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Shop simulators share a retail fantasy, but their rules are not interchangeable. Supermarket Simulator uses Store Points, product licenses, warehouse labels, and restocker employees. TCG Card Shop Simulator ties Shop XP to item unlock levels, uses warehouse staff, and hides part of demand in a weekly hot list. Shop Simulator: Supermarket buys stock automatically into each shelf slot and has no shelf-restocker workforce. Across all three, progress comes from experience and unlocks rather than cash alone; shoppers react mainly to the game’s demand model and your price; and empty storage or the wrong restocking setting can stop sales entirely.
This FAQ explains the current mechanics, practical price ranges, license priorities, staff gates, and the fixes for stockers who appear idle or customers who refuse products.
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How do the main shop simulators differ?
The same advice does not work in every game. Use this comparison before changing prices or hiring staff.
| Game | Progression | Restock model | Demand model | Storage |
|---|---|---|---|---|
| Supermarket Simulator | Store Points (SP) unlock levels, licenses, staff, space and systems | Player orders boxes; staff move boxes from labeled warehouse racks to shelves | Daily market-price reference, with demand limited to licensed products | Required for staff restocking |
| TCG Card Shop Simulator | Shop XP tied to item unlock level; workers unlock at shop level 10 | Player orders from the phone; workers restock from warehouse stock | Market-price curve plus a hidden weekly hot list of up to 12 items | Card Storage Shelf required for card restocking |
| Shop Simulator: Supermarket | EXP from stocking, orders, scans, customers, online orders and tasks | Automatic per-slot purchasing; no shelf-restocker employees or warehouse | Recommended market price and daily news/market changes | No storage system |
Supermarket Simulator was a full release on 19 June 2025 and its latest cited patch is 1.7.3 from 27 October 2026. TCG Card Shop Simulator reached version 1.0 in mid-September 2026 (Steam lists 14 September; a community FAQ records 15 September). Shop Simulator: Supermarket released on 25 October 2024.
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How do I level up fast in supermarket simulator?
In Supermarket Simulator, Store Points are the progression currency. You earn SP from checking out customers, cleaning, ordering, hiring and buying licenses; unhappy customers and a dirty store can reduce it. Cash pays for a license or expansion, but the level determines when the catalog and systems become available.
Build sales without starving the store
Licenses add products that customers can request. Each license has a minimum store level and a one-time fee, and grants no inventory: you still order every box. An earlier update removed requests for products from locked licenses, so buying a license enlarges potential baskets rather than filling the shop with unwanted demand. Customer headcount follows store level in player reports, while a broader catalog lets each visitor buy more and therefore creates more SP.
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Which licenses should I buy first?
The following order uses the Erèbes profit tracker for game version 1.2.7 as compiled by Gaming Route. Fees and profits can change; when a wiki conflicts with the in-game license screen, use the value shown in your game.
| Store level | Priority | Evidence and practical use |
|---|---|---|
| 3–9 | Buy each available license | Fees of about $200–$550 are relatively small, and extra low-level SKUs increase sales and SP. |
| 12 | Fruit and vegetables | $750 license; about $46 average profit per box. Requires a produce stall and a scale because produce sells by weight. |
| 16 | Fresh meat and ready meals | $1,950 license; about $106 average profit per box. Veal chop was about $190 per box, moussaka $162 and steak $130 in the tracker. |
| 13 | Frozen, usually delay | About $30 per box and roughly 37 boxes to recover the fee in the cited tracker; it also needs freezer space. |
| 30 | High-level licenses, usually delay | Reported profit of roughly $24–$34 per box makes these demand/XP purchases rather than quick payback. |
| 42 | Deli | About $67 per box in the same data set. |
| 56+ | Frozen before alcohol or dairy | Frozen was about $53 per box; Bigtony pizza reached about $118 per box. |
| 63+ | Expensive licenses | $12,000–$30,000 fees are primarily for XP and demand. Check the live license panel because fan wikis list conflicting late-game prices. |
DLC licenses released on 6 March 2026 were listed at $2,000 each by Erèbes. Bakery has three level-1 licenses; Clothing, Electronics and Hardware have three each at level 6; Everyday Essentials has six; Ice Cream has one. Everyday Essentials licenses produced about $61–$108 per box in that tracker. Vending Machine adds no license and uses 27 compatible products.
