No World: Store Simulator
Ethan Sansolis
A roguelike store simulator where you stock shelves, hire a mysterious staff, and fend off an ever-growing wave of thieving customers. No world outside. No end in sight. How long can your store survive?
System Requirements
Minimum Requirements
Recommended Requirements
About This Game
The world outside doesn't exist anymore — or it never did. All that remains is the Store, an endless structure holding back the nothing beyond its walls. You run it. You're the only one who remembers why.
Each day, the Store opens its doors to more customers than the last — humanoid figures who are never quite human, drawn in by hunger, curiosity, or something else entirely. Some browse. Some buy. Many steal. Your job is to keep the shelves full, the registers running, and the losses low for as long as you possibly can — because there is no winning, only surviving.
Gameplay
Manage a live, escalating retail simulation where the customer count and theft rate climb with every day survived. Place and arrange furniture and shelving with full collision-aware layout tools across multiple buildings and stacked floors. Hire and assign a staff of Generalists, Stockers, Cashiers, Security, and Janitors, each with individual stats for speed, stock handling, range, patience, and salary. Operate through a full day/night cycle — customers flood in from open to close while your crew clocks out at night, leaving the store to reset before the next wave.
Progression & Systems
Build out your store and workforce to keep pace with an economy that never stops escalating. Balance staffing costs against theft losses as the difficulty curve steepens day over day. Refine your store layout and worker assignments to survive longer runs, with each attempt shaped by the choices made in the one before it.
Features
Roguelike escalation — no two runs end the same way
Deep staffing system with 5 distinct worker roles and individual stats
Full store-building sim with collision-aware furniture placement across multiple floors
Dynamic day/night cycle driving customer spawns and worker shifts
Anti-theft gameplay loop — station Security and catch shoplifters before they clean you out
Unsettling, unexplained setting populated by humanoid customers and workers who are never quite human
Current Content
Core store-building, staffing, and checkout systems implemented
Day/night cycle and theft escalation fully functional
Save/load system in place
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