STORE MANAGER FIELD GUIDE
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A shop floor, read off the client

SHIFT HOURS

Your day is not fixed by the game. The A-frame board outside the shop opens a panel that lets you choose when you work and for how long, and it prints the limits it will accept.

8hours, the minimum shift
12hours, the maximum shift
12:00–20:00the default the panel opens with
The SET OPENING HOURS panel: 12:00 to 20:00, 8.0 hours shift, and a band underneath reading MIN: 8 MAX: 12.
What this shows that the shift is the player's choice inside a printed range, not a fixed day handed to the player. Captured 2026-11-04 Client web build 2026-11-04 Plate 1

What the panel shows

Look at the A-frame board on the pavement and click it. The panel that opens is called SET OPENING HOURS and contains exactly four things:

elementwhat it reads in a fresh save
opening time12:00, changed with ◀ ▶
closing time20:00, changed with ◀ ▶
the result8.0 HOURS SHIFT
the limitsMIN: 8 MAX: 12

The fourth line is the interesting one. It is the client telling you the range it will accept, which makes the shift a player decision between 8 and 12 hours, not a fixed working day. Okay commits it.

The pavement sign echoes the setting

Once you commit, the board you clicked flips to OPEN 12:00 to 20:00. That is the same pair of numbers you just set, printed where a customer (or you, coming back the next morning) would read it. It is a readout, not decoration.

Why the clock does not move yet

During the whole tutorial the HUD clock stays at 09:00, which is three hours before the opening time you just chose. In our run, nothing advanced until the shop was actually opened, so the tutorial is free of game-time cost: you can walk the shop, name it, stock a shelf and still start your first day at the time you set.

Choosing a shift: what we can and cannot say

What we can say is structural. A shift has a floor of 8 hours and a ceiling of 12, the panel refuses anything outside that, and the length is yours to pick per day.

There is one more thing the panel settles by omission: it never asks about staff. A fresh save has a single worker — you — and the board will not let you buy a second one, so the first day is always one person behind one counter.

What we cannot say yet is what a longer shift buys you. Two claims are floating around in other guides — that longer days bring more customers, and that staff costs scale with the hours — and we have not seen either in the client. Both sit behind NEEDS CHECK on the money page until we can watch a full day at 8 hours and another at 12.

Closing time is not the end of the day

The clock reaching the closing hour does not close the shop. When we were still trading at 20:00, the objective card replaced its tutorial text with a warning in red:

You can't end the day without dealing all the customers inside the shop

The objective card at twenty hundred hours: You can't end the day without dealing all the customers inside the shop, with the prohibition printed in red.

Closing time, with two customers still inside: the game refuses to end the day.

Two things follow from that sentence. Customers already inside the building have to be served before the day ends, so the last transaction of the night can be later than the hour you chose; and the shop is not a timer that stops by itself, it is a state you have to satisfy.

Last checked against the client: 2026-11-04 · client web build 2026-11-04