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Shop simulators reward a working supply chain, not simply a large cash balance. Your store level or Shop XP unlocks products, licenses, staff, and floor space; restocking succeeds only when the game’s particular ordering system is fed correctly; and customers judge prices against a moving market, a weekly trend list, or a recommended price depending on the title. This FAQ covers Supermarket Simulator, TCG Card Shop Simulator, and Shop Simulator: Supermarket through October 2026, with separate instructions where their mechanics differ.

At a glance

Name Best for Key spec Free plan / price Platforms Checked
Supermarket Simulator Warehouse logistics and a price-driven supermarket Store Points, product licenses, warehouse restockers $19.99 list price on Steam PC Steam, Xbox Series X|S, Microsoft Store PC; PS5 digital 12 Nov 2026 Oct 2026
TCG Card Shop Simulator Trading cards, grading, events, and trend-based demand Shop XP, staff restock from storage, hidden weekly hot list $19.99 list; $16.99 sale through 11 Nov 2026 on the cited Steam snapshot Steam; console versions with 1.0 Oct 2026
Shop Simulator: Supermarket Simpler supermarket automation and online orders EXP from actions; automatic buy-to-shelf restocking $9.99 on Steam PC Steam Oct 2026

What actually controls progression in a shop simulator?

Progression is an experience bar plus unlocks. Money pays for licenses, staff, equipment, and expansions, but the level or XP total determines when those options appear. A profitable day with little XP can leave a catalog locked, while deliberate actions that award XP can open better products sooner.

Supermarket Simulator: Store Points are the gate

Store Points (SP) come from checking out customers, cleaning, ordering, hiring, and buying licenses. Unhappy customers and a dirty shop can reduce SP. Levels unlock products, warehouse and sales-floor space, employees, and systems such as the tablet. A license is a one-time purchase tied to a minimum store level; it adds products to the catalog but supplies no inventory, so you must still order boxes.

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Nokta Games removed customer requests for products in locked licenses, so buying a license creates potential demand instead of forcing you to carry unwanted stock. Customer count follows store level in player reports; extra licenses mainly increase the number of products customers can put in each basket. Three licenses unlock tablet ordering from shelf labels. Since patch 1.4.0 (4 June 2026), a purchased license can be toggled off so weak products disappear from Market and Pricing screens.

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TCG Card Shop Simulator: item unlock level determines Shop XP

XP awarded for a sale is tied to the item’s unlock level. High-level cards and products therefore advance the shop faster than starter items, provided you can sell them reliably. Achievements track shop levels 5, 20, 50, and 100, as well as worker and expansion milestones. The workbench unlocks at shop level 7; the first worker becomes available through GO Recruit at level 10.

Shop Simulator: Supermarket: every operation pays EXP

A community guide by eXeZ|Gamer433 documents these EXP values: hand-restocking an item, +1; automatic restocking, +1; ordering an item, +5; recycling a box, +5; scanning an item, +5; cashing a customer, +20; an imperfect online order, +25; a perfect online order, +50; and a tutorial task, +200. Invoices vary. Longer opening hours bring more customers and EXP, but close the store only after everyone has left: ending with customers inside can cost money, items, progress, and EXP.

How do I level up fast in Supermarket Simulator?

Use a repeatable loop: keep shelves selling, perform the actions that award SP, and buy licenses that expand baskets without bankrupting the store.

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  1. Keep the shop clean and operating. Cleaning and checkout activity produce SP, while unhappy customers and dirt can reduce it. A janitor handles about 150 customers per day according to the current community FAQ, but the dirt meter can still reach its maximum if you ignore it.
  2. Order before the opening rush. Order on the computer, or use the tablet after three licenses. Deliveries go to the warehouse; ordering itself awards SP, and a stocked floor converts that stock into sales and more checkouts.
  3. Buy early licenses. At levels 3–9, Gaming Route’s 28 October 2026 guide recommends buying each available $200–$550 license as soon as affordable. More permitted products mean larger baskets and more opportunities to earn SP.
  4. Prioritize level-12 produce and level-16 fresh food. The fruit-and-vegetables license costs $750 and yields about $46 average profit per box in Erèbes’ version 1.2.7 tracker. Fresh meat and ready meals cost $1,950 and average about $106 per box; veal chop, moussaka, and steak were the strongest examples in that tracker.
  5. Delay weak payback licenses. The level-13 frozen license was estimated at roughly $30 per box, requiring about 37 boxes to repay its fee. Both level-30 licenses were estimated at only $24–$34 per box. At level 42, deli was estimated near $67 per box; from level 56, frozen products were estimated near $53, with Bigtony pizza near $118.
  6. Use the in-game license screen as final authority. Fan wikis disagree about late-game fees, with examples as high as $65,000 versus $30,000 at level 90. No cited patch note after version 1.2.7 confirms a universal price change, so check your current screen before saving.

