- Staff now level up (1-10). They earn XP for actual work — scanning, restocking, mopping, catching thieves — plus a bit for time on the clock
- Higher level staff work faster. A level 10 cashier tears through a queue
- At levels 4, 7 and 10 they'll ask for a raise (+15%/hr). Grant it in the Staff menu, or ignore them for ten minutes and they quit on the spot
- Raise requests pop up a notification with a sound. If you're in a menu it waits until you close it, and it gets out of the way if you open one
- There's an auto-approve toggle in the Staff tab if you'd rather not deal with it. You still get a popup, it's just green and already handled
- Perk trees — every level gives an upgrade point to spend, plus $500/$1,000/$1,500 per rank. Everyone gets Conditioning (slower energy drain) and Hustle (faster walking), and each role has its own third perk: Fast Hands for cashiers, Pallet Jack for restockers, Intimidating for guards, Wide Mop for janitors, Leadership for managers
- You can rename your staff now. Their name and level float above their head, over the energy bar
- The Staff menu shows level, XP, wage, and a grant button when someone's waiting on an answer
- Everything saves with your store. Old saves just start everyone at level 1
- 10 new products — energy drinks, beer, cheese, hot dogs, chocolate bars, donuts, crackers, ketchup, and lounge chairs + wardrobes for the pallets. The fridges and snack shelves aren't so empty anymore
- Money shows cents now, so sales don't quietly round away their pennies
- Added a search bar to the Order tab
- Went over all the text in the game — menus and tips are shorter and read better
- One cashier per register. The spare rests in the break room and covers the till when someone goes on break, quits, or when you build a new checkout
- Cashiers grab the register closest to them, and a rested one will cut their break short if a till is sitting empty
- Customers can't cut through the back rooms anymore — no more shoppers wandering around storage or leaving through the loading bay
- Guards spread out on patrol instead of walking the same circle in a line, and idle janitors stop stacking on one tile
- A bunch of pathing work — NPCs stop making little U-turns, don't walk into shelf corners, and don't follow broken routes into walls
- Cashier scan speed actually shows at the register — items fly across the counter with a leveled cashier
- Janitors mop faster as they level
- Cashiers no longer take their break standing at the register while still hogging it
- NPCs getting stuck walking loops against a wall
- Staff nametags clipping at the top and scrambling after a reload
- Staff menu buttons squashing into vertical letter stacks
- Buildable WINDOWS — place glass sections on any outside wall of the building. Sections placed side by side merge into one long window, and every window (including the storefront you start with) can be bulldozed for a refund
- Windows survive expansions — when the walls move, your glass finds the nearest wall on the same side and stays put
- The break room and storage room are now connected by swinging staff doors, at every store size
- A full exterior makeover: brick walls outside, fresh plaster with wood wainscot inside, wooden shop floor, and a weathered concrete plinth wrapping the whole foundation
- Customers now buy up to 8 items per trip (sometimes doubles of the same thing), shown stacked two layers high in their trolleys
- Partial boxes can go back into storage — the crates track loose items exactly, and restockers grab opened boxes first before cracking a new case
- Restockers walk leftover stock back to the crates instead of dumping boxes on the floor, and multiple restockers split up so they never chase the same shelf
- Thieves aren't safe until they drive off — chase them into the parking lot and bat them to get every item back. The loss only counts when their car leaves
- Players can bat EACH OTHER — four clean hits puts someone on the floor (they wake up out front, no harm done)
- Sidewalk pedestrians can be batted too... but word spreads fast and your reputation takes the hit
- Saves now load your most recent progress automatically — autosave and manual slots compete on real timestamps, newest wins
- Finishing the tutorial hires nobody behind your back and turns future tutorials off automatically (Settings can turn them back on)
- Shelves hold 5 rows of 7 items, fridges 4 rows of 7 — and every single item in stock is physically on the boards
- Items spread edge to edge across each shelf's real width, and pallets only hold what actually fits on the deck
- Placement hitboxes hand-tuned for every fixture — no more shelves clipping into fridges
- Big-store performance pass: ceiling lights and display stock stopped casting thousands of shadows, distant shoppers stop rendering their trolley contents and thought bubbles, and the FPS dip at max expansion is massively reduced
- More shoppers across the board (+50%), with a proper noon rush — max reputation plus TV marketing now genuinely fills the parking lot
- Staff wages tripled and every role has a flat hiring fee (Cashier $400, Restocker $350, Guard $450, Janitor $300, Manager $700) — early hiring is a real decision now
- NPCs walk around obstacles smoothly instead of twitching in doorways — committed detours, capped turn rates, and a spin-guard that quietly rescues anyone caught in a loop
- Customers no longer get stuck in the doorway on their way out (or pirouette at the corner of the building)
- The tutorial's first-customer caption no longer splits into two floating text columns
- Wall textures line up on every wall — plank spacing, baseboards and brick all match regardless of wall size, inside and out
- A dozen wall seams, overlapping panels and flickering surfaces around the storage room, break room, storefront and corners
- The brown baseboard no longer floats mid-wall on doorway headers or smears across window ledges
- Trolley items sit inside the cart properly — no more floating groceries or clipping through the basket
- Pathing can still be a bit buggy. Contact me on discord reo69 or VC-Gaming.com discord at https://discord.gg/TXAjZ55ddn
- Guided first-day tutorial — every new game opens with a hands-on checklist: place your register, shelf and lights on glowing markers, order bread, pull it from the crates and stock it. Then sit back for a cinematic lesson as your first customer shops, pays, and tracks dirt through your store
