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Anime Dice How to Sell Units: the SELL UNITS Stall and Auto Sell

Anime Dice how to sell units, read frame by frame: the SELL UNITS stall menu, the inventory Confirm? panel and its $2.6k payout, and the Auto Sell odds field.

29/9/2026 UPD 5 Última actualización: 29/9/2026 Contenido en inglés (fallback) 17 min de lectura

Preguntas frecuentes

How do you sell units in Anime Dice?
At the SELL UNITS stall in the hub, not from the Backpack. Walking up to the counter prints a four-line menu into the world: I want to sell this, I want to sell my inventory, Edit auto sell settings, and Goodbye. The second option opens a Confirm dialog listing every card about to go, with one total at the bottom — $2.6k in our capture. The Backpack panel has no sell button at all; its buttons are Equip Best and a capacity counter.
What are the four options at the Anime Dice SELL UNITS stall?
The menu reads, in order: 1.) I want to sell this!, 2.) I want to sell my inventory!, 3.) Edit auto sell settings!, and 4.) Goodbye! It is printed in the world next to the counter rather than in a UI panel, in the same white-outlined type the game uses for its other in-world prompts.
What does Edit auto sell settings open in Anime Dice?
An Auto Sell panel with a single row. The row is a sentence with an input box in the middle of it: Auto sell units below a 1 in [ ] chance. Empty, the box shows a grey three-dot placeholder; typed into, it takes plain digits. In our capture the value went 1, then 10, then 100 across about a fifth of a second, and the client re-reads whatever number sits there as the N of a 1-in-N chance.
Is the Auto Sell in Anime Dice's Settings panel the same setting as the one at the stall?
We cannot determine a single shared value from any frame we have, though the two screens look like the same kind of control. The stall panel spells its threshold out as Auto sell units below a 1 in N chance; the Settings row is labelled only Auto Sell and holds a bare magnitude — 1t on the account our settings page filmed, and 100t, blank, then 200t in the recording on this page. Both are editable value boxes with the same three-dot empty placeholder, and the player editing the Settings row says out loud that he is changing it to a one-in-200-trillion auto sell, which is the same 1-in-N grammar the stall panel prints. No frame shows the two panels at once, and no frame shows editing one changing the other, so whether one stored value sits behind both boxes stays undetermined.
Does the Anime Dice Backpack have a sell button?
No. The Backpack panel carries Units and Items tabs down its left edge, a grid of owned cards each printing only a cash-per-second figure, a padlock button, a green Equip Best button and a unit capacity counter reading 30/100 in our frame. Selling is not on it. Units leave your account at the SELL UNITS stall, which is why the inventory warning that fills the Backpack points at the stall rather than at a menu.
How much cash does selling your inventory in Anime Dice give you?
The client prints one total rather than a per-card price list. In our capture the Confirm? dialog listed the units being sold, each card showing only its cash-per-second figure, with a green $2.6k button at the bottom right. Three seconds after the dialog closed the cash counter in the HUD had moved from $25.9k to $28.62k — a rise of about 2.7k, which matches the button and is far more than the income the plot was generating per second.

How Do You Sell Units in Anime Dice?

By walking to the SELL UNITS stall and talking to the counter. There is no sell button in the Backpack, no sell tab in any menu, and no keyboard shortcut that we could find in the footage: the only exit for a unit is the stall, and the stall opens a four-line menu printed into the world.

That menu is the whole surface of the feature:

Line as printedWhat our frames show
1.) I want to sell this!the single-unit path — our capture never opens it, so we do not describe what “this” refers to
2.) I want to sell my inventory!the multi-card path, which ends in a Confirm? dialog listing every card with one total
3.) Edit auto sell settings!the Auto Sell panel with the 1 in … threshold field — this page’s main subject
4.) Goodbye!closes the menu

The Anime Dice SELL UNITS stall seen head-on, its red and white awning carrying raised SELL UNITS lettering while a four-line world menu reads I want to sell this, I want to sell my inventory, Edit auto sell settings and Goodbye over the hub's green floor

The stall signs itself, and so does its menu. Nothing here is a UI window.

