Implement a new prop: the logistics desk, located at the start of the devices tab
Add 7 more slots to saving and loading priorities' layouts in the employees' blackboard
Changed
Rework and unify all desks' logos and texts for cosmetic purposes
Make customers choose one of several sides on a shelf or store container instead of always going to the same spot
Fixed
Fix employees going to a weird spot when recycling boxes in plaza layout
Already owning a store and feeling like starting a new layout should require a small help? With the logistics desk you can have a modest quicker start by moving some money from your advanced stores to your current one. In order for it to be compensated the following restrictions are bound:
Can only transfer 1000$ for every day passed in your new store. Also gives franchise experience.
Game day must be below the store’s game day funds are being transferred from.
It is per-layout restricted, players will only be able to transfer a limited amount from a classic store to a plaza store, even if owning several classic stores. However, once another layout is released more funds will be available to be transferred, hence having a concept in which the more layouts you started, the more convenient it becomes to start a new one in a progressive way.
Changelog:
Implemented a new prop: the logistics desk. Located almost at the start of the devices tab.
Fixed employees going to a weird spot when recycling boxes in plaza layout.
All desks’ logos and texts have been reworked and unified for cosmetic purposes (security, announcements, etc.)
Added 7 more slots to saving and loading priorities’ layouts in the employees’ blackboard.
If a shelf or store container has several sides (marked with a red area when placing), customers will now choose one of them instead of always going to the same spot.
Add Plaza layout as the first selectable store layout in the store creation menu
Add new mystery decoration called The Enigma Cube
Add three new achievements for finding the new cat, demolishing every pillar and beam in the Plaza layout, and building the new decoration
Changed
Rework the store creation menu to allow players to choose different layouts
Display difficulty, current day, and layout in the public server lists
Rework how references work throughout the game, which may introduce minor issues in various aspects
Implement an extra customer flow factor for layouts with longer NPC entry and exit paths
Hullo! This update features the first layout: Plaza. Now that the base changes have been done, implementing new layouts should be way faster and next one incoming will the layout called ‘The Big One’.
How plenty of references work has been changed so there could be unspotted issues or minor broken features in almost every aspect of the game, if you happen to find any of these issues I’ll be quite active preparing hotfixes especially these following days. Also suggestions related to layouts are welcomed.
Changelog:
Reworked the store creation menu. Players can now choose different layouts when creating a store and the new Plaza store is now available.
Added a new mistery decoration: The Enigma Cube (?)
Implemented three new achievements. Finding the new cat and demolishing every pillar and beam in the new store layout and building the new decoration.
Difficulty, current day and layout is now shown in the public server lists.
Due to some layouts having longer paths for NPCs entry and exit, an extra factor has been implemented to have some more customers in those for additional flow.
Known issues:
Cameras position in new layout’s surveillance desk interface appear wrong and have to be fixed.
Due to the new opposing store’s entry doors, customers and thieves pathing may need some fixing based on suggestions.
Make sure that everyone is updated before trying to play multiplayer or there would be heavy syncing issues.
Added 13 new modern tile materials and their respective colors to the paintables tablet, increasing available painting materials to 230 options
Added 26 new props to the decoration tablets in the shape of shiny LED vases and some statues
Changed
Animals event is over and the cage decoration is unavailable again until next time, though placed ones will remain but do nothing
Save and quit is unavailable during day 1 to avoid money exploits
Fixed
Implemented a small cooldown on the close store button to avoid spamming, which prevents duplicated invoices on the next day
Employees and players' names should show correctly through hats and geometry again
Manufacturing units' number should update correctly on joining clients in the manufacturing desk
Corrected a repeated ingredient in the tiramisu recipe
Removed
Removed butter from cookies and pretzels optional ingredients as it was redundant
Hello! This small patch signals the end of the animals event. They will eventually make a comeback bringing more friends. Note that next update may take longer than usual as it is aimed to be the layouts update and it includes some delicate changes to the game’s core that require careful testing. Thanks for your patience.
Changelog:
Animals event is over and the cage decoration is unavailable again until next time. Placed ones will stay but will do nothing.
Added 13 new modern tile materials and their respective colors to the paintables tablet. This increases available painting materials to 230 options.
Added 26 new more props to the decoration tablets in the shape of shiny LED vases and some statues.
Implemented a small cooldown on the close store button to avoid spamming, which should prevent a problem that generates duplicated invoices on the next day.
Employees and players’ names should show correctly through hats and geometry again.
Save and quit is unavailable during day 1 for now to avoid some money exploits.
Manufacturing units’ number should update correctly on joining clients in the manufacturing desk.
Corrected a repeated ingredient in the tiramisu recipe. Also removed butter from cookies and pretzels optional ingredients as it was redundant.
A local zoo seems to have lost their animals again and now there’s an even wider variety of them out there. Place the Event Cage located in the decoration tab for the fun to start. How many different animals will you get?
Work is being done regarding new layouts, which should be one of the major updates of this year, details will be available when possible. Event will end in at least a couple weeks with a small patch upload.
Changelog:
Added five new more broom skins for the event. As with previous events, a chance to get the rest of the brooms also exists.
Added a new token: the Easter Egg token and a new gachapon machine.
Added 10 more manufactured recipes: rice with chicken, pasta bolognesa, burgers, soup, tiramisu, apple tarts, pumpkin pies, cookies, pretzels and smoothies.
Implemented a small achievement for having unlocked all available recipes so far.
Time acceleration stopping working while there are still tasks to do in the manufacturing department should be fixed.
Fixed an issue in which trying to grab a product with x ingredients with an empty box would return a message error.
Lobbies names in the Join Game menu are now passed through an experimental profanity filter. Also done as a first iteration for chat messages, and store and player names in public games.
