- TESTED three queued customers, one paid, one walked away, 2026-11-04
- IN-GAME the objective card naming customers as a count
- OFFICIAL ONLY the store page promises customers without any rule
- NEEDS CHECK arrival rate, patience, and whether a long queue loses you the sale
The loop we watched
- A figure appears on the pavement outside the shop and walks in.
- It stops at the counter and stands in front of the till. The till panel opens
with
GIVE THE CHANGE. - You take payment; the monitor returns to
TOTAL: $0.00, the customer turns and leaves, and the next one steps up.
Nobody in that sequence was asked to fetch anything. The customers we saw bought from stock that was already on the rack, which is the reason stocking matters before opening.
What the queue looked like
At one point three customers were at the counter at once: one being served and two standing behind her, both in red Santa outfits with white beards. We are recording that as a skin and not as an event: the build is a seasonal one and we have no second build to compare against.
The objective card on the same screen read Checkout 2 customers, which is how
the game tells you that customer count is a counter it tracks — but it is the
tutorial's counter, not a shop statistic.
What we have not measured
- Arrival rate. We have not counted customers against the clock, so we will not print "one every N seconds".
- Patience. We never left a queue standing long enough to see anyone give up. If patience exists, it has not bitten us yet.
- What they buy. Two products were bought in our session; we did not record enough transactions to say what a customer prefers.
Each of those is a stopwatch or a longer session away, and each stays open until it is actually measured.
The counter is a queue, not a window
One detail worth writing down because it changes how you build a shop: the counter serves one customer at a time, and the rest wait in a line that forms inside the shop rather than out on the pavement. Nobody in our session walked past a waiting line to reach a second till, because the shop began with a single till.
If a second till exists, the queue behaviour around it is part of what we have not measured — and it belongs in the same list as patience and arrival rate above.
Why the skins matter for a guide
The two Santa customers are the reason this page does not describe customers as "a man and a woman". A seasonal build reskins the crowd, and a guide that fixes the crowd's appearance will look wrong the week the season changes. Wardrobe is decoration; the queue behaviour is the mechanic.
Last checked against the client: 2026-11-04 · client web build 2026-11-04