Events & Customer Types

How foot traffic, odd customers, and reviews can swing a day. Event names and effects are community-reported and may change with patches.

Why customers and events matter early

“Smelly” and other problem customers

Community shorthand Players often joke about smelly / disruptive customers who linger, annoy others, or ding the vibe of the shop. Exact mechanics (whether they lower satisfaction, block pathing, or affect reviews) vary — the practical response stays the same: keep the line moving and the aisles clear.

Rushes

Empty shelf during a rush A packed store with bare hero SKUs feels worse than a quiet shop that’s fully stocked. Protect sealed stock for customers before heavy pack ripping.

Reviews and reputation (soft)

Practical early-game responses

  1. Before open: shelves labeled, prices set, tables topped up (Day-1 checklist).
  2. During a rush: stay on checkout; let workers refill merch first, then singles.
  3. Problem customer: keep serving the queue; resolve the nuisance in a gap — don’t abandon the register for minutes.
  4. After a bad day: restock winners, fix outrageous prices, and avoid dumping cash into speculative rips until the floor is healthy again (Beginner guide).
  5. After a good review / busy event: reorder wholesale same evening so tomorrow’s rush doesn’t hit empty pegs.
SituationEarly response (soft)
Sudden rushYou checkout; worker restocks; skip opening packs mid-rush
Smelly / disruptive guestKeep line moving; clear path; resolve between sales
Weak reviews / slow salesRecheck markup, refill hero SKU, shorten waits
Event day (busy)Extra sealed + table stock from previous night’s order

Hiring when rushes outgrow you: Workers. Money habits: Pricing.

Community / fan tips Customer archetypes, event timers, and review formulas are heavily patch-dependent. Use this page for habits (stock, price, queue) more than for exact event names or percentages.