About the Game
Up to 16 players or go solo
Split the action with your friends: the more players in your supermarket, the more demanding customers will become. You can also choose to go solo and inflate the difficulty artificially if you are feeling hard-working.Unlock franchises and perks in the skills blackboard
Owning a successful supermarket grants Franchise Points: use these to advance in the skills blackboard and add more advantages to your business like unlocking products or improving your employees performance.Acquire shop space, storage or extra facilities
Expanding public space allows player to offer more and better merchandises. A fully improved store can harbor up to 49,000 products in its shelves.Over 300 different products
Discover over 300 products including the basics. Updates have progressively added new categories like pharmacy, produce, electronics, child care or gardening.Departments are here to stay
Once your business thrives you can start thinking in acquiring departments. Prepare online packages for your customers or make your employees do it. Manufacturing department is going to arrive quite soon!Do not neglect secondary duties
Extra activities like cleaning make customers happier. Careful with shoplifters, catching them red handed will prevent finances leaking at the end of the working day, acquire a CCTV system to monitor their activities! Also demolish those pesky pillars for better decoration placing and navigation for your customers.Eighteen employees available for hiring
Going solo? No problem, you will be able to hire your own crew. Name them and level them up in 7 different roles: cashier, restock, storage, security, technician, packaging and manufacturing. When assigned to a role they will earn experience in that respective job and earn advantages from it!
Screenshots
12 images
Version Information
Steam Patch Notes
Official update history
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.
https://i.postimg.cc/15GD2hW8/Discord-Image.png
View on Steam
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.
https://i.postimg.cc/15GD2hW8/Discord-Image.png
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.
https://i.postimg.cc/15GD2hW8/Discord-Image.png
View on Steam
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.
https://i.postimg.cc/15GD2hW8/Discord-Image.png
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.
https://i.postimg.cc/15GD2hW8/Discord-Image.png
View on Steam
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.
https://i.postimg.cc/15GD2hW8/Discord-Image.png
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.
https://i.postimg.cc/15GD2hW8/Discord-Image.png
View on Steam
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.
https://i.postimg.cc/15GD2hW8/Discord-Image.png
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.
https://i.postimg.cc/15GD2hW8/Discord-Image.png
View on Steam
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.
https://i.postimg.cc/15GD2hW8/Discord-Image.png
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.
https://i.postimg.cc/15GD2hW8/Discord-Image.png
View on Steam
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.
https://i.postimg.cc/15GD2hW8/Discord-Image.png
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.
View on Steam
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! 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.
https://i.postimg.cc/j29sGmSm/ST-Sample.png
View on Steam
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.
https://i.postimg.cc/j29sGmSm/ST-Sample.png
Hello! This patch implements a very requested decoration: a wall frame players can place and choose from different stock pictures. Cosmetic DLC owners can also choose images from the net. Work continues on other fronts.
Changelog:
- Implemented a new decoration: the painting frame. Players can choose between 50 stock pictures and owners of the cosmetic DLC can type valid URLs for syncing images on the net. URLs are not allowed in stores with public visibility. Players can also choose the canvas dimensions.
- Implemented a new Star Perk: Logistics. Players acquiring it will be able to have a visual cue on a product’s position either in store or storage when holding a box of that product. This perk is not located at the end of any tree but relatively close to start.
- The number of lights players can have in their store has been limited to 240. Due to some players sharing logs it has been found that having too many lights can cause cases of black screens in certain graphic’s qualities. A counter in the builder’s lighting tab reflects the current number of placed lights. Further testings will be done and a toggle will be added in case players want to explore decoration without this restriction as it may be hardware or system dependant or other unknown reasons.
- The three closest streetlights to the store have been removed so players can build there their own. Also building bounds has been slightly extended towards the street.
- Modified certain properties of the corner shelves so they snap correctly but players might see their positions moderately offsetted if already placed. Sorry for this inconvenience.
- Contents in the tray should be visually synced when another player is carrying it. This feature is still experimental and could need some tweaks.
- Clicking a trash container while carrying a tray will empty it of its contents.
- Fixed long types of ice creams overlapping in the new tray item.
- Fixed an issue in which cross and T paintable modules would appear visually bugged when rotated at 45º degrees.
- Altered main menu’s logs button so both main and secondary logs are included. This may increase copied text largely but should also include more useful information when asking players for this data.
- Modified basic pillar’s upper collider so it can be fitted below store’s beams or other obstacles.
View on Steam
Changelog:
- Implemented a new decoration: the painting frame. Players can choose between 50 stock pictures and owners of the cosmetic DLC can type valid URLs for syncing images on the net. URLs are not allowed in stores with public visibility. Players can also choose the canvas dimensions.
- Implemented a new Star Perk: Logistics. Players acquiring it will be able to have a visual cue on a product’s position either in store or storage when holding a box of that product. This perk is not located at the end of any tree but relatively close to start.