Lobbies now keep latest player names, their Steam IDs and data joined. Related to next point.
Copy player logs button on main menu has disappeared (it’s easier to just drag them from the persistent data folder) and has been replaced by a button that shows the latest members played with for easier friends-list adding.
Manufacturing desk can now also be placed inside the manufacturing department.
Manufacturing desk will not send all items in queue at once and will instead wait until manufacturing units have less than 3 items in queue. This should make queues be evenly distributed.
Sensitivity values ranging from 5 to 6 are non-linear and each decimal escalates progressively higher than the previous, meant for some game controllers.
Manufacturing bags (any acquired manufacturing good converts into these) appearing in statistics desk have been excluded from now and won’t appear.
Small hotfix from a few weeks addressed the following:
Fixed sales device update flooding the logs with an error when trying to set a sale in a manufactured product.
Fixed some missing references with products that also spammed the logs.
Fixed not being able to take items out of a box in the ordering department.
Fixed an issue in which cleaner robots won’t appear for joining players due to some minor adjustments in February update.
Known issues: manufacturing desk’s list of products appearing blank for joining players in certain cases. Need more troubleshooting logs and information as can’t replicate it for now.
No animals were hurt during this event; they just dodge when trying to get them with the net catcher.
Hello! Improvements continue respecting the manufacturing department. The new desk should ease dealing with your selection of already created products by listing and allowing to send them to manufacturing units directly.
Manufactured products having a slight color variation depending on ingredients was going to arrive in this update but has been delayed as it heavily conflicts with a product optimization being done in the background when placing products and more investigation is required or a good workaround. Also, next update could feature more manufactured products so suggestions are welcomed.
Changelog:
Implemented a new prop: the manufacturing desk. Located in both the manufacturing tab and devices tab it allows to: check available recipes/number of manufacturing units and check the type and number of manufactured products present in your store or storage and send them to a global queue, then they will be sent automatically to manufacturing units as they are available.
Added a freezer version for manufactured products. Salads, sandwiches, etc. are now placed there. Cakes may move too in the future.
Added an unlabeled version of the manufacturing storage shelf.
Fixed an issue which would make manufacturing shelves overlap with themselves or actually anything.
Pending items in any manufacturing unit’s queue can now be removed when clicking on them.
NPCs shouldn’t go through the toolbox organizer anymore.
The perk that allowed player’s holding a box to visualize shelves with the product in the box now should work too for manufacturing.
Removed the temporary button in employees’ tab used for fixing manufacturing level.
Further reduced the scale of some items in the manufacturing unit tray so every possible ingredient can fit.
Employees in the role of manufacturing will give a warning message if they cannot continue to gather ingredients for a manufactured product due to having no existences of that ingredient.
Corrected brightness/light acting weird in the new manufacturing areas at the end of the store/storage.
Changed the reverse vending machine so it cannot be placed inside the storage, hence preventing access to customers.
Implemented the same grouping performance optimization being done when placing normal products but for manufactured products for a slight performance upgrade. This may be rolled back when activating different colors depending on ingredients.
Changed certain behaviors related to product data retrieval and there should be now a small reduction in memory usage.
Hello! There were many considerations to be made for the implementation of this department so sorry for the delay. This update serves as a first approach of the manufacturing department for public testing and will keep improving based on feedback. For more information and before additional suggestions, please read the considerations about manufacturing posted below the changelog as plenty of your inquiries may be mentioned there.
Changelog:
Winter event is finally over. The Abnormally Tall Mailbox cannot longer be placed and remaining ones won’t disappear but will do nothing.
Added 3 new departments in the space acquisition blackboard: the Manufacturing department itself, manufacturing extra store: which unlocks the final row in the current store layout and manufacturing extra storage, which unlocks the equivalent in storage. In order to save some performance painting the new spaces uses big slabs for now.
Added two new tabs: Manufacturing Shelves and Manufacturing Machinery. Machinery includes the manufacturing unity itself and the research unit. Shelves, well, includes initially one piece of furniture for each store and storage.
Added 20 initial recipes for the manufacturing department including a small selection of breads, pastries or cakes. Recipes can be unlocked by placing different products in the research unit and the same product can unlock several recipes. Research only happens while supermarket is opened (but ongoing researches will still finish when the store closes during night).
Added a new achievement: Superfood. Manufacture a recipe with at least 7 extra ingredients.
Added a new achievement: A Wider Array Of Products. Acquire all manufacturing departments.
Activated the manufacturing role for employees.
Demolition achievement has been adjusted for pillars and beams in the new areas.
Fixed Pixel Chest (opened) prop pushing players while in placement mode.
(Hotfix) Fixed ignoring collisions behavior that belonged to architectural tab having moved to Christmas tab.
(Hotfix) Fixed an issue in which checking the latest Christmas products in the Statistics Desk would crash the game or disconnect players.
Considerations about manufacturing:
A- The system has been designed to easily implement new manufactured products and recipes, so suggestions are always welcomed. It could also have initial flaws which will be improved based on feedback.
**B- **It is possible, especially if the array of products grows, that it won’t be possible to have all manufactured products in your market and a selection will have to be chosen. This isn’t detrimental customer-side as they choose randomly from your available selection placed in your shelves.
C- Prices cannot be set for manufactured products and they will be a pondered sum of all their ingredients, the more ingredients the more benefit for these manufactured products.
**D- **Improvements to model or at least a bit of color difference depending on ingredients is being considered. The problem is that this requires a new shader and could introduce a small performance overhead thus it is being studied if it’s worth it.
E- More shelves dedicated to manufacturing will arrive, including the unlabeled version of the current storage shelf.
