
Running the shop · Supermarket Simulator · read from a local copy
The day cycle and the clock
The shop runs on a day cycle with a manager of its own.
Time in Supermarket Simulator is a system of its own: the game runs a day cycle with a clock, a percentage through the day and a way to finish one day and begin the next.
What the game establishes
- The shop runs on a day cycle with a manager of its own. (checked against the game's own files)
- The game updates a clock and displays the time. (checked against the game's own files)
- A day carries a percentage showing how far through it you are. (checked against the game's own files)
- Ending a day is its own interaction. (checked against the game's own files)
- The build names an indicator for skipping to the next day and a night sky of its own. (checked against the game's own files)
- The day's takings and orders are tracked and displayed. (checked against the game's own files)
- The cycle is carried on the network for a shared shop. (checked against the game's own files)
- The build keeps a time counter of its own. (checked against the game's own files)
- The sky carries a sun of the build's own, drawn as a shimmer with rays around it. (checked against the game's own files)
In play
The shop runs on a day, not on a session. The game keeps a day cycle with a manager of its own, which is why a trading day has a shape rather than ending whenever you decide to stop.
The clock is part of it. The game updates a clock of its own and shows the time, so what you are doing is always measured against a visible hour rather than a hidden timer.
A day has a percentage. The game tracks how far through the day you are, which is why the interface can show progress rather than only the hour.
Ending a day is an action. There is an interaction for moving to the next day, so closing up is something you do rather than something that happens to you.
The results are kept. The game tracks a daily profit and has its own place to display it and the day's orders, which is why a day ends with a summary rather than silence.
It works in a shared shop too. The cycle is carried on the network, which is why everyone in a joint shop is on the same day at the same time.
Something is counting as well. The build keeps a time counter of its own, which is why the day is something measured rather than only something that happens to you.
What this entry does not tell you: how long a day lasts, what time the shop opens or closes, or how the day affects anything. We have not verified those numbers, so we do not print them.
Related
CheckoutCheckout and cashiersA checkout can be operated by a hired cashier.
Money, bills and loansWhat your shop spendsThe game keeps recurring expenses as a system of their own.Version and sources
A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 1.6.0 (223).