Megastore Tidy Up Together Sorting Faster
One-family stacks, signed walls, and an empty-hands finish so a 13k remaining HUD does not turn into magnet chaos.
Speed in Megastore: Tidy Up Together is not a hidden sprint key. Yolo Games Studio’s Steam tidy sim has no fail state; the clock at the end is a score, not a death timer. Faster sorting means fewer wasted walks between a floor pile and a green bay, fewer wrong SKUs on a facing, and a last-item hunt that does not start at 2,000 remaining. This page is the generic route. Apply it in the Toy Store (3,555 / 297), the Supermarket (7,934 / 487), and the Megastore (13,380 items, 978 shelves, nine departments, two stories).
Steam’s 13,380 is the official Megastore size. The HUD tracks remaining shelves and items; screenshots of 47/978 with a 13,357-style count are live remaining, not a second lore number. A 13k remaining-style HUD is a reason to pick one signed wall, not a reason to fire every numbered ability at once.
The loop that beats wandering
- Scout signs. Toy / Summer / Music / Clothing arrows, Plushies, Toy Figures, Rice, Breads, Fresh Fish — whatever this store printed. Two minutes of walking saves twenty of backtracking.
- Pick one family. Fill the stack with that family only. Cap is 10 at Toy Store start and 20 after upgrades. Hotfix 1.0.1 set +3 Stack Capacity after a bug granted +6. Long Reach is +1 m. Rank those on best skills.
- Ride the green. Matching products and bays outline green. If it is not green, Switch Product (auto-sort in hand) or change aisles.
- Empty at the bay. Place until the facing count ticks or SOLD OUT appears. Throw (R) leftovers into a tight pile at the foot of the correct sign, never into the Megastore atrium escalators.
- Do not chain a second family until the first bay looks done. Mixed 20-stacks feel efficient and then cost Switch Product time at the wrong wall.
Controls if Throw or grab is fighting you. Keyboard and mouse stay more reliable than LT grab overlapping abilities.
Ability use without fake names
Observed HUD tools: magnet-style pull, compact/stack, flashlight, paint roller, megaphone, crate. This wiki will not invent extra official tree names. Practical rules:
- Magnet pull: finish a signed corner, not the whole atrium. It restocks escalators if you aim badly.
- Compact/stack: when the 20-cap is mixed and you need to travel. Still Switch Product before placing.
- Flashlight: dark corners and under-shelf hunts, late game.
- Paint roller / megaphone / crate: use them if they clearly help a facing; do not open with them.
- Skills off: Take, Throw, Switch Product, and walking. 1.0.1 fixed the no-skill achievement tracker. Players hunting 100% without skills stall at the end; budget time for that on purpose.
Faster ground collection from hotfix 1.0.1 makes holding Take over a pile snappier. Unstuck Product is the clip button after large-hold pose changes. Player reports of arcade tokens feeding extra buffs are a side hunt; they are not faster than a clean wall route.
Co-op speed is territory, not chaos
Two people on one green helicopter is slower than one. Split departments (co-op, co-op roles, solo versus co-op). Call last hides. Do not magnet a partner’s finished bay. ESC pauses the timer only when you are the only player; a lobby still burns completion time while you argue in Discord (links).
Solo players should still work walls. Solo play is the staffing version of “you are both fetch and shelf.”
Last-item protocol
When remaining items are in the low hundreds, stop spraying pulls.
- Empty hands.
- Walk hoops for a basketball.
- Check letter-V foam (Puzzle Foam V is on the Toy Store plushie-corner floor on new 1.0.1 saves).
- Scan for a yoyo in noisy floor piles.
- Check numbered checkouts, under ride-ons, inside bakery cases, on upper rails.
- Screenshot the remaining HUD before you quit; autosave/crash loss is real, and 1.0 does not split solo versus co-op saves.
Use the store checklist so you do not “remember” a department that still has 40 facings. Difficulty options do not fail you; they only change how punishing the clutter feels. Looping music is not a speed cue — if it is driving you out, take the ESC pause on a solo save and come back.
There are 33 Steam achievements. Speed-adjacent ones include Getting the Hang of It, Stacked Up, Long Reach, Shelf Whisperer, Ready for Opening, Grand Opening. They pop from clean loops, not from throwing bakery bags down the escalator.
Post-launch stores (electronics planned, second theme undecided), Workshop, and mods will need new routes; they are not in 1.0. Check roadmap instead of waiting in the atrium. No promo codes will spawn a turbo perk (codes).
A 13k remaining-style HUD is not a reason to spray magnet pulls across every department; it is a reason to finish one signed wall, then the next, until the last basketball is in a hoop you already checked twice.
Frequently Asked Questions
Quick answers to the most common questions.
What is the fastest way to cut remaining items?
One family per stack, green bays only, Throw leftovers at the correct sign. Apply it in the Toy Store first so the habit exists before 13,380 items.
Should I magnet-pull the Megastore atrium?
Not as an opener. The escalators are a dump. See the Megastore walkthrough before you restock the stairs.
Do I need a 20-stack to go fast?
No. 10 is enough to learn. +3 Stack Capacity (not the old +6 bug) and Long Reach +1 m are the named upgrades on best skills.
How do I search the last dozen SKUs?
Empty hands, then hoop / foam V / yoyo / checkouts. Getting Started lists the same hides for hour one.
Does co-op always sort faster?
Only with territories. Two people on one bay is slower. Read co-op and solo versus co-op.
Will a future store change this loop?
The wall-then-family loop should survive. New maps are on the roadmap, not in 1.0.