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Running the storeA day in the store

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Store

A Day in the Store

Every day runs in the same order: the morning report, the open store, one night out, the overnight services and sleep.

1 a night
Night stops
At opening
Line set
+2
Garbage per skipped night
The store in Probably Stolen: the shutter door, the counter, the display case on the left and the bedroll on the right

Order of a day

1. Morning report

Last night's log, a reminder to stock the display case, and a rent or mortgage reminder when it is due in 2 days or less.

2. Shutter opens

The day's line is set from the display case and the store. The newspaper is on the counter from day 8.

3. Customers

One at a time. Display-case buyers join the line before the random customers.

4. Shutter closes

Customers still waiting leave.

5. Night out

One trip through the store door: Dumping Ground, Dr. Jackson or the Commissary. The next day has one random customer fewer, except with Short Sleeper.

6. Bedroll

Opens the overnight services. Coming back from a night out opens them too.

7. Night

Services are paid, then cleaning, power, burglary, referrals and vandalism run, then the machines.

8. Save

The day number goes up, the game saves and the morning report opens.

The door opens only after the store has closed, and only once the night out has been introduced. No night out while seriously wounded, during a crackdown, or while resting with Agoraphobia. The night stops are on the Interactive Map.

Night log

The morning report lists what happened overnight, one line each.

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