because cash after quota 1 is finite.
Inventory and survivability beat cosmetics. After the first Standard quota, spend on a bed, then a second bed if the shop still offers a real bonus, then training equipment when drawers fill the bag with junk you cannot carry. The treadmill waits until a cop chase is something you survive instead of something you start on purpose.

Community recaps say you can place more than one standard bed (often up to four) and that each copy adds stamina. Confirm the live cap. Buying four copies of a cosmetic mattress that does not list a bonus is how people “finish” the hideout without getting faster. Check max quantity on the shop row every time new furniture unlocks.
One recap shows a reload stipend after a wipe and uses it to spam beds before any mission. Treat that as an exploit-shaped quirk. This page’s buy order assumes you sold loot and paid a quota. Mode rules live on game modes. Furniture still outranks cards because cards can vanish when a run ends.
In Standard, yes: placed Crime Simulator hideout pieces stay with your level, spent skills, and stored money. Dying to a guard or to police drops equipped tools and whatever is still unsold in the truck. That split is why this wiki tells you to furnish the base before you stack scanners.
| Object | Standard death | Quota fail / Hardcore |
|---|---|---|
| Placed hideout furniture | Kept | Usually kept in Standard; Hardcore quota fail can wipe growth around it |
| Stored cash | Kept | Hardcore fail can reset money |
| Equipped tools | Dropped | Run kit resets with the job |
| Truck loot not sold | Gone | Gone with the run |
| Golden Cards | Often travel with the kept slice — confirm | May consume on fail or finish — Unverified |
| Shop consumables / run toys | Usually gone | Gone |
Miss the three-day bill in Standard and run content resets while the hideout usually stays. Hardcore can clear level and money on the same miss. Furnishing a Hardcore file is not a shield; it is a reason not to convert your Standard furniture save. Details: game modes.
Recaps: cards and many computer shop rows do not carry between deaths the way beds do. Be picky. Ten cards in the hideout is a player opinion, not a Steam requirement. Bank beds first, then let a card modify a job that already extracts. That is also why the Voucher Machine is a later machine, not a day-one panic buy.
Steam lists four voucher abilities. Recaps: you place a Voucher Machine in the hideout after completing the game at least once, then spend ability vouchers on timed challenges — cancel a police chase, repair loot and tools, and other clutch spends with per-run limits. The machine is furniture. The charges are not a skill tree.
| System | Object | When |
|---|---|---|
| Hideout furniture | Bed / training / treadmill | First cash after quota 1 |
| Skills | Point + Skill Leaflet on the truck computer | First levels — skills |
| Voucher abilities | Machine in the hideout + vouchers | After the machine unlocks (complete-a-game recap) |
| Golden Cards | Collectible modifiers | After furniture; wipe rules Unverified — cards |
If you are standing at the voucher cabinet looking for lockpicking, you are in the wrong room. Lockpicking is a leaflet. Cancelling cops is a voucher. Mixing them is how people think the Crime Simulator hideout is broken. One recap ability is usable once per game for a police cancel — confirm the live limit; do not plan a Master raid around a charge you have not seen.
This page will not invent a dollar cost for the machine. When the row appears, buy it if you already have beds and carry. If the row is missing, you have not hit the recap gate yet — you do not have a missing download. Chemist crafting is the other late bench people search by name.
Update 1.5 recaps add a Chemist’s Workshop to the hideout so you can collect chemical samples in the world and craft drugs back at base. It is a processing bench, not a stealth stat. Skip it until you already extract quietly and you know which houses drop samples. Community notes also name an Exchange Box / Forgery Workshop — confirm those labels in the live shop; this page will not treat them as a complete crafting list.
| Field | What we will print | What we will not invent |
|---|---|---|
| Unlock | 1.5 hideout crafting recap | Fake sample spawn tiles |
| Input | Chemical samples from jobs / houses | A full recipe book |
| Output | Crafted drugs for money or utility (recap) | Exact sell prices |
| Time / fail chance | TBA until HUD stills | Percent tables |
| DLC overlap | Laid groundwork for Ashen Creek loot (patch recap) | “Must buy DLC to craft” unless the shop says so |
The first Crime Simulator furniture spend is still a bed. Samples are extra weight until the truck already covers the bill. If a house is an Ashen Creek pharmacy, read Ashen Creek for the map, then bring samples home only if the workshop row exists.
A full reverse-craft spreadsheet would be fake precision. Check the bench after each patch. If a third-party list names twenty drugs with no HUD, ignore the names. Disco furniture is even less of a craft unlock.
Ashen Creek DLC recaps add hideout party pieces: a disco ball, a glowing dance floor, disco lights, two LED panels, and extra storage shelves (recap: three). Storage can matter. Lights do not change cop hearing. Buy shelves if the tooltip lists capacity. Buy LEDs after the bed, the training gear, and the treadmill are down.
A lit dance floor will not replace a sprint bonus. If you came here from a “crime simulator furniture” search looking for stealth stats, you want Steam’s three named bonuses, not the party pack. DLC map traps and jewelry stores live on Ashen Creek, not in the disco SKU.
Solo or online co-op up to 4. Extra players need carry space and a clear truck path, not matching LED panels. One furnished Standard save beats four empty Hardcore files. Scan the waste list before you spend the next quota on cosmetics.
Each line is cash that should have been a bed, or a wipe you thought furniture would prevent.
| Mistake | Fix |
|---|---|
| Tools before any furniture | Bed first; tools drop on Standard death |
| Four cosmetic copies with no tooltip bonus | Read max quantity and the stat line |
| Golden Cards before beds | Cards can consume on fail/finish — furniture stays in Standard |
| Voucher Machine hunt on night one | Recap: after completing a game; lockpicking is a leaflet |
| Chemist samples on quota 1 | Pay the bill, then craft |
| Disco set as a stealth build | Party pieces are atmosphere; treadmill is sprint |
| Invented furniture prices from a blog | Use the live shop; this wiki prints TBA |
| Hardcore file as the only hideout | Keep Standard furniture; Hardcore fail can wipe money |
| Death-farm stipend to spam beds | Quirk, not the intended loop |
| Roblox plot / codes furniture | Wrong game. Steam CookieDev only |
Pay the quota, place a bed, read the next tooltip. Every later Crime Simulator hideout machine is that sentence with a later unlock. If the piece does not change health, stamina, carry, sprint, crafting, or vouchers, it can wait.
Mode wipe rules sit on game modes. Card versus furniture order is on Golden Cards. Spend the matching leaflet on skills. First-hour extract stays on the beginner guide.
In Standard, yes — along with levels, skills, and stored money. Equipped tools and truck loot do not. Hardcore quota fails can still wipe a larger slice of progress.
A bed, then more beds only if the tooltip still adds a stat, then training gear for inventory, then a treadmill. Cosmetics last. Prices stay TBA.
Steam lists health. Community recaps describe stamina and a multi-bed cap (often four). Read your tooltip.
Update 1.5 hideout bench: collect chemical samples and craft. Not required for quota 1. Recipe lists without HUD stills stay Unverified.
Recap: after completing the game at least once. It spends ability vouchers on four Steam abilities. It is not the skill tree.
Mostly cosmetics. Extra storage shelves can matter if the tooltip lists capacity. Buy after functional pieces.
No. Steam Crime Simulator by CookieDev (App 2737070).
October 29, 2026
Matched by build plan, shared topics, and guide progression — not random related links.