- Tutorials can be turned off in Settings
- Storage crates — everything you order now lands in the crates in the storage room. Press E on them to browse your stock (sorted by category) and grab a case
- Restockers pull from the crates too, and the host referees every grab
- Night restocking (Manage tab) — restockers keep working after close at normal hourly pay, and clock out to the break room when the shelves are done
- Stock shelves and pallets by simply clicking them with a case in hand
- Bulldoze mode paints whatever you're about to demolish bright red
- The pallet's placement ghost shows its wood texture instead of a black slab
- Removed the Retro Car from traffic as it never loaded its texture and drove around as a black silhouette
- Dropped boxes, crate grabs and hand-offs can no longer duplicate stock in co-op
- Contact me on discord reo69 or at VC-Gaming.com discord https://discord.gg/TXAjZ55ddn
- Meet the Thief — the first masked thief to walk into your store freezes time for a quick lesson
- 29 achievements — profit milestones, customer counts, crime, max upgrades, selling every product, and a few you'll unlock by accident
- Walk-in customers — locals stroll the far sidewalk, cross at the zebra, shop, and carry their goods home in a bag
- Living street — pedestrians on the sidewalk, pass-by traffic, and roads that turn the corner at both ends of the map
- Cars now drive in on the actual road, pull into a bay, and leave out the opposite end of town
- Real surfaces everywhere — marked asphalt roads, worn concrete parking lot, tiled sidewalks, brick perimeter fence, and actual grass
- Death cam — get knocked out and you'll see your own crumpled body before waking up out front
- Carrying a case now shows what's inside above your hotbar, and the Order menu shows product icons
- Saves remember what your staff look like and what they're called
- Starting funds raised to $2,500
- Thief traffic is its own thing now — security doesn't scare them off, but guards and with the help of cameras catch them
- Leaderboard reworked to rank PEAK NET WORTH — building your store raises your rank instead of tanking it
- NPCs path through doors like adults — no more grinding into walls or piling up in corners, and anyone truly stuck rescues themselves
- Staff doors hang straight, mirror properly, and stop freaking out when you walk through them
- Doorway signs are compact nameplates sitting right above the doors, frames aligned
- Street lamps stand back from the kerb, trees only grow in grass, and the sidewalk clutter is gone
- You can walk over small ledges and curbs without jumping
- New hires arrive on the sidewalk out front instead of materializing in the floor
- Staff menu is now M (works from gameplay), and Escape exits build/bulldoze mode
- The pallet has a wood texture instead of rendering pure black
- Waking up from a knockout no longer leaves you stuck in the pavement
- A batted thief's car now leaves with them instead of hogging a parking bay
- Cars no longer freeze mid-lot on the way to their bay
- Roads, parking lot and sidewalks all meet flush — no more height steps or floating pavement edges
- The foundation's raw edge is wrapped in a proper plinth
- New game wipe is more dependable and reports exactly what it cleared
- None known at this time besides some visual clipping. Contact me on discord reo69 or join VC-Gaming.com discord at https://discord.gg/TXAjZ55ddn
- In-game chat (Enter) — messages pop instantly, linger 10 seconds, then fade
- 18 new products across four new aisles — Toys, Kitchen, Hardware & Appliances (basketballs, game consoles, power drills, toilets, fridges...)
- Pallet fixture — floor display for the big stuff: fridges, washing machines, BBQ grills, big screen TVs
- Wholesale market — case costs swing up to ±5% every day; the Order tab shows today's swing so you can buy the dips
- Storefront glow-up — tilted SUPERMARKET marquee with lamps, proper doorway signs, pendant-lit back rooms, and swinging staff doors on the break and storage rooms
- The store now sits on a real foundation with an entrance ramp
- Ctrl to crouch in first/third person
- Bus Route upgrade — bus riders add up to +45 shoppers on top of parking
- Skip the night (press N when closed) — staff recharge while time flies; waits until the last customer is rung up
- Global lifetime-profit leaderboard (Leaders tab)
- Loans reworked — borrow up to 50% of your net worth with a slider; 2–5% daily rate, fixed nightly payment, interest first then principal
- Shelf locks — aim at a shelf and press F to lock it to its product; unlocked shelves take anything once empty
- Player health — staff you attack fight back; get knocked out and you ragdoll, respawning out front 5 seconds later
- Robbers wear the Very Scary Terry Mask
- Expensive items are sought out less — price your luxuries knowing fewer people walk in wanting a $700 TV
- Thoughts got smarter: customers name what's missing ("No basketball?!") and the Thoughts panel keeps Today and Yesterday tabs
- The bat is trusted-staff-only — build or manage permission required to swing
- Reputation now heavily drives customer traffic
- Customers mostly want what you actually stock — fewer early-game complaints
- Robbers steal anything, priciest first, and never haggle
- Cashiers face the register, scan items, and finish the checkout line after close (paid)
- Staff drink their coffee then lounge around the break room and use couches
- Janitors and restockers split up instead of mobbing the same job
- Fly/build cam is much faster holding Shift
- Expanding the store no longer stretches the floor tiles giant
- New saves don't spawn you stuck in the floor
- Removed the mystery white bar at the front door and the white slab past the sidewalk
- BREAK ROOM sign no longer clips its last letter
- Glass is actually see-through, including published builds
- Your character wears your s&box avatar (no more spawning naked)
- Store menu is a fixed size and scrolls — no more giant stretched tabs
- Solid roof (only x-rays in build/free cam), no more ceiling light hitbox, no overlapping fixtures
- Customers no longer clip through walls or bounce off the doors
- Saves remember the time of day
- models preload
- The mop is now correctly called a broom
- I'm sure a lot please send reports to me on discord reo69 or join our discord at https://discord.gg/TXAjZ55ddn (VC-Gaming.com)