The March 2026 DLC packs add Bakery, Ice Cream, Vending Machine, Clothing, Electronics, Everyday Essentials, and Hardware content. Erèbes lists DLC licenses at $2,000 each where licenses apply; the Vending Machine uses 27 compatible products instead of a separate license.

When can I hire a restocker, and how do restockers work?

In Supermarket Simulator, restockers do not place orders. They move boxes from labeled warehouse racks to shelves, refrigerators, freezers, and produce displays. The full pipeline is order, delivery, storage, then shelf facing.

  1. Order on the computer or tablet before the order window closes at 21:00. The older guide records a maximum of 50 line items and a cart that persists overnight.
  2. Move delivered boxes into warehouse racks. Expand the warehouse as your store level rises.
  3. Label each rack shelf with the correct SKU. Restockers pull only from labeled, stocked racks.
  4. Leave at least one facing per unlocked SKU and keep backstock for fast sellers. Toilet paper, cleaner, potatoes, chicken, and other essentials commonly need about four boxes; candy and cake mix usually move more slowly.
  5. Hire and assign restockers. The current cap is six; an older four-worker limit was a bug that has been patched. Restockers may begin filling a shelf only when it is roughly 75% full or less, so a nearly full facing can wait.

Order again after restocking to avoid buying more than the warehouse can hold. Turn restockers off while rearranging racks; otherwise they can refill spaces while you sort and leave empty boxes in the way. They can also take boxes directly from delivery vehicles. Patches 1.2.8, 1.7.2, and 1.7.3 addressed stuck, flying-box, and high-level speed problems.

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Why is my Supermarket Simulator stocker not restocking?

  • The warehouse is empty: staff cannot buy inventory. Place an order and wait for delivery.
  • The rack is unlabeled: apply the SKU label to the exact shelf holding the boxes.
  • The item is not licensed: unlock the product first; locked-license items are not a valid restock target.
  • The facing is too full: let sales reduce it below the restocker’s threshold.
  • A worker is holding a box: toggle the employee off and on, or clear the rack and floor path.
  • Sorting is underway: disable staff before moving shelves, then re-enable them after labels and boxes are settled.

Cashiers are a separate staff system. The current gates are cashier one at store level 10 plus 200 player checkouts, cashier two at level 20 plus 400, cashier three at level 30 plus 900, and cashier four at level 50 plus 1,750. Patch 1.7.0 (28 September 2026) changed employee leveling, wages, and boosts, so older flat-wage guides are dated.

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How does automatic restocking work in Shop Simulator: Supermarket?

This game has no shelf-restocker employees and no warehouse. Automatic restocking buys units directly for each enabled shelf slot.

  1. Sell enough of an SKU to unlock its Automatic restocking control beside the buy button. Click-and-Collect sales count toward the requirement.
  2. Enable the option for the shelf slot you want filled.
  3. The game buys one unit every five to ten seconds per slot until that slot is full. Each unit costs the current purchase price and grants +1 EXP, just like hand-restocking.
  4. Keep enough cash available. The process pauses when the next unit cannot be afforded.
  5. Use two or three slots for high-velocity items in the late game. The cited guide describes 50-plus customers who can buy more than 30 items at once.

Automatic restocking ignores boxes on the floor or in your hand and always purchases fresh units. Moving a shelf can break the setting; restart the game using its roughly 20-second autosave if a slot stops filling. The store’s official description about hiring employees refers to cashiers or checkout AI, not shelf stockers.

Why aren’t customers buying, and what is the best price to set?

First identify which game you are playing. Supermarket Simulator compares your label with a daily market price; TCG Card Shop Simulator uses a market-price curve plus a hidden weekly hot list; Shop Simulator: Supermarket expects the recommended market price and uses daily news to signal changes.

