Garages are character-owned spaces for secure on-foot access and supported vehicle transit. This guide covers buying an available garage, controlling its door, moving vehicles in and out, sharing access, and returning it to the market.
Check whether you can buy a garage
An eligible unowned garage displays that it is for sale at its door. Its current label shows the amount you would pay; this guide does not duplicate prices because listings can change.
Before buying, make sure:
- the garage is still unowned;
- your current character is below the garage ownership limit;
- your bank account can cover the displayed amount; and
- you are standing at that garage’s door.
Garage ownership belongs to the current character, not every character on the account.
Buy an unowned garage
- Stand at the door of the garage advertised for sale.
- Read the current label and check your bank balance.
- Use
/buygarage. - Wait for the final success or refusal instead of assuming the first response completed the purchase.
- After success, use
/keysto confirm your owner’s garage access.
A completed purchase charges the authoritative amount from your bank, assigns ownership, and grants the owner key together. The garage does not become yours on a partial or unconfirmed payment attempt; success is shown only after the ownership and payment result is established.
Control the garage door and access
Your owner key lets you operate the garage lock. Stand at the garage entrance point and use /lock, then check the confirmation telling you whether the door is locked or unlocked.
A locked garage blocks ordinary entry from outside even for a keyholder. Unlock it first, enter or drive through, and lock it again when appropriate. The same lock can be operated from either side, but occupants already inside can still leave.
Only the owner can share or revoke garage access. A shared keyholder can use the garage and operate its lock, but cannot pass that access on or remove another character’s key. To share access, use the normal key offer at the garage door; the recipient must accept while the offer remains valid. Use /keys to verify the result. See Keys, locks, and sharing access for the full sharing and recovery flow.
Enter and exit on foot
- Unlock the garage if necessary before entering from outside.
- Stand at the outside entrance point.
- Use
/enterto move to the garage’s on-foot interior point. - When leaving, stand at the interior exit point.
- Use
/exitto return to that garage’s exact outside point; leaving does not require the outside-facing lock to be open.
If a command says you are not at an entrance or exit, move onto the labelled point and retry. Entry does not trigger merely by walking through the marker.
Drive a vehicle into or out of the garage
Garages extend the ordinary entrance flow for eligible vehicles.
To drive in:
- Unlock the garage and make sure your character has garage access.
- Position the vehicle at the outside garage door.
- Stay in the driver’s seat and use
/enter. - On success, the vehicle and all of its occupants move together to the garage’s vehicle point.
To drive out:
- Take the driver’s seat inside the garage.
- Use
/exitfrom inside the garage; vehicle exit does not require the on-foot exit point or an unlocked outside-facing door. - On success, the vehicle and all occupants return together to the garage door outside.
Passengers travel with the vehicle but cannot initiate its transit. On-foot use continues to follow the separate on-foot entrance and exit points.
A successful vehicle entry records that garage as the vehicle’s current space. That location survives despawn and restart, and retrieving the vehicle materializes it back inside the garage. Enter the garage on foot before attempting to drive it out.
Understand capacity and reserved space
Each garage has a vehicle capacity set for that particular space. Use the garage’s current feedback rather than relying on a number copied into a guide.
Capacity includes vehicles durably assigned to the garage and live vehicles already present there. The same vehicle is not counted twice simply because it has both a saved location and a live presence. Entry checks the durable count and then rechecks current live occupancy before moving the vehicle; a concurrent attempt can therefore be refused if space was taken first.
If entry is refused because the garage is full, wait for any current movement to finish and try again. If it remains full, retrieve a parked vehicle, drive it outside, and park it somewhere else before bringing another one in.
Sell your garage
Only the owner can sell a garage back to the market.
- Remove every parked and currently present vehicle from the garage.
- Return to the garage door as the owning character.
- Use
/sellgarage. - Review the confirmation and cancel if you are not ready.
- Confirm the sale and wait for its final result.
A completed sale pays the current sell-back amount into your bank, clears ownership, and revokes every garage key, including shared access. The garage becomes unowned and available for sale again. Cancelling the dialog leaves ownership and access unchanged.
Do not treat a balance change, a closed dialog, or an old key-list entry by itself as proof that a sale completed. Wait for the final result, then recheck the door label, bank balance, and
/keys.
Recover when something is refused
- Purchase is refused. Recheck that the garage is unowned, your character has ownership capacity, and your bank covers the current listing. Another purchase or sale already in progress may need to finish first.
- The door will not lock or unlock. Stand on the correct entrance point and confirm that your current character has garage access in
/keys. - Entry says the garage is locked. A key does not bypass the lock. Unlock it before using
/enterfrom outside; occupants already inside can still leave. - On-foot entry or exit cannot find a point. Move onto the relevant labelled foot point; do not use the vehicle position as a substitute.
- Vehicle transit is refused. Confirm you are the driver, at the correct garage point, authorized for the garage, and within its available capacity.
- Capacity still appears full. Let an in-progress transit settle, then remove a vehicle and park it outside before retrying.
- Sale is refused as occupied. Both parked and currently present vehicles must be removed before selling.
- Shared access is missing. The owner should start a fresh key offer at the garage door. Both players must remain available and close enough to one another until it is accepted.
- A completed sale removed every key. This is expected. The next owner starts with fresh access and decides whom to authorize.
- A buy or sale result is unclear. Wait for the current operation to resolve, then check the label, bank, and
/keysbefore attempting it again.
For general entrance behavior, see Doors, interiors, and world interaction. For broader home ownership, see Properties.