F- A new device called the manufacturing computer could arrive in the next update so you can save your recipes and send them to the manufacturing units from anywhere in your store. Also to easily read your already placed manufactured goods either in your store or storage and order the production of more of those.
G- Manufactured products appear in checkouts as several types of colored paper bags.
H- For now employees dedicated to manufacturing also restock and manage storage boxes dedicated to manufacturing, if general consensus is that the restocking and storage tasks should be addressed/merged by the normal role it will be adjusted.
Limitations: manufactured products cannot be carried with a tray for now and the perk that lets players see where the locations are when holding a box doesn’t work (yet). Also checking the viability of showing the products required for a recipe in the tray’s tablet the same way they appear for ordering department.
Hello! It’s time for the winter event. For those not being here during last year you are about to meet Mr Grusch, instructions on how to summon him can be found in the changelog below. As with usual events it will last at least a couple weeks so everyone can have a chance to get all new brooms.
In other news respecting the manufacturing department, its implementation has advanced but sadly it isn’t ready yet, still missing the part for customers and employees to recognize the new role. Players will already notice that:
A- While manufacturing department icons appear in the space acquisition board, they cannot be pressed.
B- There’s a manufacturing tab with some elements in it but since they are tied to the department they cannot be placed yet.
Thank you for your patience.
Changelog:
Mr. Grusch is back! In order to trigger the winter event players should place the prop called ‘Abnormally Tall Mailbox’ located in the Christmas tab, wait until 21pm and watch out for any suspicious activity…
Added a new token and five new broom skins related to the event: the Bubblemaker, the 2026Broom, the Featherfall, the Starshine and the Snowglobe. As always there’s a smaller chance to get tokens for the previous event brooms.
Added 6 new seasonal products related to Christmas: Eggnog, Mulled Wine, Gingerbread Cookies Jar and gingerbread home and two chocolate jars in the shape of a snowman and Santa.
Added around 30 new pixel items in the Freaky Deco tab, also a couple cubes following that aesthetic that can be painted via the materials tablet. If any prop has snapping troubles, feel free to report them.
Added several mini-cubic-animals in the Freaky Decor tab.
Added a new pack of hats: the ‘Christmas Emojis Partners’.
Added 11 new materials with the Freaky Decor cube’s themes in the paintables tablet.
Corrected ‘Skipping tutorial’ localization only working in English.
Hello! Small patch signaling the end of Halloween’s event. If everything goes correctly next update should feature the new manufacturing department and should land around mid-december, still has some features missing and testing left to do so let’s cross our fingers. Christmas will include its usual event and some possible related seasonal products.
Changelog:
Halloween event is finished and the Whimsical Pumpkin cannot be placed anymore. Already placed ones will remain but will do nothing.
Added 12 new shelves for basic products.
Due to the occasional addition of new shelves and for better organization, main Builder tab has been renamed to Essential Furniture and a new tab has been added called Secondary Furniture with the new shelves. Also, some old secondary shelves have been moved to this secondary tab.
Added a new experimental tab to the builder called Freaky Decor, more… nerdy decoration will go there.
Added a small number of pixel cube props in the freaky decoration tab.
Customers will buy seasonal Halloween products more often during autumn.
Ceiling sign has a new color tone that matches Seasonal category, also alcoholic products’ color is now corrected.
Reverse vending machines now have a sound and small animation when a customer uses them.
Fixed an issue that would make the newspaper stand calendar pass from day 27 straight to day 1 skipping 28 and also affecting seasons.
Fixed an issue in which connecting clients wouldn’t see employees leveling up correctly.
Fixed seasons appearing as LocError in the newspaper stand. Localizations affected: French, Spanish and Hungarian.
Hello! It’s that time of the year where spooks and shivers approach again. Halloween spirit will visit your stores during night and if you want to summon the extra mischievous ghost… you only have to place the new Whimsical Pumpkin anywhere, the more pumpkins you place the more ghosts that will arrive. The event will be active for at least two weeks, even more depending on schedule.
This update also introduces a feature that has been requested from time to time: individual statistics for p.e. number of products sold and their individual revenue. For visualizing them a statistics desk must be acquired, maybe in the future the general stats that are shown in the manager’s blackboard will move there.
A reminder that a pack of Halloween textures exist in the paintables tablet!
Changelog:
The Halloween event makes a comeback; this time our naughty ghosts have brought more types of ectoplasms’ friends each giving a chance to get a token related to past events and brooms.
Introduced a new decoration required to summon the ghosts in the Halloween event: the Whimsical Pumpkin. It is located on top of the Halloween tab. Important: the amount and frequency of ghosts depend on the number of Whimsical Pumpkins placed up to a cap. If none exists only the music change and visual effects will occur during night.
Introduced 5 new broom skins related to Halloween.
Introduced a new product tier: seasonal, and its own color box.
Introduced a small pack of products related to Halloween: five different types of candy baskets.
Added a new device: the statistics desk. Players can visualize individual statistics for products here and several other stats. Note graphs may only start generating when having around 3 or more days’ worth of data. Suggestions for additional data to show or improving the desk’s interface are welcomed. Still have to analyze this desk behavior with really high amounts of data (like earnings on very advanced days).
Added a new device: the reverse vending machine. These are financed by the government so won’t cost your stores a dime, actually being compelled to recycle could make some customers add a couple canned or bottled products to their shopping lists…
Customers may sometimes add some products to their shopping list depending on season: ice cream or cold drinks in summer, gardening goods in spring, infusions in winter…
Added 15 cool new hats that should remind your customers to eat their vegetables…
Autosaving shouldn’t be affected by the time accelerating perk which sometimes caused corrupted autosave cases.
Autosaving now logs several steps when saving or loading. If by any chance your store has any problem with it feel free to attach the game’s logs so they can be studied which step fails.
