Store levels, XP and a level display on the HUD.
XP from completed sales, with higher priced products earning more.
One tech point for each store level gained.
A tech tree for product licenses, carrying capacity, staff training, customer growth, security and expansion permits.
A separate cash upgrade tree for buildings, deliveries, checkout equipment, staff facilities, advertising and transport.
Upgrade prerequisites so some improvements require earlier purchases.
Product licenses that unlock more expensive merchandise.
Five case carrying by default, with upgrades to six, eight and ten.
The ability to carry different products together in one load.
Delivery trucks that bring purchased stock to the store.
A delivery yard with receiving storage, a packing table and delivery equipment.
A direct doorway between the delivery yard and storage.
A seated human delivery truck driver.
Optional bulk orders with packing, collection, deadlines and payment.
Restocker duties for unloading deliveries and packing bulk orders.
Daily events including heatwaves, concerts and supplier sales.
Daily reports showing sales, missed requests, empty shelves and delivery activity.
Product favorites that stay at the top of the order menu.
An Owner Desk for managing worker assignments and ordering policies.
Worker assignments by store area, category or individual product.
Shopping assistants who help customers make purchases and improve reputation after successful checkouts.
Automatic ordering based on stock targets, incoming deliveries and a configurable cash reserve.
Optional automatic pricing that follows wholesale changes and low storage stock.
Three challenge chapters that continue in your existing store.
Apples as an additional affordable product.
Auto Lights to purchase and place evenly spaced ceiling lights.
Auto Lights accounts for existing lights and rooms you build yourself.
Visible security camera coverage and placement previews.
A ceiling mounted dome camera with wider coverage and a higher price.
Actual finance line charts for revenue, spending and profit.
A Monday to Sunday calendar.
Individual weekly staff schedules, including overnight shifts and rest days.
Scheduled cleaning duties, including cleaning after closing.
Manual overtime paid at 1.5 times normal wages.
A closing policy that lets you choose between finishing checkout or sending customers home.
Staff mood and lasting fatigue.
Staff bonuses that improve mood and restore a small amount of energy.
Paid staff skill resets.
Cash upgrades for maximum daily opening hours of 16, 20 and 24 hours.
A notice explaining when an older store is no longer eligible for the leaderboard.
A 30 second recovery timer for stuck customer cars.
Reworked the parking lot with larger spaces sized for the car models.
Reworked vehicle routes through the parking lot and surrounding roads.
Extended the road network so traffic can leave behind the neighborhood.
Reworked the exterior with house models, landscaping, street furniture, improved surfaces and atmospheric effects.
Adjusted house scale and neighborhood spacing.
Connected garage driveways directly to the main road.
Added paths between houses and sidewalks.
Improved sidewalk textures, road markings and crossing alignment.
Improved delivery truck turning, acceleration, braking and reversing.
Improved truck movement smoothing.
Improved NPC routing around shelves, registers, doors and staff rooms.
Improved restocker shelf approaches and recovery when a route becomes blocked.
Improved navigation updates after building or moving fixtures.
Improved shelf and register access warnings during placement.
Reworked the Order & Prices menu into clearer ordering, pricing and automatic ordering views.
Made product rows and ordering controls more compact.
Reworked the Deliveries & Tasks menu.
Reworked the Finance menu.
Reworked staff scheduling, wellbeing and skill menus.
Rebuilt staff progression with shared skills and separate role branches.
Raised staff progression to level 20, allowing every skill to be unlocked.
Updated the starting tutorial to explain truck deliveries, unloading, receiving and shelf stocking.
Shortened menu descriptions, tips and other lengthy text.
Improved save validation, backup recovery and inventory accounting.
Fixed several causes of staff getting stuck around storage and break rooms.
Fixed restockers abandoning carried stock when changing tasks or recovering from blocked routes.
Fixed stock handling when workers finish their shifts.
Fixed fridge model orientation.
Fixed ceiling lights and cameras placing away from where the mouse was aiming.
Fixed overlapping text and broken layouts in the Order & Prices menu.
Fixed the Finance tabs displaying the wrong selected state.
Fixed normal NPC movement using running animations.
Fixed faster game speeds switching walking NPCs into running animations.
Fixed the cashier standing too far from the register.
Added cashier hand movements tied to actual item scans.
Fixed delivery truck facing and lane positioning.
Fixed delivery tutorial guidance around unloading and receiving.
Fixed chat trapping the player until a message was sent.
Fixed mouse look and cursor capture conflicts.
Fixed mouse capture during gameplay in both windowed and fullscreen modes.
Fixed cars waiting because of vehicles elsewhere in the parking lot.
Fixed people beside or behind a car unnecessarily stopping it.
Fixed delivery trucks freezing customer traffic elsewhere on the map.
Fixed parking clearance checks preventing cars from finishing their parking maneuver.
Fixed late car arrivals creating new shoppers after closing.
Fixed closing handling so unpaid goods are returned when customers are sent home.
Fixed carried stock and goods in transit being lost or counted twice during save and load.
Fixed older stores regaining leaderboard eligibility after being saved into another slot.
Removed the option to switch between humans and Terry.
Removed aisle and exit reservations that made cars wait unnecessarily.
Removed the older staff perk layout.
Removed the finance progress bars that stood in for proper charts.