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

SHOP LEVEL

The corner of the HUD holds a small bar with the shop level printed under it: SHOP LVL 1 on a fresh save, SHOP LVL 4 in the session we recorded later. That is the whole of the level system the client shows you.

1level on a fresh save
4the highest level we have seen
The HUD corner at shop level 4: the level bar about two-fifths filled, SHOP LVL 4 printed beneath it, and the cash figure $93.48 in green.
What this shows the level bar as the client draws it, with a partly filled track — the only picture of levelling the client offers. Captured 2026-11-04 Client web build 2026-11-04 Plate 1

What the client prints

The block is small and always in the same place, top-right:

Nothing else on screen refers to the level. There is no level-up card, no experience number, and no tooltip that we have found. If the level means something, the game makes you infer it from what changes in the shop.

What we can say about the curve

The level does move. In a later session the same save printed SHOP LVL 4 with $93.48 in cash and only a thin white sliver in the bar — under a tenth of its track, so levelling is not a tutorial-only artefact — it happens while you trade.

One completed sale, watched on its own, filled none of the bar that we could see. That is a single observation, not a rate, and it is the reason this page has no "XP per sale" table: we would be fitting a line to one point.

The objective card is the other half of the tutorial, and on the run we photographed it read Checkout 2 customers. Click on …. Objectives are not levels, but they are the only other progression text on screen, so they belong in the same record.

What is still open

When one of those is captured, this page gains a section rather than a correction — the blank stays labelled until then.

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