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
Order of a day
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.
The day's line is set from the display case and the store. The newspaper is on the counter from day 8.
One at a time. Display-case buyers join the line before the random customers.
Customers still waiting leave.
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.
Opens the overnight services. Coming back from a night out opens them too.
Services are paid, then cleaning, power, burglary, referrals and vandalism run, then the machines.
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.
The Janitorial Service was paid. The trash can is emptied, except hazardous waste.
The service was skipped. The line ends with the garbage: nothing to clean at 2, bags at 4, a lot at 6 and 8, a complete mess at 10.
The service was paid while the store was vandalized.
A faction at -20 reputation or less: Lower Levels, Upper Levels, Security, Revolution or the Cartel. The Black Market's line says angry customers.
Every night until the Janitorial Service cleans it up. Fewer customers come, and the clean-up costs more.
The night after you report John Smith's return.
Seen 7 days after The Butcher's arrest.
The power service was skipped. The lights dim, and the Recharger and PowerBloc do not charge.
The power service was paid.
A blackout event. With Power Line Hijack the store keeps its power.
With the Makeshift Reactor perk: too damaged to power the store, or set to explode the next night.
Covered. If a burglar strikes (6%), Joe Wild's men bring the item back in the morning.
No insurance, with the number of nights since you last were.
The first 3 nights with the intro skipped.
The alarm stopped the thief, the alarm failed, or no alarm was set. The last two name the stolen item.
The Cartel's service keeps thieves away.
Buyer Referral, Seller Referral or Criminal Networking was paid: their customer comes tomorrow.
Wild's Fixers lowered your suspected crime level.
Inspection Early Warning Service: 2 days ahead, the day before, and when it is imminent.
The Underground Exchange's offers change every 7 days.
A phone contact can take a new order.
Your contraband trading is high enough for Security to run sting operations.
A Security investigation is past 90%.
Your suspected crime level speeds up the investigation.
A wanted customer came and was not reported.
An Aug visited and left alive, or one is due today.
Your reputation got you the date of a faction's next operation.
Buyers found mislabelled goods from your vending machines or marketplace deliveries.
You went out last night: one customer fewer. Not with Short Sleeper.
Agoraphobia: you have rested enough to go out again.
Its last day is over.
Your Luck changed the lottery draw for you or against you.
Your shares paid a dividend; it is on the counter.
Your cash is 4 times the rent or more.
Hoarder perk: a night in instead of going out, or the Debris Removal Service, clears part of the pile.
How a wound heals or worsens, and withdrawal.
Related pages
What happens when a service is skipped
Who each item type and special item brings
Random customers per day and their budget
The three night stops
Wounds, addictions and what blocks a night out
Rent, the store price and every service fee