Fixed an issue which made snow or rain go through one of the store’s corners.
Fixed an issue which made last hats batches not being able to be selected for employees.
Fixed one of the possible issues which could make a cashier get stuck in its assigned checkout.
Updated the game’s Unity version to address issue: CVE-2025-59489, a security vulnerability that has been found in all recent versions of Unity and could be exploited to allow it to run command arguments in order to load and execute native and managed extensions.
Hello! This update features some fixes and implementations related to the weather system and the first iteration of the new temperature desk and having basic temperature conditioning in your store. For more information on how this is starting to work read the changelog below.
Also a reminder that the last introduced achievement (pushing bystanders into the store) only works with 2-ways transit doors due to limitations for now. A solution is being pondered…
Changelog:
Implemented 4 new props in the devices tab:
The temperature desk, which will inform players of the required amount of air conditioning units their store requires. Air conditioning is only required from day 28 onwards and the penalty for not having them is not that much for now: a percentage of customers will leave sooner without buying a small amount of products in their shopping list.
Three different air conditioning units: two simple models for walls and one for ceiling. Air conditioning units also provide happiness for employees.
Good or bad weather now affects having some additional customers or not (this doesn’t affect current amount of total customers and is added as an extra).
Added a new perk which makes bad weather increases the number of online orders and triple the earnings players receive from that department.
Autosave should now remember end day values like day benefits, costs, times robbed, etc.
Continuing a store while there’s a more recent autosave will now give players a warning informing about this. A reminder that continuing a store the normal way while an autosave or manual save exists -will restart that day-. Also Latest autosave has been renamed to ‘Latest autosave / manual save’ to avoid confusion.
Time spent on a store reflected in the tab when loading the autosave should be now not affected by the accelerating time perk.
Fixed Farenheit degrees displaying wrong compared to Celsius in the newspaper stand panel.
Temperatures in the newspaper stand display panel should now update hourly.
Added a button to let the ordering department open automatically each day.
Bad weather should now reduce average temperatures of that day.
Fixed the recent issue in which placing an extinguisher back in its place would make some smoke appear for some seconds.
Fixed one side of Wooden Pallet B being darker than the rest of sides.
Fixed a possible issue which could make camera’s surveillance (which reduces thievery) not apply correctly when also owning announcement speakers.
Optimized last patch’s implemented paintables secondary textures’ sizes.
Fixed an issue which would sometimes make snow fall in a weird way (per waves).
Hello! This update introduces a newspaper stand in front of the store which will display several interesting information. Also a weather system is being slowly introduced and it is still in an early phase: will start affecting small aspects of the gameplay in next update like customers wanting more cold drinks in Summer and introduce several visual effects, like affecting sun light. More details below.
Changelog:
Implemented a new place in front of the supermarket: the Newspapers Stand. Apart from providing information in the future about certain city events, a calendar and weather’s data can already be visualized. Seasons are split in 4 28-days periods for now as having real 365 days terms could be too much.
Added a new perk: Persuasion Techniques.
Implemented a small rain and snow falling effect in their respective weather days. They should be more often in autumn and winter. In next update good weather days will attract a few more extra customers as opposed to bad weather which will attract less, in exchange there could be more online orders (the current overall number of customers visiting the store won’t be affected). Visual effects depend on player graphic settings (lowest shouldn’t see any).
Added two achievements related to the fire extinguisher and the new perk.
Added 15 additional exotic materials to the paintables tablet ones.
Fixed an issue in which dropping the fire extinguisher would make its smoke suddenly disappear.
Fixed an issue in which the wrong storename would appear in the ‘Latest Autosave’ field when changing save files.
Where’s the fire? For now nowhere. But… feeling your friend needs an extra incentive to work faster? Did that oblivious customer got stuck somehow on a spot and you are feeling helpless to help him? Thinking that thief deserves something more than a good broomin’? Your faithful extinguisher comes to the rescue, now available in the devices tab for a modest price.
Having introduced these kind of fire security assets may open the door for related events or even the necessity of comply with certain local safety laws?
Alien event has been deactivated until their next unexpected visit. The suspicious looking antenna is not available anymore, already placed ones will stay but will do nothing.
Implemented two new perks: Recruitment I & II. Each giving one employee hire reroll per day.
Implemented a new prop under the devices tab: the fire extinguisher. Pushing NPCs around is experimental and it will have to be checked if it introduces problems with their navigation.
Implemented 6 additional decorations related to fire extinguish and detection: more extinguishers, hoses, alarms, smoke detectors…
Autosave now remembers spawned trash during the day and shouldn’t create a bunch of them when loading the game at advanced hours.
Some systems are having trouble trying to play an announcement in the corresponding desk hence not being able to get the related achievement. The achievement has been changed and will trigger by only having a desk placed at the end of the day instead.
Made significant improvements to the autosave behaviour stability. (Uploaded as hotfix)
Implemented a backup button in the debug menu (Shift + F6 in main menu) to try to recover affected saves by an autosaving bug that seemed to affect some systems. It should at least recover the previous day before the last played. (Uploaded as hotfix)
Howdy! It’s been a full year of weekly updates and it seems some visitors from the outer space are here to sow a bit of chaos. In order to accept their humble visit players will have to purchase and place the decoration item called ‘Suspicious looking antenna’. Event will last between a week and two weeks.
Changelog:
Implemented a new event: the alien invasion. Triggering it will make some naughty visitors spawn, most of them will give a new token for receiving the latest brooms and some of them will award old tokens.
Implemented a new pack of products that should be related to the future implementation of the manufacturing department and bakery production.
Added a new decoration to trigger the new event: The Suspicious Looking Antenna.
