Design a supermarket layout, stock shelves and manage customer flow.
Take an empty corner lot and grow it into the busiest supermarket in town — one shelf, one checkout, one decision at a time.
FreshMart is a hands-on management game, not an idle tapper. Where you put a shelf decides how much it sells. A display facing the main aisle moves stock; the same display in a corner gathers dust. Tap any shelf to see exactly how visible it is, or switch on the traffic heatmap and watch where shoppers actually walk.
RUN A REAL SHOP
• Design the floor: aisles, endcaps, checkouts, and the queue that forms in front of them
• Eight departments, from produce sold by the kilo to frozen food that spoils overnight
• Order bulk stock into your backroom — cases are cheaper by the pallet, but cash tied up in inventory is cash you can’t spend
• Set prices against a drifting competitor, and run promotions when you need to move stock
BUILD UP AND OUT
• Add a second storey and connect it with stairs or an escalator — shoppers climb them and browse upstairs
• Open a clothing floor over the groceries: t-shirt shelves, rails, knitwear tables, mannequins, coats that sell all winter
• Pave the car park bay by bay. Cars turn in off the street, and a bigger lot lets a bigger crowd through the door
• The town lives around you — roads, neighbouring units, people on the pavement — and the seasons turn: rain, snow, autumn leaves, a heatwave in August
A CREW WORTH MANAGING
• Every hire has a name, a personality and a skill you can train — the Quick one flies through the queue, the Slacker works cheap
• Morale drops after a hard day of long lines. Pay a bonus, or watch them walk
• Cashiers, stockers, janitors and security, each with a job only they do well
THINGS GO WRONG
• Shoplifters skip the tills. Cameras and a guard on the floor are how you catch them
• Litter piles up and shoppers notice
• Heatwaves, supplier strikes, holiday rushes, pickpockets in the area, a farmers’ market that undercuts your produce, a bake-off next door
GROW,
THEN FRANCHISE
• Eight levels of goals, each unlocking a system rather than a number
• A research tree of permanent upgrades: pallet racking, cold chain, modern tills, loyalty cards
• Franchise a finished store and it pays you every day, forever — then open your next location with a bigger grant
No timers, no energy bars, no fail state. Just a shop, and the decisions that make it work.
Free through level 3. One purchase opens the rest — no ads, no subscription, nothing to top up.
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