STORE MANAGER FIELD GUIDE
English

A shop floor, read off the client

THE SHOP, ROOM BY ROOM

The shop is one room, and every object in it is either a place to put stock, a place to take money, or a place the game sends you to. This page is the floorplan as we walked it, with the name the client prints over each thing.

1room, with no back area
2fixtures you interact with to earn
The counter end of the shop: the monitor reading TOTAL: $0.00, the card terminal beside it, a customer waiting, and a shelf of blue cans with yellow $2.80 price tags.
What this shows the three things the shop is made of in one frame: the money end, the customer, and the stock, all inside one open room. Captured 2026-11-04 Client web build 2026-11-04 Plate 1

The front: door, windows, board

The entrance is a glass frontage with a door that does not need opening — you walk through it. Outside, on the pavement, stands the A-frame board that carries your opening hours: OPEN 12:00 to 20:00 by default, editable with the SET OPENING HOURS panel behind it.

The windows matter more than they look. Customers arrive from the street side, and the queue that forms at the counter is visible through them from outside, which is how you can tell a busy moment from a dead one without opening a menu.

The floor: shelves and boxes

The selling floor is tiled, and the shelves stand on it wherever you put them. Each shelf holds a small number of units and prints a yellow price tag at its edge — $0.99 for the milk we stocked, $2.80 for the blue cans. The tag is the only place in the room that states a price.

Deliveries arrive as cardboard boxes on the floor. A box has three states and one label each: PICK UP when the crosshair is on it, an open lid after E, and an empty carton you have to carry out. Nothing suggests the boxes can be stored — they sit where they land until you deal with them.

The counter: screen, terminal, drawer

The counter is the money end of the room and it has three parts:

The hover label over the counter area reads CASH REGISTER, so the game treats the whole assembly as one fixture with one name.

The back: the computer desk

Behind the counter, against the wall, is a desk with a PC tower and monitor. Sitting at it opens the ordering terminal — Shop, Licenses, Services, Employees, and a cart. This is the only place wholesale prices are printed, and the only place a product can be bought.

It is also the only screen in the room that is not about the customer in front of you, which makes it the thing you use when the shop is empty and the thing you cannot use while a queue is building.

Outside: the bin

One object matters outside the shop: the bin, where the empty carton goes. The tutorial will not clear its objective until the box is in it, which is the game's way of telling you that rubbish is a mechanic rather than decoration — the reputation help card lists Dirty store as a way to lose standing.

What the room does not have

No stockroom, no back door, no staff area, no expansion corridor that we could find. What you buy in furniture goes into this one room, and the room is the whole map.

What we have not confirmed

Whether the floorplan can be changed, whether shelves can be moved once placed, what the ceiling lights do, and whether a second room unlocks at a higher level. All four are visible questions in the client and none of them were answered by walking around it.

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