How do I farm Shop XP in TCG Card Shop Simulator?
Shop XP from a sale is linked to the item’s unlock level, so later-unlocked products give more XP than cheap starter products. A sales-focused layout removes play tables that can delay shoppers, puts shelves and registers near the entrance, and keeps high-level products available.
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Opening high-rarity packs manually during the day adds XP. Community code analysis cited by the current FAQ says automatic pack openers use the same pull tables as manual opening but award significantly less Shop XP per pack. The workbench unlocks at shop level 7. The first worker becomes available through GO Recruit at level 10; achievements track levels 5, 20, 50 and 100, hiring one, four and eight workers, and unlocking four, 10 and 20 expansions.
Workers do not place distributor orders. You buy stock on the phone with TAB, receive it into the warehouse, and assign staff to restock or checkout tasks. A Card Storage Shelf is mandatory for card restocking. Its cited capacity is 10,000 volume or 216 unique cards; each graded card uses 100 volume. Check that Minimum Card to Remain is 0, the correct expansion-type filter is selected, and minimum and maximum prices are not inverted.
How does Shop Simulator: Supermarket progression work?
This game uses EXP rather than Store Points or Shop XP. The community EXP table gives these values:
| Action | EXP |
|---|---|
| Hand-restock an item | +1 |
| Automatic restock an item | +1 |
| Order an item | +5 |
| Recycle a box | +5 |
| Scan an item | +5 |
| Cash a customer | +20 |
| Imperfect online order | +25 |
| Perfect online order | +50 and 50% more money |
| Tutorial task | +200 |
Invoices provide variable EXP. Longer opening hours bring more customers and more EXP, but do not close while customers remain inside: the game can still charge you for lost money, items, progress and EXP. Autosave runs every 20 seconds, which is useful after moving shelves or changing automatic-restock settings.
When can I hire a restocker, and how do restockers work?
Only some titles have shelf-restocker employees. Supermarket Simulator and TCG Card Shop Simulator use staff who move stock from storage; Shop Simulator: Supermarket uses automatic buying instead.
Supermarket Simulator: order, store, face
- Order stock. Use the computer, or the tablet after buying three licenses. The order window runs until 21:00, and the cart can persist overnight. The older guide limit is 50 line items per order.
- Receive the delivery. Boxes must reach the shop or warehouse before staff can use them. Shipping is $2 for one to three boxes, $4 for four to six, and $8 for seven to 10 in the cited FAQ.
- Label warehouse racks. Each shelf needs the correct product label. Restockers pull only from labeled racks that contain boxes; they never create a purchase order.
- Set shelf facings. Keep at least one facing for each active SKU. Toilet paper, cleaners, potatoes, chicken and other essentials commonly need about four backstock boxes, while candy and cake mix usually move more slowly.
- Turn staff on. Restockers generally begin filling a shelf at 75% full or less. They can also take boxes from delivery vehicles. Turn them off while reorganizing, or they may refill spaces and leave empty cartons in your sorting area.
The current cited cap is six restockers. Patch 1.2.8 rewrote the system to address stuck and flying boxes, and patches 1.7.2 and 1.7.3 continued fixes for high-level or speed problems. If a worker is idle, check the warehouse before firing them: an empty or unlabeled rack is the usual cause.