Implemented 5 new broom skins tied to the new event. There’s a chance of also receiving the old event brooms.
Fixed some incorrect shadowing in the newly implemented half pallets textures.
Reduced the size of secondary textures in the case of advertisement panels. As always, in the cases where the visual loss is negligible.
There will be an announcement this weekend in the Discord’s channel about changes in the current pace of updates, so feel free to join using the link below for more news.
Hello! Here’s some smaller versions of the existing pallets and more decoration. A few additional products could arrive next week and will play a special role in the future manufacturing department. Note next update might also be delayed some days in preparation for an event.
Changelog:
Implemented a half version of the existing pallets.
Implemented 20 benches for additional decoration.
Fixed an issue in which pressing [Drop Key] would make the tutorial skipping dialogue appear even if the game is in an advanced day without possible tutorial.
Fixed an issue in which advancing a day while a tutorial dialogue was activated would make it become stuck until the game was restarted.
Autosave now remembers the last time some furniture broke so when a game is continued several devices won’t break instantaneously again.
Corrected a couple missing localizations in the perks and space acquisition blackboard in certain languages.
Fixed a rare case in which a tool could disappear from player's hands if placed in the wrong organizer.
A way to reduce the lag spike when the announcement plays is still being considered. Have tested an optional system but deprecated it when also introduced even heavier lag, will have to tweak the current implementation.
A reminder that in order to load the latest autosave the new tab that appears at the right side of the Load Store menu must be used. Clicking ‘Continue’ in the usual store menu will start that day from the beginning.
Changelog:
Autosave will now try to spawn boxes that were left lying around in the store or outside, up to 250 for now to avoid loading performance problems.
Autosave now remembers if there are boxes to spawn left from shopping list after acquiring them and will continue to spawn them.
Autosave should now also set wether checkouts lanes are opened or closed.
Employees assigned to ordering should now drop boxes in storage on floor if it’s the last product remaining in the box.
Fixed an issue in which the announcement system wouldn’t play its message in the language that was saved.
Fixed an issue in the announcement system which could cause it to get stuck in a loop and don’t work again.
Announcement system now also plays another bell sound when main audio has finished.
Implemented two new buttons in the announcements desk that allow the bell volume to be adjusted independently of main message.
A more robust code on the announcement system should now prevent messages from stop playing before they finish. (Report if this happens again, could have other causes)
Players can now directly skip tutorial by holding the Drop Item key for 5 seconds. Tutorial’s first message now references this.
Progression for cashiers ability to check out several product at the same time has been nerfed slightly.
Fixed some phrases without a proper localization in the Load Store menu.
Hello! Implementing a new trivial feature: the announcements desk. The Text-To-Speech system it uses is still a bit experimental so it could have some problems while in its testing phase. The size of the patch is due to the voice libraries attached. There’s currently a lag hiccup when an announcement plays (due to voice libraries being loaded), it is being investigated how it can be mitigated…
Changelog:
Implemented the Announcements Desk and the Wall Speaker. Players can use the desk to program 10 different messages which will sound via Text-To-Speech from placed speakers. Voices with increased quality will replaced current ones if better voice files can be found and the same with additional languages.
Added a small achievement related to the Announcements Desk.
Added 15 more materials to the paintables tablet. Total is now 187.
Debt collectors should be able to access some additional private areas.
Autosave should now also keep if order packaging department was opened and its values (Orders already in progress on a table will be lost).
Optimized and reduced size of part of the paintables secondary textures. Again, did so where the visual loss is almost negligible.
Improved the selection in the Builder's tab so no icons should appear out of screen now.
Small patch this week but implements a first iteration of a feature that has been asked in forums, private messages, email, event comments, Reddit, Twitter, etc.: Autosaving. Hopefully that demand is now closed (but feel free to comment on how to improve it or report any malfunction). At least players won’t lose entire hours of progress if p.e. they spend two hours remodeling and painting their store and the game crashes.
The actual implementation doesn’t save for now:
Several details like if the ordering department is opened. To be fixed for next week.
Boxes left on floor. Might be fixed for next week and -might- consider if they are also saved when ending the day too.
NPCs and employees positions and chores. Viability of this is being studied as there are plenty of values to save and synchronize per entity.
Some other small details to be addressed like closed checkouts lanes.
Changelog:
Added 10 new oriental-themed lights.
Implemented a ‘beta’ feature of Autosaving and Save and Quit. Autosaving is disabled by default and can be enabled in the load store menu and time can be chosen ranging from an interval of 5 minutes to 30 minutes. Save and quit button is available for hosts while in escape menu. Once a save has been generated either from autosave or save and quit, the option to continue will appear in a new tab in the Load Store menu right side.
Optimized and merged textures from products nº87 to 116.
Fixed an issue in which ordering employees wouldn’t earn experience (was awarded to restocker instead). A reminder that employees in the ordering role will add an additional product to their orders for every two levels.
The big red icon that appears over a furniture when it breaks should now correctly disappear if that furniture is sold or move accordingly if the furniture has been displaced.
Corrected Human Resources perk cost showing 6 instead of 5 (5 is the correct number even if it unlocks 6 employees)
Optimized and reduced the size of some of the NPCs secondary textures. The visual loss is almost negligible.
Removed some props belonging to the city that were out-of-sight for a tiny performance gain.
Hello! It’s been a while since the latest product implementation, here's a few more.
Changelog:
Implemented 14 new products split in two new groups: Produce V and Sweets and Snacks VII.
*New produce: garlic, mushrooms, bell peppers, lettuce, coconut and cauliflowers.
*New snacks (dried fruits): peanuts, almonds, hazelnuts, pistachoes, raisins, cashew nuts, shelled walnuts and coconut chips.
