Megastore Tidy Up Together Skill Tier List Hub
Named perks, numbered HUD tools, and spend order for every launch store.
This hub ranks the skills that actually change a tidy-up run in Megastore: Tidy Up Together. Yolo Games Studio shipped the Steam Windows build on 2 September 2026 with three stores: the Toy Store (3,555 items on 297 shelves), the Supermarket (7,934 items on 487 shelves), and the two-story Megastore (13,380 items, nine departments, 978 shelves). You can restore every map solo or in online co-op. Skills are optional. The game tracks 33 achievements, including finishing a store without using skills, and hotfix 1.0.1 repaired that tracking.
Use this page to pick a spend philosophy, then open the two child lists:
- Best skills covers first points, HUD tools, and store-by-store bottlenecks.
- Solo vs co-op skills shows how the same tree changes when a partner is in the session.
If you still need the loop itself, start with the beginner guide and the Toy Store walkthrough.
How the skill system works
Points arrive as you restore shelves. The HUD shows numbered abilities rather than a long list of branded spells. Across launch footage those slots cover a magnet-style pull, a compact tool, a flashlight, a roller, a megaphone, and a crate. Green outlines mark matching products and the shelf bay they belong to, which is why a Toy Figures wall lights up when you hold the right wrestler. Products auto-sort in your hand, so a stack of lava lamps or helicopters counts itself while you walk.
The skill tree also grants passive perks. Only two have official names worth memorising:
- Long Reach (+1 m) lets you grab and place from farther away. Taking it as your first perk could reduce reach at launch; hotfix 1.0.1 fixed that.
- Stack Capacity +3 lets you hold three extra products. A launch bug granted +6 instead of +3; the same hotfix restored the intended value.
Do not treat fan nicknames as official nodes. Movement, throw feel, and organisation upgrades exist as generic tree choices. Spend them when a specific aisle is the bottleneck, not because a video used a cute label.
How this list is ranked
This is not a PvP meta. Tiers answer one question: what removes the most walking, climbing, or missed last items in the store you are in right now?
- S — almost always worth an early point after the hotfix: Long Reach, then Stack Capacity once you stop dropping matches.
- A — HUD tools that cut search time: flashlight for matching bays, magnet-style pull for floor piles, crate for bulky runs.
- B — role tools: roller for long aisles, megaphone when a partner needs a callout, compact tool when a stack hides the next item.
- C — luxury nodes you take after the store already feels fast.
- Skip for a run — every skill, if you are hunting the no-skills achievement.
Ranks shift between solo and a two-player split. A fetcher wants pull and crate. A shelver wants Long Reach and the flashlight. Read solo vs co-op skills before you copy a friend’s tree.
Store size changes the value of a point
Toy Store teaches grouping under signs such as Toy Figures and Plushies. One player can finish it with almost no tree. Supermarket adds fresh food, longer sight lines, and more last-item hunts; Stack Capacity starts to matter. Megastore doubles the vertical problem: escalators fill with stock, and the second story is a second job. Online co-op is strongly recommended there, but solo remains fully supported.
Controller users should rebind before ranking anything. Left trigger overlaps grab and ability input, which can burn a no-skills run or fire a tool you did not mean to use. See the controls guide.
Hidden tokens that feed arcade-machine buffs show up in player reports. Treat them as optional luck, not as a named perk on this list. Confirm patch behaviour on the updates hub before you respend a tree on an old save.
What to open next
Open best skills for a first-hour order. Open solo vs co-op skills if you host with a partner and need to avoid stacking Long Reach twice while nobody takes capacity. Pair both with the faster sorting route and the store checklist so the last twenty items are a method, not a panic.
Spend the next point on the aisle that just wasted a minute. That rule beats any copied S-tier screenshot once you leave the Toy Store.
Frequently Asked Questions
Quick answers to the most common questions.
Which skill should I buy first?
After hotfix 1.0.1, Long Reach (+1 m) is the safest first perk. Take Stack Capacity +3 once you are dropping matching products on the way to a bay. Full order lives on the best skills page.
Do I have to use skills at all?
No. You can finish every launch store with or without the tree. One achievement tracks finishing a store without using skills; hotfix 1.0.1 fixed that counter.
Are magnet, flashlight, and crate official perk names?
No. Those are HUD-numbered abilities described by what they do. The only named perks this wiki treats as official are Long Reach and Stack Capacity +3.
Does the rank list change in co-op?
Yes. Partners should split fetch and shelf jobs instead of buying the same first two nodes. See solo vs co-op skills and co-op roles.
Did launch bugs change the tier list?
Yes. Long Reach as a first perk could shrink reach, and Stack Capacity +3 granted +6. Rank this list on a build that includes hotfix 1.0.1.