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TCG Card Shop Simulator: staff move stock but do not buy it
The first worker unlocks at shop level 10. The 2026 roster lists Zackery Cole at a $500 hiring fee and $50 per day; other workers range from $500 to $10,000 in fees and $50 to $700 per day. Restock and checkout speeds differ by employee, with Angus Mick listed as a restock specialist at 0.4 seconds and Clark Cash as a checkout specialist.
Before opening, the in-game clock is frozen while pack-opening timers continue and workers can restock. Staff take about one real minute, or one in-game hour, to commute and normally clock out at 21:00 unless a daily bonus is active. Assign primary and secondary tasks; a cashier can be reassigned to restock when registers are quiet. Each star increases a skill’s speed multiplier by 7%. A daily bonus adds one star to all skills, 3% walk speed, double XP and work past closing.
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There are no shelf-restocker NPCs and no warehouse. Beside a product’s buy button is Automatic restocking. Sell the required amount of that SKU, enable the option, and the game buys one unit every five to 10 seconds for each shelf slot until that slot is full. It charges the purchase price and awards +1 EXP per unit.
The system pauses when you cannot afford the next unit, ignores boxes on the floor or in your hand, and always buys fresh stock. Late-game traffic can exceed 50 customers buying more than 30 items at once, so two or three slots for a fast-moving SKU are safer than one. Moving a shelf can break the setting; restart from the 20-second autosave if it stops.
Why are customers not buying, or saying a product is too expensive?
First identify the title. Supermarket Simulator and TCG compare your label with market price; Shop Simulator: Supermarket expects the recommended market price. None of these systems makes deep underpricing a reliable way to create more visitors.
Supermarket Simulator pricing
Separate unit cost, market price and your shelf price. Shoppers compare your price with the market reference, not with your wholesale cost. The market moves daily, while your label remains unchanged, so recheck prices before opening. Patch 1.2.1 fixed prices reverting to cost during daily changes; patch 1.6.0 added percentage presets and Bulk Pricing.
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English community tests from early access found a useful but non-official guide: +10% over market averaged $1,652 gross profit per day versus $1,252 at market, with 12 complaints versus five at +5% and 45 at +15%; customer counts stayed about 56–58 per day. A second test reported 2.8% of sales lost at +10%, 10% at +20%, 20% at +30% and 35% at +40%, with 15 products marked overpriced at +40%. A 5% below-market setting cut gross profit by about two-thirds without adding customers in another test.
These are early-access community tests, not Nokta’s formula. The current Japanese FAQ estimates 100% purchase at up to 110% of market, 90% at up to 125%, 66% at up to 155%, and no purchase or complaint at 200% or more. Because the vendor has not published the refusal formula, use +5–10% as a low-risk starting point, keep cheap products closer to market, and lower only the SKU named in a customer’s complaint. Sales and discounts can attract more customers as a short-term push. Local Markets reportedly cost about 50% less than online ordering, and Wholesale Offers can improve margin without changing the shopper’s price.
TCG Card Shop Simulator pricing and dead stock
The community FAQ estimates these purchase rates against market price: below 80%, 100%; 80–90%, 95–100%; 90–100%, 90–95%; 100–110%, 75–90%; 110–120%, 60–75%; 120–130%, 45–60%; 130–140%, 15–45%; 140–150%, 5–15%; 150–160%, 1–5%; and above 160%, 0%. The estimates are not an official OPNeon formula. Expected revenue is said to peak at market, while about +10% is the common margin compromise. When buying cards from customers, stay at or below market or the purchase itself can lose money. NPC wallet limits also prevent some expensive singles from selling even at a fair price.
If an item suddenly stops selling at a sensible price, it may be off the hidden Weekly Hot List. The list selects up to 12 items each week; the FAQ explicitly calls this a game mechanic, not a bug. Move dead stock to warehouse shelves and wait for rotation. Box demand uses the box’s market price rather than the combined value of its contents. The OG Bulk Box unlocks when total value exceeds $5,000 in version 1.03.
