- 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