Sources: every still on this page is a frame from a no-facecam, no-burned-caption recording, each checked at native resolution. The stall, its menu, the Auto Sell field and the inventory sale come from ValidOffical’s DOMINATING The LEADERBOARD In ANIME DICE Roblox (uploaded 2026-09-17, 13 minutes 58 seconds), a session that also carries the player’s own unit nameplate over the hub. That upload burns tutorial captions into the picture from about 6 to 18 seconds only; every frame used here sits past 2:10, well clear of them. The Settings row comes from Superlex Plays’ MY JOURNEY TO ETERNAL TRAIT! + REBIRTH 10 (uploaded 2026-09-24, 24 minutes 44 seconds): the panel is open at about 11:28 to 11:38 and the still on this page is the one at 11:34. That upload’s 1080p streams would not download for us, so this one still comes from its 720p rendition and is published at that native size, where the row is fully legible. A small Roblox avatar head graphic sits behind the game’s Shop button at the left edge of that recording for the whole stretch we sampled, and no webcam or caption overlay appears anywhere in what we checked. Both recordings predate the current UPD 6 build — the developer publishes no changelog and no explanation of the sell system at all, which is why the numbers below are quoted as they were printed, with their recording dates.

The session on which this page is based — the stall, its menu and the Auto Sell field are on screen from about 2:12 to 2:29

What Are the Four Options at the SELL UNITS Stall?

They are printed in the world, in the game’s usual white-outlined in-world type, stacked to the right of the counter. Read off the frame at 2:13:

  1. 1.) I want to sell this!
  2. 2.) I want to sell my inventory!
  3. 3.) Edit auto sell settings!
  4. 4.) Goodbye!

Watch the four-line menu at 2:13

The number keys are part of the string, so the menu is meant to be answered by pressing 1 to 4. What we cannot show is the click that selects anything: the menu is on screen at 2:13, the Auto Sell panel replaces it at about 2:14, the menu is back with the Backpack open at 2:22, and by 2:26 a Confirm? dialog is up listing a full inventory. The sequence is consistent with option three then option two, and it is our reading of the order rather than a frame of a cursor on a line.

That ordering question is the reason this page exists. Our plot slots page reads the same four lines off a different recording and stops at option three, because that recording never opens it; the settings that sit behind it are on this page, and the loop they belong to — sell the backpack, reinvest the cash, go away again — is the subject of the AFK farming guide.

What Does “Auto sell units below a 1 in … chance” Actually Set?

Option three opens a panel headed Auto Sell, and the panel is a single sentence with a hole in it:

Auto sell units below a 1 in [ ] chance

Everything that matters about the control follows from that sentence. The field is not a switch and not a rarity list: it is the N of a 1 in N odds figure, and the client wraps its own words around it. Empty, the box shows a small grey three-dot placeholder rather than a zero — which is a hint in itself, because the same placeholder sits in the empty Auto Sell box of the game’s Settings panel.

Anime Dice's Auto Sell panel newly opened, its single row reading Auto sell units below a 1 in followed by an empty input box showing a grey three-dot placeholder and the word chance, with the cash HUD at $24.9k behind it

Nothing is pre-filled and nothing is suggested. The client waits for a number.

The value in our capture was typed in plain digits, and at 30 frames per second the field walks through the possibilities in under a fifth of a second. At about 2:16.8 it holds 1; at 2:16.9 it holds 10; from about 2:17.0 onward it holds 100.

The same Anime Dice Auto Sell panel a fraction of a second later with the digits 10 typed into the threshold box, so the row reads Auto sell units below a 1 in 10 chance before the final zero lands

Two frames before the last zero. The panel rewrites itself as you type.

