STORE MANAGER FIELD GUIDE
English

A shop floor, read off the client

SIX WAYS THE FIRST DAY GOES WRONG

Every mistake on this page has a screen behind it, and the screen is quoted. Where a guess would have been easier we say "we think" instead of writing it as if we had measured it.

3mistakes the game itself names
1red card that blocks ending the day
The help card headed HOW TO LOSE AND GAIN REP: three red arrows for dirty store, overpricing and incorrect change, then three green arrows for correct change, low prices and clean store.
What this shows the game own list of what costs you standing — three of the six mistakes on this page are named on it. Captured 2026-11-04 Client web build 2026-11-04 Plate 1

1. Carrying the box instead of binning it

The eighth tutorial objective does not advance until the empty carton is in the bin outside, and the card stays red on screen while you carry it around. The trick is that "outside" means the street, not the shop floor: walking to the door with the box and stopping is where ours nearly ended.

The fix is one sentence: every box ends the same way, lid open, goods on the shelf, carton in the bin.

2. Getting the change wrong

The till prints four numbers and lets you build the difference yourself:

RECEIVED — what the customer handed over TOTAL — what the basket costs CHANGE — RECEIVED − TOTAL GIVEN — what you have put on the counter so far

AUTO is labelled as filling the drawer for you; we never pressed it. Doing it by hand is the only way we know to lose money in this game, and the reputation card names Incorrect change as a penalty, so the loss is not just the coins. We have not dared give the wrong amount on a real save to see what the panel does.

3. Pricing too high

Overpricing is on the same list of reputation losses. We have not found the screen that sets a price, so we cannot tell you what counts as too high — only that the game considers it a mistake you are capable of making.

4. A long shift on empty shelves

This one is judgement, not measurement. Shifts run from 8 to 12 hours and the customers keep arriving either way. A twelve-hour day with one product on one shelf is twelve hours of watching people find nothing to buy. Until stock can keep up, the shorter shift is the safer trade.

5. Buying furniture before the licence wall matters

The order terminal has a Licenses tab and eight product cards that read LICENSE NEEDED. Furniture, by contrast, is sold plainly — DRY SINGLE STORAGE at $150, SELF CHECKOUT at $750. A player with $25 can buy neither, but a player with a few hundred can spend it on a fixture while half the catalogue stays locked.

6. Closing with customers still inside

At 20:00 the objective card turns red and states the rule:

You can't end the day without dealing all the customers inside the shop

Any plan that assumes the day ends on the clock is wrong. The queue is the last thing you clear, not the first thing you abandon.

What the game does not warn you about

Nothing in the portal description, the store page or the tutorial prompt mentions any of the six. The tutorial teaches the loop and the help cards name the reputation penalties; everything else is learned by doing it once and reading the card afterwards.

What we still cannot put a number on

How much reputation one mistake costs, whether the gauge recovers on its own, whether a customer who leaves unserved is counted anywhere, and what Overpricing compares your price against. Those are the four questions we would answer next with a controlled session, and this page will be rewritten when we do.

Last checked against the client: 2026-11-04 · client web build 2026-11-04