Events & Customer Types
Why customers and events matter early
- Sales only happen when people can find stock, afford your prices, and finish checkout.
- Some visitors (or events) punish slow queues, empty shelves, or dirty/chaotic shops harder than others.
- Reviews and reputation (as implemented in your build) can amplify good or bad days — keep the floor ready before chasing side content.
“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.
- Don’t AFK the register during a weird visitor wave; long queues stack frustration for everyone behind them.
- Clear clutter paths so customers (and you) can reach shelves and tables.
- If your build offers a way to escort, clean, or otherwise resolve the nuisance, do it between transactions — not mid-checkout panic.
Rushes
- Rush hours empty shelves fast. Prep with the 8:00 AM restock freeze so pack shelves and card tables start full.
- Early on, you on checkout + a restock hire on floor is the usual soft setup (Workers).
- Price realistically so the rush buys instead of browsing and leaving (Pricing).
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)
- Community write-ups often link happier buyers to fair prices, stocked shelves, and short waits.
- Overpricing (especially big markups above market) is a common complaint in player tips — stay near the soft ~10% pack habit unless you know a SKU is scarce.
- Treat any exact “stars → traffic %” chart you see online as patchable; verify in your save.
Practical early-game responses
- Before open: shelves labeled, prices set, tables topped up (Day-1 checklist).
- During a rush: stay on checkout; let workers refill merch first, then singles.
- Problem customer: keep serving the queue; resolve the nuisance in a gap — don’t abandon the register for minutes.
- After a bad day: restock winners, fix outrageous prices, and avoid dumping cash into speculative rips until the floor is healthy again (Beginner guide).
- After a good review / busy event: reorder wholesale same evening so tomorrow’s rush doesn’t hit empty pegs.
| Situation | Early response (soft) |
|---|---|
| Sudden rush | You checkout; worker restocks; skip opening packs mid-rush |
| Smelly / disruptive guest | Keep line moving; clear path; resolve between sales |
| Weak reviews / slow sales | Recheck 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.