Shop Simulator: Supermarket pricing
Use the recommended market price and check the game’s daily news because market values change. Customers do not want to pay even a little more according to the community guide. An item with no price is taken for free, and an empty shelf earns nothing. Advertising TVs pay only when a customer stands near them; each TV can serve up to 24 customers, with a maximum of two of each TV size.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What is the fastest way to diagnose a stocker who is not restocking?
- Nothing moves: confirm that a delivery arrived and that the warehouse contains the exact SKU.
- Boxes are present but ignored: label the rack shelf and verify that the product is not disabled or filtered out.
- The worker carries a box and stops: check whether the target shelf is already above the game’s 75% threshold, or whether the worker is holding a box while storage appears full.
- Cards never refill in TCG: install or expand a Card Storage Shelf, then check the expansion filter and minimum-card setting.
- Shop Simulator shelves stay empty: enable Automatic restocking for that SKU, confirm you can afford the next unit, and restart after moving the shelf.
- Online orders pile up in Supermarket Simulator: you still pick and pack every order. Patch 1.7.3 added Courier NPCs to take packed parcels, with up to two couriers at higher store levels; couriers do not replace the packing step.
Do licenses bring more customers?
In Supermarket Simulator, licenses expand what customers may request and can increase basket size; they do not directly set the daily headcount. Store level controls customer count in player reports. Buy licenses when the fee, shelf space and ordering capacity fit your cash flow, and use the toggle added in patch 1.4.0 to hide weak products from pricing screens.
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Licenses work differently elsewhere. TCG has product unlock levels rather than supermarket-style product licenses, and demand also depends on the weekly hot list. Shop Simulator: Supermarket unlocks automatic restocking per SKU after enough sales rather than selling licenses.
What staff, expansion and platform details matter in 2026?
Supermarket Simulator currently lists up to six restockers. Cashiers cap at four, with the cited gates of store level 10 plus 200 player checkouts for cashier one; level 20 plus 400 for cashier two; level 30 plus 900 for cashier three; and level 50 plus 1,750 for cashier four. Patch 1.7.0 rebuilt the Hiring tab with employee leveling, wage progression, permanent Boost settings and custom names, so older flat-wage guides are dated.
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The game began with a 4 m × 4 m store footprint in one community guide and can expand to 96 m × 96 m, or about 9,212 m² (99,201 sq ft). Co-op supports up to four players. It is on PC and Xbox Series X|S, with Steam Deck Verified since patch 1.7.2; the cited PS5 digital date is 12 November 2026, followed by a physical Fully Stocked Edition on 4 December 2026. The Steam list price was $19.99 when checked in October 2026.
TCG Card Shop Simulator listed at $19.99 on Steam, with a $16.99 sale ending 11 November 2026 in the cited snapshot, and its 1.0 console launch accompanied the September 2026 release. Shop Simulator: Supermarket listed at $9.99 on Steam. Prices and availability can change by platform and region.
Frequently Asked Questions
Can I restock shelves before opening without losing time?
Yes. In TCG Card Shop Simulator the clock is frozen before you switch the shop to OPEN, while staff can still restock and pack-opening timers continue. This makes the pre-opening period useful for facing shelves and assigning tasks without advancing customer hours.
How much storage does a TCG card shop need for graded cards?
The cited Card Storage Shelf limit is 10,000 volume or 216 unique cards, but each graded card consumes 100 volume. A collection heavy on graded cards therefore reaches the volume limit long before it reaches 216 unique-card types.
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A current community FAQ says satisfaction is unaffected until the dirt meter reaches MAX. One janitor is reported to handle roughly 150 customers per day, so cleaning becomes an operational capacity issue before it becomes a gradual pricing penalty.
Can I cancel or postpone a Shop Simulator: Supermarket Click & Collect order?
There can be up to three orders at once, with a maximum of six different items per order. Orders are accepted only during opening hours and are canceled when the day ends, so finish them before closing if you want the EXP and payout.
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