How to Sell Bunkers in My Bunker
Day 12 added a selling system with cleaner UI. Sell clutter, keep fuse pieces.
A plot in My Bunker fills faster than most players expect. Conveyor crates drop Nature, Graveyard, extra Prisons, and seasonal shells that sit in the way of the belt and the fuse machine. Day 12 of the Yeet Pizza Productions shorts is the note that matters here: the studio shipped a selling system with better UI, plus Tesla, nuclear barrel, and divine crates, and a shop for cheap game passes. This page is how to use that sell window without throwing away the bunkers the fuse walkthrough still needs.
Selling is not a second income loop. Placed bunkers print cash. The sell button is inventory hygiene so How to Get Bunkers can keep feeding empty pads. If you came here looking for a player-to-player market, that does not exist on the six-player servers we can document.
What Day 12 actually shipped
The short titled Day 12 of making my Roblox game is the source, not a rumor thread. Yeet lists four things in one pass: a new community-suggested bunker, three named crates (Tesla, nuclear barrel, divine), a shop for cheap game passes, and a new selling system with better UI. The video on this page is that short. Other days stay on the developer devlogs so this article does not grow a second embed.
Treat the selling UI as a later quality pass on the same plot, not as a rewrite of the tycoon. You still buy a crate, place a bunker, hire a guard, and collect cash that ticks offline. Sell is the step you take when a duplicate is blocking the next click.
What you should sell
Sell duplicate early shells once every pad that needs a printer already has one. Nature at about $20 per second in recorded play is the classic extra. A second Graveyard after Lockdown exists is clutter. Extra Prisons you cannot Rainy and cannot place are inventory weight. Seasonal Halloween shells from the Halloween shop page belong in the sell window if they only restyle a pad you already outgrew.
Sell unplaced junk sitting on the path. Day 12 exists because the conveyor and the fuse machine need a clear click target. A pile of unused models is how a six-player plot starts to feel like a broken shop, which is the same class of problem the QOL notes later tried to fix for HUD clutter.
Do not sell because a thumbnail stamped $999,999/s on a prettier bunker. Rank first on the bunker tier list. The sell UI will take a Nature as happily as it will take your last Space if you tap the wrong row.
What you should never sell
Space is the confirmed input for Black Hole. One Space in storage is a fuse plan. Zero Space is a crate reroll you did not need. Lockdown is the named piece toward Lockdown Ultimate with a Rogue robot. Steampunk and B are a pair. A Rogue robot is the Ultimate input. If you only own one of any of those names, keep it.
Rainy is a mutation, not a building. Selling a Rainy Prison because you already have a plain Prison throws away the overlay the mutation list treats as the upgrade. Check the index before you confirm the sell.
Artifacts do not belong in this window. Guards do not belong in this window. The selling system is for bunker models, not for the three artifact jobs (money multi, offline rewards, offline time).
How a clean sell looks
- Walk the pads. Every earning slot should already have a bunker and a guard. Empty pads want a cheap crate, not a fire sale.
- Open the index so you can see names and mutation icons, not just thumbnails.
- Mark fuse pieces on paper: Space, Lockdown, Steampunk, B, Rogue robot.
- Sell only the extras that fail those tests.
- Spend the cash on crate spawn rate or an extra crate slot, not on an armored crate you still cannot afford twice. The crate budget planner is the spend order.
If the new UI still covers a button, toggle side-screen items off. That toggle is a QOL control. Selling with a buried confirm is how Space disappears.
Selling is not a substitute for AFK cash
Offline income uses placed bunkers. A Black Hole sitting in the sell preview helps nobody after logout. Claim the offline bag first, as offline earnings describes, then tidy inventory. There are no confirmed codes that refill a model you sold by mistake. Scripts from other bunker titles will not click this UI; the scripts hub exists as a warning, not as a vendor.
The live Roblox store listing for My Bunker has shown empty passes at times. That does not cancel Day 12. The in-game selling window is on the plot. The shop and upgrades page covers spawn rate, slots, and the cheap game-pass shop Yeet named in the same short. Controls covers how to actually click the new UI on keyboard or a phone.
If you remember one rule, remember this: sell duplicates that block the belt. Keep the named fuse inputs. Then go back to the conveyor. The Guides Hub is the map if you still need placement or guards after the inventory is quiet.
Frequently Asked Questions
Quick answers for bunker owners, crate buyers, and AFK farmers.
How do you sell bunkers in My Bunker?
Day 12 added a selling system with cleaner UI. Open it on your plot, confirm the name in the index, and sell duplicates only. Placement and guards still live on Getting Started.
Should I sell Space or Lockdown?
Not if it is your last copy. Space fuses into Black Hole and Lockdown is the Ultimate ingredient. Recipes sit on How to Fuse Bunkers.
Does selling pay more than leaving a bunker placed?
No. Placed bunkers print cash, including offline. Selling is for clutter, not for income.
Can I sell to another player on the server?
Not as a documented market. Six-player servers share a place, not a trading stall. Neighbors still need you to hire guards.