Anime Dice's Auto Sell row settled at the value 100 with the typing caret still in the box, completing the sentence Auto sell units below a 1 in 100 chance while the hub shows through behind the dimmed panel

The finished reading. What the sweep does with a unit on either side of that line is not printed anywhere.

The 1 in … grammar is the client’s standard rarity scale, not something invented for this panel: the same figure is printed on a unit’s floating nameplate, on the Index’s catalogue rows, and on the plot signage our plot slots page transcribes. It is also why the “below” in the sentence is harder than it looks — “below a 1 in 100 chance” is a statement about rarity, and rarity runs in the opposite direction from the number.

Does the Anime Dice Backpack Have a Sell Button?

No, and the frame is worth keeping because most inventory-shaped games do. The Backpack panel carries Units and Items tabs down its left edge, a grid of owned cards each printing only a cash-per-second figure, a padlock button, a green Equip Best button, and a capacity counter at the bottom — 30/100 in our capture. There is no sell control anywhere on it.

The Anime Dice Backpack panel with Units and Items tabs down its left side, a grid of owned cards each printing a cash-per-second figure, a padlock button, a green Equip Best button and a 30/100 capacity counter, and no sell control anywhere on it

The Backpack’s entire button row. Selling is somewhere else, and the game makes you walk there.

That counter is the pressure that sends you to the stall. When the carried-unit number reaches its ceiling the client starts stacking the warning Your unit inventory is full, sell some units!, which the plot slots page reads off both the panel and the world. Selling is the only documented way to make that warning stop, and the stall is where selling happens.

What Happens When You Sell Your Whole Inventory?

The client asks first, and the question is more informative than most confirmation dialogs. It is headed Confirm? behind a yellow warning triangle, and under a Selling: line it lays out every unit about to go as a card:

Anime Dice's Confirm? dialog listing every unit about to be sold, a Selling: header above six visible cards each printing a cash-per-second figure from $11/s down, a hover tooltip reading Huge Ichiga Common Level 1 $11/s 1 in 30, and a green $2.6k payout button

Every card prints a rate, the dialog prints one total, and the total is the only figure the sale is priced in.

Read the pieces:

Element as printedWhat it shows in our frame
Confirm? headerthe sale has not happened yet — this is the last screen before it does
Selling:the list below is what leaves the account, not what you keep
card figures ($11/s, $7/s, $5/s, $3/s, $2/s, $1/s)each card’s cash per second — no card price is printed anywhere
hover tooltip (Huge Ichiga / Common / Level 1 / $11/s / 1 in 30)the tooltip mirrors the card: rarity word, level, rate and odds
green $2.6k button with a gold ingot iconthe single total for the whole selection
red button at the bottom left, clipped by the panel edgea second action we can see but not read — its label sits past the edge of the panel in our frame

Then the panel closes, and the only place the payout shows up is the cash counter.

The Anime Dice hub three seconds after the inventory sale closed, the Dice Shop panel open on screen while the cash counter in the bottom-left corner reads $28.62k, up from $25.9k when the Confirm? dialog was still up

The HUD’s cash figure is the receipt. Nothing else on screen changes.

The arithmetic is worth stating precisely, because it is the only measurement of a sale on this page. With the Confirm? dialog open the counter read $25.9k. Three seconds later, dialog closed, it read $28.62k. That is a rise of about 2.7k against a button that promised $2.6k and a plot whose units were printing single and low-double-digit cash per second — so the jump is the payout, not income. What the client does not print is how the total was computed: the cards carry no prices, so the relationship between ten-odd units and $2.6k is not recoverable from the screen. Our plots-and-slots and character tier list pages are the site’s record of what drives unit income in the first place.

Is the Auto Sell in Settings the Same Setting as the One at the Stall?