Supermarket Simulator pricing

Separate your unit cost, market price, and shelf price. Customers compare the shelf price with market price, not with your wholesale cost. Market prices can change each day while your labels stay fixed; patch 1.2.1 fixed a bug in which prices reverted to cost during daily changes. Recheck labels before opening.

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English community tests reported by Gaming Route found a useful but non-official guide: at 10% above market, average gross profit was about $1,652 per day versus $1,252 at market, with roughly 12 complaints; at 5% above market there were about five complaints, and at 15% about 45. Customer counts stayed around 56–58 per day. A separate 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%. These were Early Access tests, not Nokta’s published formula.

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The practical default is +5% to +10% above market, with cheap, price-sensitive items closer to market. Lower only the SKU named in a “too expensive” complaint. A Japanese community FAQ estimates 100% purchase at up to 110% of market, 90% at 125%, 66% at 155%, and no purchase at 200% or more; treat that table as a community estimate because Nokta has not published the refusal formula. Discounts can attract shoppers, according to Nokta’s update notes, while Local Markets and Wholesale Offers improve your cost without changing the customer-facing price.

TCG Card Shop Simulator pricing and dead stock

Community estimates put expected purchase rates below 80% of market at 100%; 90–95% at 90–100%; 75–90% at 100–110%; 60–75% at 110–120%; 45–60% at 120–130%; 15–45% at 130–140%; 5–15% at 140–150%; 1–5% at 150–160%; and zero above 160%. These percentages are not an OPNeon formula. Revenue generally peaks at market, while +10% is the commonly recommended margin compromise.

Some products stop selling because of the hidden Weekly Hot List, which selects up to 12 items. The community FAQ calls this “a game mechanic, not a bug.” Move dead stock to warehouse shelves and wait for rotation instead of repeatedly discounting it. Expensive singles can also exceed an NPC’s wallet even at a fair price. When buying cards from customers, never pay above market or the transaction loses money.

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Shop Simulator: Supermarket pricing

Use the recommended market price and read the daily news. The community guide warns that customers do not want to pay even a little more; unpriced items are taken for free, and an empty shelf wastes the chance to sell. Advertising TVs pay only when a customer stands near them, with a maximum of 24 customers per TV and no more than two TVs of each size.

What are the best licenses to buy first?

For Supermarket Simulator, buy affordable level-3-to-9 licenses early, then use profitability and equipment requirements to choose the next jump.

Store level Recommended purchase Evidence-based reason
3–9 Available $200–$550 licenses Low fees and more saleable SKUs
12 Fruit and vegetables, $750 About $46 average profit per box; requires produce stall and scale
16 Fresh meat and ready meals, $1,950 About $106 average profit per box; best base-game payback in the cited tracker
30 Delay the low-payback licenses About $24–$34 per box in the cited data
42 Deli About $67 per box in the cited tracker
56+ Frozen, then strong individual products About $53 per box; Bigtony pizza about $118
63+ High-fee licenses only for XP and demand $12,000–$30,000 fees are not quick-payback purchases

Produce is sold by weight, so the scale is mandatory. Papaya in the third fruit-and-vegetables license was estimated near $162 per box. License prices can differ from fan-wiki tables; read the current in-game value before committing.

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How do I farm XP in TCG Card Shop Simulator?

Concentrate customer flow and sell items whose unlock levels give stronger XP. A community sales-focused setup removes play tables, packs shelves and registers near the entrance, and manually opens high-rarity packs during the day. Auto pack openers use the same pull tables as manual opening according to cited Discord code analysis, but award significantly less Shop XP per pack.

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Workers restock cards only from a Card Storage Shelf. That storage holds up to 10,000 volume or 216 unique cards; a graded card consumes 100 volume. Set “Minimum Card to Remain” to 0, check minimum and maximum prices for inverted values, and confirm the expansion filter is not excluding the cards you ordered.

The first worker unlocks at shop level 10. The 2026 roster lists hiring fees from $500 to $10,000 and salaries from $50 to $700 per day. Each star raises a skill-speed multiplier by 7%; the daily bonus adds one star to every skill, 3% walk speed, double XP, and work past closing. Staff still need distributor orders—workers never purchase stock themselves.

