Megastore Tidy Up Together Supermarket Walkthrough
Middle unlock: 7,934 products, 487 shelves, longer walks, and grocery signs before the two-story Megastore.
The Supermarket is the second launch store in Megastore: Tidy Up Together, unlocked after the Toy Store. Yolo Games Studio lists 7,934 items and 487 shelves — more than double the toy shop’s 3,555 / 297, still far under the Megastore at 13,380 items, nine departments, and 978 shelves. You play it on Steam Windows, solo or online co-op, with no fail state. Completion time still stamps at the end.
Do not confuse this floor with grocery bays inside the Megastore. Screenshots of Rice, Pasta, Canned Goods, Cooking & Baking, Beef, Wagyu, Breads, and numbered checkouts with a 47/978 HUD are the mall, not this middle store. The Supermarket is its own unlock with a 487-shelf remaining tracker. Steam’s mall total stays 13,380; this page is 7,934.
If you skipped onboarding, go back to Getting Started. Green highlights, auto-sorted stacks, Throw (R), and Switch Product do not change — rebind them in the controls guide if grocery aisles already feel twitchy. Your carry cap may already be higher than the toy-shop 10; 20 appears after capacity upgrades. Hotfix 1.0.1 set +3 Stack Capacity after a bug granted +6.
What actually gets harder
Scale. 487 shelves means more identical facings and more walking between dry goods and fresh. Aisle noise looks like the toy carpet but the SKUs are grocery families mixed with stray toys that do not belong here — leftover visual language from the messy-store fantasy, not a reason to carry a wrestler to the meat wall.
Sign reading matters more than in Pretend Play. Grocery bays are packed tighter. If the outline is not green, you are in the wrong family even when the hanging sign is close (Rice versus Pasta is the classic mis-shelf). Checkouts numbered 01 and up collect junk again; they are a last sweep, not a first parking lot for everything with a barcode.
Difficulty options still do not fail you. Skills-on versus skills-off is the real fork. A no-skill Supermarket is a longer walk; Long Reach (+1 m) and stack size cut that walk. Magnet-style pull, compact/stack, flashlight, paint roller, megaphone, and crate remain HUD icons without extra official names on this wiki. Rank them on best skills.
Route that does not ping-pong
Scout a full lap. Note dry-goods runs, fresh counters, bakery-style cases if present, and the checkout bank. Then:
- Dry goods walls first. Rice, pasta, canned, paper, cooking supplies — whatever signs this layout actually printed. Fill stacks of one family. Return. Do not mix two grain SKUs in a way that forces constant Switch Product at the wrong bay.
- Fresh and bakery second. Large products got hold-pose tweaks in hotfix 1.0.1. Unstuck Product is in settings if a ham or a cake clips. Faster ground collection from that patch helps floor piles in the aisles.
- Cross-shop strays. Toys, inflatables, and summer rings spawn in grocery sightlines. They still have a correct supermarket home or a dump you create next to the right sign. Do not throw them into the Megastore in your head; you are not in that building yet.
- Checkouts last. Belts, under the registers, behind “please return your trolley” style boards.
- Last-item hunt. Same hides as the toy shop: yoyo, letter-V foam board, basketball in a hoop. Grocery clutter disguises them better. Empty your hands and walk. Players hunting 100% without skills stall here for the same reason they stalled in Plushies.
Use the store checklist to tick families so a 7,934 remaining-style HUD does not hypnotise you into random magnet circles. Sorting faster is the generic version of this loop.
Co-op on 487 shelves
Solo is still fine. Co-op starts to pay off because walking is the tax. Split left versus right aisles, or dry versus fresh, never both at lane 03. Co-op roles and solo versus co-op cover who fetches versus who shelves. Screenshot remaining counts before anyone quits; autosave/crash loss is a known pain, and people want separate solo versus co-op saves that 1.0 does not give you.
ESC pauses the timer when you are the only player after 1.0.1. In a lobby, do not call a pause as if friends froze. Looping music will follow you down every pasta aisle; that is a day-one complaint, not a broken remaining counter.
Skills and achievements on the way through
Spend points on reach and capacity before flashy pull tools if this is your first grocery clear. Hidden tokens feeding arcade machines are player reports — fun, not required to open. Achievements you may pop here include Ready for Opening, Fresh Start, Getting the Hang of It, Stacked Up, and Long Reach. Grand Opening is more of a mall energy. There are 33 Steam achievements; this store is the middle third of that list, not the end.
When 487 shelves read done, the two-story mall unlocks. Read system requirements if grocery clutter already stutters; the atrium escalator pile is heavier. Confirm patches on updates and hotfix 1.0.1. Two extra stores (one planned as large electronics) are roadmap content, not a fourth 1.0 supermarket.
Leave checkouts and numbered lane clutter for the last sweep; grocery SKUs hide under beach balls just as often as they hide on the correct Rice or Pasta bay.
Frequently Asked Questions
Quick answers to the most common questions.
How many items are in the Supermarket?
Is the grocery Megastore screenshot the same map?
No. A 47/978 HUD is the two-story mall. This walkthrough is the 487-shelf unlock. Use Steam's 13,380 only for the Megastore size.
Should I wait for co-op before starting this store?
No. Solo works. Co-op helps because of the walking. See the co-op guide if you want a split.
What skills help grocery aisles?
Long Reach (+1 m) and stack capacity. Avoid inventing extra tree names. Rank HUD tools on best skills.
Where do last items hide here?
Same trio as elsewhere: yoyo, letter-V foam, basketball in a hoop, plus checkout belts. Sorting faster has the empty-hands sweep.