Replay the same aisle order
Use one fixed aisle order for repeat runs. A familiar loop reduces wrong-shelf travel and gives each upgrade a cleaner test.
Once the first clear is done, the next goal is repeatability: same aisle order, cleaner loads, fewer detours, and upgrades matched to the last slowdown.
Use one fixed aisle order for repeat runs. A familiar loop reduces wrong-shelf travel and gives each upgrade a cleaner test.
Large inventory only helps when the load shares a destination. Split mixed products into staged piles instead of walking the full store with mismatched items.
Spend points on the slowdown you just felt: holding capacity for useful loads, point income for upgrade pace, or route helpers after the manual loop is clean.
Clock Chaser, Quick Stepper, and Speed Runner belong after a stable full clear. Use the badge ladder as route pressure, not as a first-session requirement.
| Signal | Adjustment |
|---|---|
| Wrong-shelf travel | Stage uncertain items near likely shelves and keep the main loop moving. |
| Empty return trips | Change the aisle order so each return carries useful products. |
| Capacity overflow | Use capacity upgrades only when you can fill them with matching items. |
| Timed badge push | Practice the same route until placement mistakes drop. |
| Update change | Review controls, pass behavior, badge wording, and upgrade names in the live client. |
Use the shelf-group route before replay goals.
Turn route memory into timed badge attempts.
Compare capacity and point passes by route friction.