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What should I know about orders, shipping, and online sales?

In Supermarket Simulator, shipping costs $2 for one to three boxes, $4 for four to six, and $8 for seven to ten according to the current FAQ. Patch 1.7.3 (27 October 2026) added courier NPCs: pack each online order yourself, hand it to the courier, and higher store levels can employ up to two couriers. You can disable Online Orders or Wholesale in Settings when the sales floor is too busy. Online-order timers can stop at 21:00 and continue the next day in the cited guide.

In Shop Simulator: Supermarket, Click and Collect allows three orders at once, up to six different items per order, usually one or two of each. Orders are accepted only during opening hours and cancel when the day ends. A perfect order pays 50% more and awards 50 EXP instead of 25. Autosave runs about every 20 seconds.

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In TCG Card Shop Simulator, shipping is $5 for up to two items, $6 for three, then $2 for each additional item, capped at $1,000. A cart can contain up to 20 unique items and 500 boxes each. Big Boxes merge two regular boxes, halve staff stock time, and save $2 in shipping per Big Box.

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What is the difference between the three restock and demand systems?

Game Restock model Demand model Progression currency Storage requirement
Supermarket Simulator Player orders; staff move labeled warehouse boxes to shelves Daily market-price comparison; licenses gate which products customers request Store Points Warehouse racks and labels
TCG Card Shop Simulator Player orders from the phone; staff move warehouse stock to shelves Market-price curve, NPC wallet limits, and weekly hot list of up to 12 items Shop XP tied partly to item unlock level Warehouse plus Card Storage Shelf for cards
Shop Simulator: Supermarket Automatic per-slot buying every five to ten seconds; no shelf-restocker staff Recommended market price and daily news EXP from scans, orders, restocking, customers, and tasks No warehouse storage

Which common mistakes waste the most progress?

  • Do not treat cash as the same thing as progression; save enough for the next level-gated license or worker.
  • Do not tell a Shop Simulator: Supermarket player to label warehouse racks; that game has no warehouse.
  • Do not tell a Supermarket Simulator player to enable automatic shelf buying; its restockers require delivered, labeled boxes.
  • Do not overprice every item to chase a theoretical margin. Cheap goods are usually the first to trigger refusals.
  • Do not assume a dead TCG SKU is broken. Check the weekly hot list and store the item until demand rotates.
  • Do not let high-velocity essentials share one facing when late-game traffic can empty it faster than staff or automatic buying can refill it.
  • Do not leave customers inside when closing Shop Simulator: Supermarket; the cited guide reports losses of money, items, progress, and EXP.

Which versions and platforms matter?

Supermarket Simulator reached version 1.0 on 19 June 2025; patch 1.7.3 is dated 27 October 2026, and Steam Deck verification arrived in patch 1.7.2. It is on PC Steam, Xbox Series X|S, and the Microsoft Store for PC. The PS5 digital release is scheduled for 12 November 2026, with a physical Fully Stocked Edition containing the base game and DLC scheduled for 4 December 2026.

TCG Card Shop Simulator reached 1.0 in mid-September 2026 (Steam lists 14 September; the cited community FAQ records 15 September), and its latest FAQ version is v1.04 from 28 October 2026. Shop Simulator: Supermarket released on 25 October 2024. Mechanics can change with patches, so use the current in-game labels when a guide and your build disagree.

Frequently Asked Questions

Can I restock before opening the shop in TCG Card Shop Simulator?

Yes. The clock is frozen before you press OPEN, while pack-opener timers continue and staff can restock. Use that setup period to face shelves and assign primary and secondary tasks without spending customer-facing hours.

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How many restockers can Supermarket Simulator have?

The current community FAQ records a maximum of six restockers. Older guides that stop at four describe a previous cap or bug, not the current limit.

Why does automatic restocking stop in Shop Simulator: Supermarket?

The system pauses when you cannot afford the next unit. It also ignores boxes sitting on the floor or in your hand, and a shelf moved after enabling the feature can require a restart from the recent autosave.

Do licenses increase customer numbers in Supermarket Simulator?

Licenses expand the products customers may request and can increase basket size. Player reports tie shopper headcount primarily to store level, so a license does not function as a direct traffic multiplier.

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

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