Skills

Megastore Tidy Up Together Solo vs Co-op Skill Spends

Same tree, different jobs: what a lone stocker buys versus a two-player split.

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Solo vs Co-op Skills

Megastore: Tidy Up Together lets you restore every launch store alone or with a partner in online co-op. The skill tree does not fork into two official builds. The spend still changes because a second body removes half the walking. This page compares those spends. It sits next to the skill tier list hub and the best skills order, and it assumes you already know the beginner loop.

Solo is a complete game. Co-op is optional. Neither mode is local-only. If you host, you are still on Steam Windows with Yolo Games Studio’s 2 September 2026 release. After hotfix 1.0.1, ESC pauses time when you are the only player in the session. That pause does not apply the same way once a partner is present, so solo and co-op even differ in how you take a break.

Why the same tree splits

A lone player has to fetch, identify, carry, and seat every SKU. Long Reach (+1 m) and Stack Capacity +3 both pay for themselves because every extra metre and every extra product removes a round trip you cannot hand to someone else.

Two players can specialise. One person can live on the floor with magnet-style pull and a crate. The other can live on the bays with Long Reach and the flashlight. If both of you buy Long Reach first and ignore capacity, you will still drop matching groups on the escalator. The co-op roles page assigns those jobs; this page only ranks the nodes that support them.

Solo priorities

Play the solo guide with this order:

  1. Long Reach after hotfix 1.0.1. Confirm it lengthened grab range. The launch bug that could shrink reach on the first purchase is patched.
  2. Stack Capacity +3. You are the only pair of hands. The hotfix also stopped this node from granting +6.
  3. Magnet-style pull or flashlight, depending on whether your last wasted minute was a floor carpet or a missing SKU.
  4. Crate once you climb the Megastore. Escalators are a tax; fill a trip.
  5. Skip megaphone. There is nobody to call.

Solo also wants movement comfort more than co-op does, because you cannot stand still while a partner sweeps. Take generic movement nodes only after the two named perks. Do not nickname those movement nodes as if they were official.

Last-item hunts are a solo specialty. Green highlights and auto-sort in hand already do a lot. Pair them with the faster sorting route and the store checklist instead of buying a fourth HUD tool you will not remember to press.

Co-op priorities

Before anyone opens the tree, pick roles:

  • Fetcher — magnet-style pull, crate, roller. Owns floors, escalators, and atrium dumps.
  • Shelver — Long Reach, flashlight, compact tool. Owns bays, green outlines, and the last SKU in a department.

Only one player needs Long Reach early. The shelver should take it. The fetcher should take Stack Capacity +3 so a full armload actually survives the walk. If both of you take capacity and nobody takes reach, upstairs Megastore bays become a jump-and-hope minigame.

Megaphone is a co-op-only buy. Use it to mark a department, not to spam. Compact tool helps the shelver see past large hold poses; hotfix 1.0.1 already adjusted several of those poses, so it is a comfort node, not a must.

Do not both bind the same numbered HUD slot to the same finger. Controller left trigger still overlaps grab and abilities. In co-op that overlap can fire a tool while you meant to take a product off a shelf. Rebind using the controls guide before you rank anything as S-tier.

Store-by-store comparison

Toy Store (3,555 / 297). Solo can finish with Long Reach alone. Co-op should not both spend here; one player can stay on the tree-less no-skills achievement while the other learns tools, but only if you agree before the first ability fires. Puzzle Foam V sits on the floor for new saves after the hotfix; old saves may still hide it on the top shelf of the corner plushie section. That is a search, not a skill split.

Supermarket (7,934 / 487). Solo wants capacity sooner. Co-op should split grocery runs by aisle, not by perk clones. Unstuck Product gained a missing Supermarket area in the hotfix; the host should know that setting so neither player wastes a magnet charge on a stuck SKU.

Megastore (13,380 items, nine departments, 978 shelves, two stories). Solo should treat crate plus Long Reach as the backbone and expect a long session. Co-op should split floors: one player owns downstairs departments such as bakery and fish, the other owns upstairs overflow. See the Megastore walkthrough. This is the map where doubling Long Reach is the most common wasted spend.

Saves, pause, and achievements

Players have asked for separate solo and partner saves. The launch build does not advertise that split, so host a co-op session on a copy you are willing to keep shared. Autosave and crash reports are common enough that you should not experiment with a no-skills Megastore run on your only file.

The no-skills achievement tracks per store. Hotfix 1.0.1 fixed that tracking. A co-op partner who presses a numbered ability can ruin the attempt for the session, so call the rule out loud before you load in.

ESC pause is a solo comfort. In co-op, plan breaks at department boundaries instead of assuming the world freezes.

If you only remember one split, remember this: the shelver buys Long Reach, the fetcher buys Stack Capacity, and nobody buys a second megaphone until the atrium is already clean.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Should both co-op players take Long Reach first?

No. The shelver takes Long Reach (+1 m). The fetcher takes Stack Capacity +3. Doubling the same first node wastes the point that would have filled an upstairs trip.

Is megaphone useful in solo?

Almost never. It is a callout tool. Solo spends should follow the best skills order and skip it.

Does ESC pause work in co-op?

Hotfix 1.0.1 pauses time when you are the only player in the session. Do not expect the same freeze once a partner is present. Take breaks at department edges.

Can one player go for the no-skills achievement in co-op?

Only if nobody in the session uses skills. A partner's HUD ability can spoil the tracking. Agree before load-in, and rebind left trigger.

Is this local split-screen?

No. Co-op is online. Solo is fully supported on every launch store. Read co-op roles for the job split and solo play for one-player pacing.

Where do I see the overall ranks?

Start at the skill tier list hub, then apply this page's split so the S-tier nodes are not bought twice.