STORE MANAGER FIELD GUIDE
English

A shop floor, read off the client

REPUTATION

Reputation is not a number in this game, it is a face. The panel shows a semicircular gauge running red to green, a smiley, and one sentence that tells you which way it is going — and that sentence is the only readout there is.

1sentence, not a number
3colour bands on the gauge
A light blue panel titled YOUR REPUTATION showing a semicircular gauge that runs from red at the left through yellow to green at the right, a large smiley face in the middle, a white needle pointing into the green end, and the caption YOU'RE FINE, YOUR REP IS CLIMBING KEEP IT UP!
What this shows the entire readout the game offers: no number, no bar value, a needle on a colour gauge and one sentence of English. Captured 2026-11-04 Client web build 2026-11-04 Plate 1

What the panel is

It opens over the shop as a modal: a title bar reading YOUR REPUTATION, a light blue card, a red X to close and a blue ? for help. Nothing else on screen changes while it is up, and the game keeps running behind it.

The gauge itself is a semicircle divided into three colour regions:

A white needle rests on the arc. In our capture it pointed into the green band, roughly two-thirds of the way round from the left.

The sentence is the readout

Under the gauge the panel prints one line of prose, and it is written as encouragement rather than as data:

YOU'RE FINE, YOUR REP IS CLIMBING KEEP IT UP!

That is the whole measurement. There is no 72/100 anywhere, no percentage, and no second screen with the history. Whatever the game tracks internally, the player is told about it in a sentence that changes with the band — which means the useful thing to record is the exact wording at each band, not a curve.

We have one of those sentences. The caption we have not seen is the one that appears when the needle is in the red, and we have not seen a mid-band sentence either, so the set is incomplete by design rather than by accident.

The six items the help button lists

The blue ? beside the reputation panel opens a second card headed HOW TO LOSE AND GAIN REP, and it does not hedge — it prints the whole list as two groups of arrows:

Lowers it (red arrow down)

  1. Dirty store
  2. Overpricing
  3. Incorrect change

Raises it (green arrow up)

  1. Correct change
  2. Low prices
  3. Clean store

The help card headed HOW TO LOSE AND GAIN REP, listing three red down arrows for dirty store, overpricing and incorrect change, then three green up arrows for correct change, low prices and clean store.

The game's own list, read off the ? button in the reputation panel.

That list is the most useful sentence in the whole build, because it answers three questions at once: change is judged (so handing back the wrong amount is possible and it costs reputation, which is what our till page left open), prices are something the shop controls (or the word "overpricing" would mean nothing), and there is a cleanliness system we have not touched yet.

What we have not established

Cleanliness is a system

Dirty store and Clean store appear on the same card, which means the shop floor has a hygiene value and something acts on it — a bin, a mop, or simply time. We have not cleaned anything and have not seen a dirt meter, so this is listed as a system that exists rather than as instructions.

How to open it

R is the key the portal's control sheet gives as "rotate furniture when moving / see reputation", and that double duty is worth knowing before you press it with a shelf in your hands.

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