Whether one stored value sits behind both boxes, we cannot determine and this page will not assert. Two screens in this game use the words Auto Sell, and they look different:

Stall panel (option 3)Settings panel row
Title / label as printedAuto Sell panel, row reading Auto sell units below a 1 in [ ] chancerow labelled only Auto Sell
Value in our framestyped 1, 10, 100 in the recording we measured100t, then blank, then 200t in the recording we measured; 1t on the account our settings page filmed on 2026-09-16
Unit printed next to the value1 in … chance — odds language, spelled outnone — a bare magnitude with no 1 in and no chance
Empty stategrey three-dot placeholderthe same grey three-dot placeholder

Anime Dice's Settings panel in a second recording with three labelled rows, Performance set OFF, Music at 0 percent and an Auto Sell row holding 200t, while a +1 Luck II popup clips the right edge of the value box

200t, and not one word on the row saying what the number measures.

Watch the Settings row at 11:34

A plain number sits there with no unit label, and a plain number can be read at least two ways. It could be the same odds threshold with the shorthand left off — 200t meaning 1 in 200t, about two trillion times rarer than the stall’s 100. Or it could be a cash-shaped threshold for a sweep, in which case the two controls only share a name.

The person editing that row in our second recording answers half of the question himself, out loud, while the panel is on screen. At about 11:26 he says he wants to change “a one in 100 trillion auto sell”; a few seconds later, having typed it, he says “auto sell what, one in 200 trillion at least. So, there we go. So, now automatically things will get sold anything under 1 and 200 trillion”. That is the operator of the screen reading the bare 200t in the box as the N of a 1 in N threshold — the same grammar the stall panel spells out — and the frame matches his sequence by the second: 100t, then a blank box, then 200t.

So the two screens are at least the same kind of control, and nothing we found supports reading the Settings row as a cash figure: the row has no label of its own, and the only person we have on camera using it describes an odds threshold. What is missing is the evidence that would make them the same stored setting — one frame holding both panels, or one box moving after the other is edited. Neither recording we checked contains that.

What Could Not Be Determined From These Frames?

Everything below is a real gap in the footage rather than an oversight:

  • Whether the two Auto Sell controls are one stored setting. The two screens use the same 1 in N odds grammar, the same two words and the same empty-state placeholder, and the player editing the Settings row says out loud that he is setting it to a one-in-200-trillion threshold. What no frame shows is the two panels together, or an edit on one moving the other. Undetermined.
  • What the auto-sell sweep actually does. Not the interval, not whether it runs while you are offline, not whether it touches units already placed on your plot, not what happens to a unit exactly on the line.
  • Whether the sweep ran at all in our recordings. No unit leaves the account through it in any frame we sampled; the only sale we can measure is the manual inventory sale.
  • What option one, I want to sell this!, sells. The menu string is legible, the path behind it never opens on camera.
  • How the $2.6k total was computed. The cards print cash per second and the dialog prints one total. No per-card price, no fee line, no breakdown.
  • The red button in the Confirm? dialog. Visible as a colour at the panel’s bottom-left edge, clipped by the panel frame, unreadable.
  • The unit capacity ceiling. 30/100 is one account in one second; our plot slots page reads a different denominator in a different session.
  • Why the 2026-09-24 Settings capture prints three labelled rows — Performance, Music (0%), Auto Sell — while the 2026-09-16 capture our settings page uses prints a Roll Cutscenes row above them. We did not investigate that difference here; it is not a sell-system finding, and it is flagged for the next content round.

If your client shows the stall menu and the Settings panel at the same time, an auto-sell sweep actually clearing a unit, or the Confirm? dialog with the red button fully on screen, the contact page takes dated screenshots and we will credit them here.

  • Plot slots — the Backpack counter that fills up and the four-line stall menu this page opens
  • Settings — the other row called Auto Sell, read off its own frame with the creator’s spoken description
  • AFK farming — where auto-sell fits into an away-time loop, and why scripts are not the answer
  • Index and Backpack — the 1 in … odds scale this panel’s field is written in
  • Upgrades tree — the Unit Storage branch that raises the ceiling the stall clears
  • Update history — which build each screen on this page was captured in

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