Optimized and merged textures from products nº32 to 86.
Toilet paper and paper towel now feature a new experimental model iteration with no transparencies. All products will eventually drop all transparencies for better shader performance, especially some meat products with bugged visuals depending on point of view.
Fixed an issue in which if an employee would take an order while a player was choosing one on a table, the employee’s order would remain there and could not be accepted. It should update correctly now.
Added interface buttons to close Order Packaging tables so players don’t have to press escape or any assigned button to do it manually.
Fixed a localization error in the button for globally assigning the packaging role for every employee. Also disabled the manufacturing role button for now.
Corrected material nº 6: WoodPanelWall. It had a slight change of tone when loading the game versus when recently placed.
Fixed an issue in which the new Packaging employee would sometimes freeze in a spot when taking a product and had to be restarted via the employee's board in order to work again.
Small routine patch: employees can now be reassigned to a first iteration of the order packaging role. Earning experience in packaging will make them move faster in that role and add an extra bonus product to the order per two levels up to a cap.
Changelog:
Employees can now be assigned to Order Packaging. Employees won’t use tables but for now will instead roam around taking items in their order box and carrying them to placed pickup points so ordering tables are left free for players. If possible they will always prioritize taking products from storage, then store.
Implemented three new statistics/leveling for employees: technician, ordering and manufacturing. Manufacturing isn’t implemented yet but it was something very convenient to do now.
Modified the employee’s tab interface to reflect all the changes above: a new bar of stars for each new competence. Already hired employees new values (technician, ordering and manufacturing) will be an average value calculated considering the old levels: cashier, restock, storage and security.
Cashier employees will now check out several products at a time depending on their level. They incrementally earn experience slower from now on though.
Due to the new addition of the technician role, furniture and devices can now also break in difficulty 0. There should be an average of 2 broken devices per day on difficulty 0 up to around 8-10 on difficulty 10. Earning experience will make technicians move and repair faster.
Fixed not being able to be place lights on the ceiling of the Order Packaging department.
Fixed NPCs yelling twice when slipping over a patch of water.
Hello! Employees now have a new role. Some pre-steps have been implemented to allow employees to also be assigned to Order Packaging so that will probably arrive next patch.
Changelog:
Implemented a new role for employees: Technician. Technicians will fix stuff broken around the store and will help carrying cardboard bales to the trash spot. Storage crew no longer recycle bales. For now there’s no experience gaining and leveling associated to the technician role but there will be.
Introduced a new type of fixing case: fridges and freezers now enter the pool of furniture that can break and will create a water puddle which makes NPCs slip and fall. If a player steps on a water puddle while running they will slip similar to when receiving a broom hit.
Implemented two new achievements related to repairing. First one is per-player and only requires one repair, second one can be shared between players and employees count too. Also a new statistic related to how many devices have been repaired now exists.
The same piece of furniture or device cannot break twice the same day from now on.
Added an animated wrench as a visual effect when fixing anything.
Customers getting in line of sight shouldn’t interrupt fixing progress anymore. Not applied to placing products or pricing yet as that requires completely rewriting something else.
Items already inside the table’s packing box in Order Packaging will now be substracted from the blue tray’s tablet list. Note this is for now a per-player local feature, items added by other players won’t get substracted.
Improved the breaking control behaviour and there shouldn’t be more cases of floating symbols in the store’s entrance.
Fixed a small general problem in the perks blackboard that made some perks visually require one single previous upgrade but actually required more.
Fixed an issue in which if another player carried a toolbox, the rest could fix repair events even without holding a toolbox themselves.
Known issue: customers complain twice while slipping, one of those complaints being irrevelant as it is the same type of complain as with being hit with the broom and will be removed.
Hello! Small patch featuring the new mechanic that allows some elements in the store to randomly break. Repair events only happen in difficulty 1 and above and from day 21 onwards and will be extended to freezers, fridges and maybe lights. The daily amount of events depends on difficulty and number of players. Next update will feature more cases and employees being able to help with them in a new role: technician.
In other news, the maximum number of employees has increased by 6. These new employees may be necessary for the incoming new priorities including technicians and several department managing.
Changelog:
Implemented a new item: the toolbox. Players can use it to fix different events happening in the store, for now:
Cardboard Bales can break and the amount of boxes required to produce a bale will increase.
Self-checkouts can break and customers will take longer in using them.
Implemented a new tool organizer which can hold two toolboxes. Note there isn’t any placed by default so players will have to do so.
Introduced 6 new employees and modified employees’ tabs in the manager’s blackboard with scrollbars for extended visualization.
Added a new star perk that unlocks the introduced pack of employees: Human Resources.
Fixed an issue introduced in the last patch in which players could duplicate tray contents just by taking and dropping them from the new organizer.
Fixed a paintable panel just above the Ordering Room’s door not reaching the ceiling.
Fixed some negative colliders cases in the newly implemented organizers which seemed to flood the game’s logs in some situations.
Corrected a small problem in the customers compensated lists that made the chances of some of those list not apply to the total weight correctly.
Hello! It was about time to put things in order and now those pesky tools around the store finally have a place where to be stored.
Work is slowly being done regarding a new department and employees being able to be assigned on them, new department will probably be related to bakery or similar. Problems posted both in forums and Discord are being sortened on a list and gradually being addressed, thank you for your patience and collaboration.
Changelog:
Implemented 6 different tool organizers. Players will be able to take or leave in them the following items: brooms, trays, price scanners, ordering devices, sales devices and sledgehammers. They are located in the devices tab for now.
A sample of each tool organizer has been added as default in the manager’s room or just outside and most brooms and tools scattered around the store have been removed as well as the tablets inside the manager's room.