- The number of lights players can have in their store has been limited to 240. Due to some players sharing logs it has been found that having too many lights can cause cases of black screens in certain graphic’s qualities. A counter in the builder’s lighting tab reflects the current number of placed lights. Further testings will be done and a toggle will be added in case players want to explore decoration without this restriction as it may be hardware or system dependant or other unknown reasons.
- The three closest streetlights to the store have been removed so players can build there their own. Also building bounds has been slightly extended towards the street.
- Modified certain properties of the corner shelves so they snap correctly but players might see their positions moderately offsetted if already placed. Sorry for this inconvenience.
- Contents in the tray should be visually synced when another player is carrying it. This feature is still experimental and could need some tweaks.
- Clicking a trash container while carrying a tray will empty it of its contents.
- Fixed long types of ice creams overlapping in the new tray item.
- Fixed an issue in which cross and T paintable modules would appear visually bugged when rotated at 45º degrees.
- Altered main menu’s logs button so both main and secondary logs are included. This may increase copied text largely but should also include more useful information when asking players for this data.
- Modified basic pillar’s upper collider so it can be fitted below store’s beams or other obstacles.
Hullo, here’s a small patch featuring wall dividers, large ground planters and a new minigame in the cool room. Should also fix a dodgy issue which allowed players to wrongly stack lots of products in the wall shelf.
Changelog:
- Implemented some floor-to-ceiling wall modules in the Architectural tab. They can be painted with the tablet and it is advisable to use the bigger wall chunks instead of many small if caring for long-term performance.
- Implemented a first iteration of a “Draw the word” minigame in the Cool Room. A player first types a word and draws it and the rest of players can use the in-game chat to try to guess it. More improvements to it will be attempted soon.
- Implemented four basic large ground planters in the vegetation tab.
- Modified Wall Shelf collider and now freezers can be fitted below. Report if this introduces problems.
- Fixed an issue in which joining players would see all the debris remains of an architectural element in progress of demolition, even if some of its debris were already cleared.
- Did some changes in the way the game is saved to implement the new paintables modules. These changes could also serve in the future to maybe do stuff like painting shelves and furniture.
- An issue in which products would get stacked wrong in the half-shelf should be solved.
- Added an additional way of sorting products in the ordering tab: by stock on shelves.
- Fixed an issue in which loading a game would replace the new Produce Shelf B (Half) with a pegboard shelf. If previously placed, players might have to delete the problematic pegboard shelves again and place Produce B (Half) again.
View on Steam
Changelog:
- Implemented some floor-to-ceiling wall modules in the Architectural tab. They can be painted with the tablet and it is advisable to use the bigger wall chunks instead of many small if caring for long-term performance.
- Implemented a first iteration of a “Draw the word” minigame in the Cool Room. A player first types a word and draws it and the rest of players can use the in-game chat to try to guess it. More improvements to it will be attempted soon.
- Implemented four basic large ground planters in the vegetation tab.
- Modified Wall Shelf collider and now freezers can be fitted below. Report if this introduces problems.
- Fixed an issue in which joining players would see all the debris remains of an architectural element in progress of demolition, even if some of its debris were already cleared.
- Did some changes in the way the game is saved to implement the new paintables modules. These changes could also serve in the future to maybe do stuff like painting shelves and furniture.
- An issue in which products would get stacked wrong in the half-shelf should be solved.
- Added an additional way of sorting products in the ordering tab: by stock on shelves.
- Fixed an issue in which loading a game would replace the new Produce Shelf B (Half) with a pegboard shelf. If previously placed, players might have to delete the problematic pegboard shelves again and place Produce B (Half) again.
This patch includes a few more products and lights that can be placed outside. For players with persisting employees’ pathing problems a pinned topic will be created soon with further troubleshooting.
Changelog:
- Implemented a new product group: Electronics, and for now 6 products belonging to it including batteries, universal TV remotes and phone chargers. More related to electronics may arrive soon.
- Added 17 new types of street lights to the lighting tab, they are meant for exterior but if players want to place them inside the store who are we to judge.
- Added a new simple perk which improves customer’s speed when self-checkouting.
- Added a new cheap star perk which reduces electrical consumption by a 20% by implementing low energy bulbs.
- if a loan has been asked, the interface container in the invoices’ tab should now show the amount left to pay and day dues.
- An issue in which players could not activate the escape menu while in a camera event or chatting and while the host disconnects should be gone.
- Fixed a small issue in which Save/Load employees’ priorities were showing wrong task color in one of its values.
- Added a first automatic iteration of Hungarian localization. For corrections create a forums topic. Also huge corrections in the Korean localization.
- Optimized some textures for a small reduction in GPU memory.
- Implemented in the background compensated shopping lists for NPCs for a coming soon update. These will allow p.e. to sometimes have a customer to buy only snacks or alcohol for a party, or a customer that only needs cleaning products, or a customer to rarely purchase more expensive goods like incoming electronics…
View on Steam
Changelog:
- Implemented a new product group: Electronics, and for now 6 products belonging to it including batteries, universal TV remotes and phone chargers. More related to electronics may arrive soon.
