This update brings new challenges, more help behind the counter, a much larger product range and some questionable ways to deal with difficult customers. There are also improvements to store progression, stock handling, saves and VR controls.
Armed Robberies & Hired Staff
Armed robberies
Robbers can enter the store and demand money—or pose as ordinary shoppers before revealing their weapon at checkout. Surrender, pay them from the till, or fight back. Stopping a robber gives you the chance to recover stolen cash and dropped equipment. Robbery outcomes and cash losses appear in your shift report.
Hire a cashier
Manage checkout staff through the Staff menu, with four tiers offering different service speeds. Staff unlock at Store Level 12, with wages ranging from $75 to $300 per shift. Employees scan products, pack bags and collect payment, leaving you free to restock or handle other problems. Wages are paid before work begins.
Co-op & Character Customisation
Four-player co-op
Stores now support one host and three guests. Desktop and VR players can share the same session and divide the work—or contribute equally to the mess.
Character customisation
Choose your character’s body, skin tone, hairstyle, hair colour, clothing and shoes through Settings > Character. A live preview shows your choices, and your saved appearance carries into gameplay and co-op.
New Weapons & More Store Chaos
Minigun and RPG
Added a minigun with rotating barrels and a removable 200-round drum, plus an RPG with physical rocket loading, smoke trails, explosions and impact effects. The RPG also supports launching a customer with the rocket, because ordinary customer service apparently wasn’t enough.
Expanded vacuum gameplay
The vacuum now has SUCK, BLOW and YEET modes. Collect loose products, push objects and customers away, or launch stored items back into the world. Stored contents persist when saving. Eligible collected stock can also be emptied for an 80% return on its recorded purchase cost.
Stock Handling & Store Expansion
Rolling stock cages
Move multiple cartons around the store using purchasable cages with two loading decks. Select a cage to send stock purchases directly into it, stack cartons, retrieve individual boxes and push the load to your shelves. Available at Store Level 12 for $750, with support for both desktop and VR handling.
Expanded stockroom and product range
Added more groceries, cereals, snacks, drinks, baking products and everyday essentials. The larger stockroom now groups ordering racks into labelled categories, with additional storage space and clearer ordering labels.
Refrigerated displays
Added upright, small open and multideck refrigerated displays for compatible products. The upright and small open displays unlock at Level 9, with the multideck available at Level 21. Customers can open the upright fridge, take products and close the door.
Better stock placement
Desktop players can preview whole-carton positions on shop shelves and storage racks before placing them. Placement accounts for available space and remaining stock capacity. Added optional 90-degree shelf rotation snapping, along with improved carton layouts, packaging and product presentation.
Customer demand board
Customers now arrive with shopping lists drawn from your unlocked catalogue. Products they cannot find appear on a storeroom whiteboard, helping you identify gaps in your range. Entries clear when the products are restocked on the shop floor.
Cleaning, Recovery & Equipment
Cleaning and reopening
Blood leaves cleanable floor stains. Use the mop and bucket to clean them, rinse a dirty mop, and receive sound and visual feedback when a stain is finished. Before reopening, choose to clean remaining mess yourself or pay for cleanup. Cleaning costs $10 per full stain, reduced according to work already completed.
Food and recovery
Suitable ready-to-eat products can now be consumed to recover from injuries. Eating uses the actual product, with separate desktop and VR interactions.
Equipment resale
Eligible purchased equipment and empty stock cages can be sold for 70% of their recorded purchase price. Desktop equipment handling now consistently uses the ten numbered quick slots, with magazines and suppressors kept in reserve storage.
Career Management & VR Controls
More Career management options
Keep up to four Careers, give them custom names and inspect their progress before loading. Expanded reports organise finances, stock losses, customer service, security and shift assessments into clearer sections. Rename and delete actions now use dedicated confirmation dialogs.
VR controller crouching
Reach low objects without physically bending. In the default Toggle mode, tilt the right stick down to crouch and forward to stand. An optional Hold mode is available in Player Settings. Your view and hands lower together, and standing respects overhead obstacles.
Economy & Progression Rebalance
- Reworked retail prices and wholesale costs to improve earnings after replenishing stock.
- Reduced shelf and expansion costs to make growing the store more affordable.
- Spread product unlocks across smaller mixed batches and reduced newly earned XP for steadier progression.
- Extended fresh-produce life to approximately five normal trading shifts.
- Reduced the frequency of automatic customer return visits.
- Changed Store Rep to a saved five-day average, starting from a neutral 50%, so one customer has less influence over the displayed reputation.
- Completed refunds now count as successful customer service.
Fixes & Improvements
- Improved compatibility with older Career saves, including historical stock layouts and packing arrangements.
- Added Recovery storage for stock that cannot safely return to its saved position, allowing the Career to load and the items to be retrieved later.
- Recovered equipment from older hidden desktop inventories into available quick slots, with excess equipment placed on the office desk.
- Fixed late-joining co-op players seeing original shelves that the host had already packed away.
- Fixed saved daily wholesale prices being replaced when loading a Career.
- Fixed a save-validation issue that could prevent the store advancing to the next morning.
- Corrected generated return refunds so changing a shelf price cannot manipulate the refund amount.
- Fixed skipped Careers continuing to offer later tutorial lessons.
- Improved customer queue navigation, movement around occupied checkout areas and departure routes.
- Improved cleanup of bodies left on roads and crossings.
- Refined VR grips, product-facing direction and equipment pickup near walls.
- Corrected VR turning input conflicts.
- Reduced excessive running-footstep repetition and made checkout effects more local to the counter.
- Reduced the GPU cost of nighttime street lighting.
- Widened the storeroom entrance and added paired swinging doors for easier access with loaded cages.
Thank you to everyone testing Retail Revenge and sharing feedback. Your reports continue to shape the store, the controls and the chaos.