Optimized and merged the second pack of products for optimization. Have to do this 16 more times.
Security employees will now show the same broom skin as the host.
Ordering department can now be painted (in big chunks for now).
For the players that may have the corner shelves out of reach problem introduced some months ago and that haven’t been able to catch with the blackboard fix which has just been removed, an additional backup option has been implemented. hosts can just type this in the game’s chat: corner_shelf_fix
Fixed Wooden Pallet A slightly being offsetted, which messed up with snapping.
Started adding some background behaviours in preparation for future departments and additional employees’ priorities.
Animals event is finished and the cage decoration has disappeared from builder until next time. Already placed cages can remain in the store but the event will not trigger.
Hello! Small patch mainly featuring additional ways of displaying URLs in the shape of advertising billboards. These may be considered in the future to perhaps boost a particular product’s sale by giving it extra exposure along with more variants like interior market panels.
Animals event is extended and will finish day 11th with next patch.
Changelog:
Added 7 new picture frames in the shape of advertising billboards, for now they can display city’s custom pictures but URLs can be set as with normal picture frames. Some are double sided so, similar to ceiling signs, make sure the front side is not aiming at a wall to avoid camera problems when modifying them.
Added 13 new hats to the existent collection.
Fixed an issue in which employees would drop a box instead of a cardboard bale when carrying the latter.
Cardboard baler animation now shows the correct inserted box color.
Fixed an issue in which you could place an order box in an already occupied spot in the Order Pickup Point.
Event cage now blocks NPCs correctly.
Slightly boosted the gains for recycling cardboard bales.
Fixed an issue in which the camel’s event would sometimes appear lying on floor.
Ceiling sign now has an arrow indicating which side is front while placing it.
Store creation menu now shows additional data like a world map or a store layout display for internal testing of possible future features.
It’s possible some unexpected visitors will be attending your business these days.
The event is optional and will only trigger during the working day if placed an event cage located in the decoration tab. This is a time limited event running until day 4th (may be extended to day 11th).
Changelog:
Implemented a new decoration element: the event cage. Placing it will start the mini-event every day and spawn some net catchers. Once you’ve captured an animal with your net, deposit it in a cage to receive a token. There’s a chance to get a rare animal which will award a star token of the Christmas event to get that batch of broom skins too!
Implemented a new token type for the gachapon machines: the moon token. Also the red gachapon machine is now operative.
Implemented 5 new unlockable broom skins as a reward for the event, require the new moon tokens. Chains broom physics are still functioning awkward.
Beer barrels are now stackable in pallet displays.
Moderately boosted the amount of money order packaging gives.
Fixed an issue in which products could be moved and placed on a table with no order assigned, items would remain invisible inside the box until an order was accepted.
Fixed an issue in which players could take items from another table different from the used one while order packaging, this would lead to product duplication.
Fixed an issue in which the new button to turn off autopay invoices would not display any text in certain language localizations.
A message now appears if trying to place lights above the limit when said limit is activated redirecting players to deactivate it in the corresponding menu.
Hello! This patch should fix some of the issues the order packaging department introduced in the latest update. Apologies for those having the non-saving error at the end of the day having wasted their working day. If the issues keep happening feel free to upload your game’s logs either on Steam forums or in the Discord’s issues channel.
Changelog:
Order packaging department is now automatically turned off every new day. For now the current implementation prevents turning it off during the same working day.
Order Pickup Point should now be placeable outside.
An issue in which players would get stuck in the end day screen should be fixed, but keep reporting if it keeps happening as it could have several different causes.
Some aspects of order packaging have been rewritten for better server-client synchronization. This caused problems like order customers standing idle. Same as above, report if there are discrepancies between host and the rest of players.
Added an option for players to disable or enable invoice autopaying. The button is located in the invoices tab in the manager’s blackboard just above the ‘Pay Invoices’ button.
Items should not remain stuck when dropped in the stripped areas of the ordering tables anymore.
Adapted demolition achievement so now beams and pillars in the new department count too.
Items on tray should now look forward at the player so p.e. players can properly identify seeds types.
Severely dropped the extra amount of order packages that a high difficulty makes appear and only a maximum of 4 orders can arrive at once depending on players count and difficulty.
Players should now being able to paint through the elephant to get unreachable paintable tiles.
Fixed an issue in which employees wouldn’t be able to enter the new department.
Order tablets in blue tray should now appear if accepting an order while holding it.
Orders tablets in blue tray should not react anymore when pressing E while chatting.
Hello! Today’s update features the first iteration of a department. As always remember there could be some problems not found during testings and many changes and improvements during the incoming days will depend on player’s feedback. Ideas to make the box packing more compelling are welcomed.
Also linked below is the recently created developer Discord. The main reason for this is that there are a lot of issues that keep getting repeated on forums and having them organized in a better way should help players solving them and save time on the developer's end. Note this server is not only dedicated to SMT but will also harbor future projects both our own or the ones resulting with certain alliances with studios, as the one already starting to being published in one of the categories.
Feel free to join and check on the inaugurational one-time DLC giveaways for Steam and to know future details about possible events, including a possible store decoration contest with prizes if we can decide on the most appropiate and fair way to set this.
If you are a content-creator know there’s a dedicated channel for you. Also understand that during the early days of the server there could be a period of accommodation until everything works smoothly.
Changelog:
The first department is now active for acquisition in the expansions blackboard: Order Packaging. Acquiring some particular storage spots will be required.
Added a new decoration in the devices tab related to Order Packaging: the Order Pickup Point. It is required to have at least one so customers can arrive to pick their orders up.
Added three new achievements related to the new Order Packaging department.
Added two new statistics: online orders completed and money generated by online orders.