- Added 17 new types of street lights to the lighting tab, they are meant for exterior but if players want to place them inside the store who are we to judge.
- Added a new simple perk which improves customer’s speed when self-checkouting.
- Added a new cheap star perk which reduces electrical consumption by a 20% by implementing low energy bulbs.
- if a loan has been asked, the interface container in the invoices’ tab should now show the amount left to pay and day dues.
- An issue in which players could not activate the escape menu while in a camera event or chatting and while the host disconnects should be gone.
- Fixed a small issue in which Save/Load employees’ priorities were showing wrong task color in one of its values.
- Added a first automatic iteration of Hungarian localization. For corrections create a forums topic. Also huge corrections in the Korean localization.
- Optimized some textures for a small reduction in GPU memory.
- Implemented in the background compensated shopping lists for NPCs for a coming soon update. These will allow p.e. to sometimes have a customer to buy only snacks or alcohol for a party, or a customer that only needs cleaning products, or a customer to rarely purchase more expensive goods like incoming electronics…
Not paying your loans? That’s a broomin’.
Players having employee’s pathing problems may want to check the last few points of the changelog below while the issue is being investigated, additional data is collected from player’s stores in order to pinpoint the problem.
Changelog:
- Implemented some consequences for not paying invoices including:
* Not paying a bank loan: a special debt’s collector squad will arrive and mildly bother players from time to time until payment is done.
* Not paying electrical invoices: all lights will turn off; CCTV and pricing machine will not work.
* Not paying wages: employees may not appear or slack around in streets.
* Not paying rent: for now, the door that leads from the manager’s room to the exterior will close.
- Fixed a critical issue in which loan invoices would not stop arriving when the previous ones weren’t paid.
- Max loan amount that can be requested now increases with gameday (+2000$ per 4 ingame days)
- Fixed an issue in which players could get weirdly stuck in a corner between the DLC and the storage room.
- Rotated some bulky products like diapers or toilet paper in shelves in order for players to fit in a higher amount (+50%) and also added at least the logo in the front side for better recognition.
- Fixed an issue in which end of day statistics would show wrong information for rent, employees’ wages and light cost. Note this was only visual and hasn’t affected funds.
- Altered again some NPCs pathing parameters based on player’s reports related to stuck cases. For players with this issue persisting, they may be asked for a store log related to the following point.
- Added a way in which players can share store data for issues finding and debugging purposes. Instructions are being issued in the respective forum’s topics with pathing problems.
- Implemented a dummy prop in the Decoration tab called: NPC Unstuck Block. Players having some employee’s pathing problems can place this prop in problematic spots while the issue is pinpointed. This prop is invisible while outside Builder mode.
View on Steam
Players having employee’s pathing problems may want to check the last few points of the changelog below while the issue is being investigated, additional data is collected from player’s stores in order to pinpoint the problem.
Changelog:
- Implemented some consequences for not paying invoices including:
* Not paying a bank loan: a special debt’s collector squad will arrive and mildly bother players from time to time until payment is done.
* Not paying electrical invoices: all lights will turn off; CCTV and pricing machine will not work.
* Not paying wages: employees may not appear or slack around in streets.
* Not paying rent: for now, the door that leads from the manager’s room to the exterior will close.
- Fixed a critical issue in which loan invoices would not stop arriving when the previous ones weren’t paid.
- Max loan amount that can be requested now increases with gameday (+2000$ per 4 ingame days)
- Fixed an issue in which players could get weirdly stuck in a corner between the DLC and the storage room.
- Rotated some bulky products like diapers or toilet paper in shelves in order for players to fit in a higher amount (+50%) and also added at least the logo in the front side for better recognition.
- Fixed an issue in which end of day statistics would show wrong information for rent, employees’ wages and light cost. Note this was only visual and hasn’t affected funds.
- Altered again some NPCs pathing parameters based on player’s reports related to stuck cases. For players with this issue persisting, they may be asked for a store log related to the following point.
- Added a way in which players can share store data for issues finding and debugging purposes. Instructions are being issued in the respective forum’s topics with pathing problems.
- Implemented a dummy prop in the Decoration tab called: NPC Unstuck Block. Players having some employee’s pathing problems can place this prop in problematic spots while the issue is pinpointed. This prop is invisible while outside Builder mode.
Current Release
Not available
Additional Files
DLC Unlockers (Legit Owners)
1 file · For legitimate game owners
System Requirements
OS
Windows 10
CPU
Intel Core i5
RAM
8 GB RAM
GPU
GTX 960 or equivalent
How to Install
1
Download all files
2
Extract the archive to a folder
3
Run Supermarket Together.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
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View AllDownload Supermarket Together for PC with a direct link or via torrent. Get the full version of Supermarket Together for free. Supermarket Together is a Casual released by DeadDevsTellNoLies.