Fixed an issue in which reaching the 100 decoration achievement would also award the 200 one.
The number of invoices required for the achievement has been reduced from 50 to 25 to make it less tedious.
Beer packs should now be stackable vertically on shelves.
A new shelf type is now available for bulk displaying the biggest products. Pallet displays are locked behind a star perk at the end of the improvements tree so they cannot be accessed from early stores.
If the schedule and all testings go accordingly, next week the order packaging should arrive along with a prepared circumstance. Note next update may not coincide with the usual Wednesday release but could happen any day of the week.
Changelog:
Added a new star perk: Pallet Displays.
Added five new buildable pallet displays unlockable by previous star perk: Basic Pallet Display, Wooden Pallet Display A and B, Plastic Pallet Display and Tall Pallet Display.
Added two new statistics to the manager’s board: number of items taken by customers thanks to sales and number of paid invoices.
Added a second batch of achievements related to the statistics just above, also an extra one about finding the missing cat.
Fixed an issue in which storage crew wouldn’t sometimes react if there are cardboard bales to recycle.
Basic gamepad product is now smaller and box contains twice as much.
Introduced a button in the main menu that forces option settings to be restarted. Players not having settings saved due to corruption may try to use this, if forcing is not possible the game should return an error which the player could use to file a report.
Corner shelf fix board next to the opening switch has been removed.
Fixed an issue related to the robot cleaners initial positioning and which was especially spammy in the game’s logs.
Reduced Cardboard Baler main audio’s volume and reach by around 50%.
Today’s update features new achievements and the requested introduction of several types of paintable beams shapes. Please take a look at the new experimental function only present in the architectural tab: pressing [Drop Item] will make pillars, walls or other elements ignore collisions. Use this feature for decorating with caution.
Work is continuing regarding the introduction of purple departments. Some of you may be impatient for the order packaging update and it may be delayed to coincide with a major game event. Thanks for your patience.
Changelog:
Implemented four paintable ceiling beams basic types as decoration in the architectural tab.
Holding [Drop Item] while placing architectural elements with the builder tab will now make the placed element ignore all collisions. Players can use this for placing p.e. a pillar in a wall or merging a wall module in an intersection. Be careful not to place these elements in furniture’s red areas as it could create soft conflicts.
Cardboard baler now has an animation when used.
Added 5 new achievements, all of them collective excepting the first one:
Suffer the consequences of not paying a bank loan (get hit by a collector)
Two achievements related to reaching a total amount of 10 and 50 sales respectively.
Inserting 500 boxes in the cardboard baler.
Recycling 40 cardboard bales.
Statistics menu in the manager’s blackboard now reflects some of the values related to the achievements above.
Customers should take items from top to bottom shelves’ rows instead of doing the current opposite.
Debris dust when demolishing a pillar or beam will only appear in high performance mode. Some players have reported slowdowns in the lowest graphic settings.
Updated some icons in the architectural tab with better versions.
Added the word ‘Drink’ to red, green and black tea bottles so they don’t get confused with infusions with the same name.
All security employees should now help with picking ground products if no customers left and during night closing hours.
Hello! Let’s welcome a new friendly device called the Cardboard Baler: it should save trips to the trash spots for both players and employees.
Changelog:
Implemented a new device: the Cardboard Baler. These can be placed anywhere in the storage and when players or employees deposit 10 empty boxes in them, a cardboard bale will be returned. Bales can be recycled for their equivalent in funds. Restockers will use the closest one to their positions and the storage crew will be the responsible to detect and carry bales if they haven’t got anything else to do.
Fixed an issue in which supermarket letters would always glow green independently of chosen color after loading the game.
Implemented two new option settings: being able to disable offensive NPCs comments and being able to set camera’s FOV while in blackboard events. Players with a different screen aspect ratio may find this last option useful so everything fits their screen.
Images’ borders in picture frames should now adjust to the edges correctly.
Staffroom’s jail corner and the jail itself can now be painted.
Fixed a critical issue related to one product (gaming console) with wrong data assigned. Some scripts interacting with it could cause rare crashing or just plain errors.
Fixed some colliders in the main scene being negative (interactions sometimes would return spammy messages in logs).
Fixed an obscure issue in which there would be a small chance a customer with a custom shopping list would do literally no shopping due to an error in the randomness of the behavior.
Extra advancements have been done (and also undone) regarding Order Packaging. Gameplay decisions are still being considered.
Hello! This week features just a small technical patch as work is being continued on the Order Packaging department update. This new department will hopefully arrive in the imminent weeks. Also note that this patch or incoming may have an increased size due to textures optimization or reorganization.
For player's reporting employees not appearing remember to pay your wages invoices and have at least a shelf and checkout in your store. For unsolved particular cases create a post in Steam forums.
Changelog:
Progress has been made on the Order Packaging department and certain visual changes can also be seen from the department’s door.
Implemented two simple experimental wall planters along with two similar panels to combine them with (sample usage image linked below). Suggestions on wall planters variations are welcomed.
Optimized the first 16 products in the game to use an unique merged texture and hence slightly reducing CPU/GPU’s load. The gain from this will be more noticeable as this is progressively done with all 300 products.
Implemented an option in the Load Store menu to override the light count limitation introduced in one of the latest patches. Players wishing to explore if their hardware and store can manage a high amount of lighting can now still continue to do so.
Improved the items tray so if it only contains one product’s type then it can be used to set that product on empty shelves like it’s currently done with a normal box.
Corrected an issue in which customers who took products on sale would be less prone to use self-checkout.
Supermarket’s name letters should now illuminate during nights (darkest colors are dimmer).
Fixed Large Planter B floating a bit above ground.
Fixed a small amount of light types blinking when looked at a steep angle for some clients.