Megastore Tidy Up Together Hotfix 1.0.1 notes
The 3 September 2026 patch that repaired perks, pause, last-item hunts, and achievement tracking.
Yolo Games Studio shipped hotfix 1.0.1 on 3 September 2026, one day after Megastore: Tidy Up Together went live on Steam. The post said the team was watching every report and would keep polishing until the loop felt smooth. This page is a player-facing reading of that list, not a replacement for the Steam news item. Confirm wording on the links hub if a later patch supersedes a line.
The game remains a released Windows title with online co-op and solo. Nothing in 1.0.1 added a fourth store, a redeem-code box, or local split-screen. After this polish pass the studio said they would move on to new maps — that work is tracked on the roadmap, not in this hotfix.
Pause when you are alone
Time now pauses when the ESC menu is open and you are the only player in the session. That is a solo comfort. It does not freeze a co-op shift just because the host opened settings. If you need a bio break in a two-player Megastore, agree a department boundary instead of assuming the world stops.
This change matters for solo play more than for co-op roles. Use it. A three-hour Megastore file is not worth losing because you stepped away with the timer still running.
Achievement tracking: no-skills runs
The achievement for finishing a store without using skills now tracks correctly. If you burned a Toy Store or Supermarket run before 3 September and the badge never popped, the problem was the tracker, not your discipline. Start a fresh no-skills attempt on a patched build.
Call the rule before a co-op load-in. A partner’s numbered HUD ability — magnet-style pull, flashlight, crate — can spoil the attempt even if you personally never pressed a skill. The controls guide also notes that controller left trigger can overlap grab and abilities, which is a quiet way to fail the same badge.
Stack Capacity +3, not +6
The +3 Stack Capacity perk incorrectly granted +6 at launch. Hotfix 1.0.1 restores the intended +3. If a first-day screenshot shows a huge hand stack, that was the bug, not the design. Rebuild your best skills plan around +3. Capacity is still one of the best early spends; it is just not a free double-dip.
Carry limits on the HUD still grow as you unlock more of the tree. Toy Store footage often shows a smaller stack (around 10). Later Megastore clips show 20. Treat those numbers as observed HUD values, not as extra named perks.
Long Reach as a first perk
Choosing Long Reach (+1 m) as your first perk could sometimes reduce interaction reach at launch. That is the opposite of the node. The hotfix stops that inversion. If your first hour felt like you had to walk into every bay, test grab range on a low shelf after updating, or start a new file on 1.0.1, before you blame the Toy Store walkthrough.
Long Reach remains an S-tier quality-of-life pick for shelvers. In co-op, do not both buy it first. Put reach on the player who lives on the bays and put capacity on the fetcher — see solo vs co-op skills.
Puzzle Foam V and last-item hunts
Puzzle Foam V moved from the top shelf of the corner plushie section onto the floor in the Toy Store, for new saves. The studio called out that the old perch made the piece too easy to miss. Last items without skills are the mean part of 100%, and Foam V was one of the worst hides.
If your Toy Store save was created before the hotfix, do not assume Foam V is on the floor. The note applies to new saves. Use Unstuck Product and a flashlight pass before you decide the SKU despawned. The store checklist is the method; this hotfix is why one famous hide changed.
Unstuck Product and the Supermarket
A small Supermarket area that was missing from Unstuck Product settings is now included. If a fresh-food or side-bay product sat in collision before 1.0.1, try the menu again on the patched build before you abandon the file. The Supermarket walkthrough is the place to pair that tool with a department route.
Feel fixes: ground collection and hold poses
The speed threshold before moving products become interactable is lower, so scooping items while you still have walk speed feels less like you have to stop and bow. Large products also sit in more readable hold poses, so a pool float or oversized toy no longer eats the camera as badly.
These are comfort patches. They do not replace faster sorting habits: group in hand (auto-sort already clusters categories), clear one department, then sweep. They do make the Toy Store teaching hour less clumsy, which is why they belong in a day-two hotfix.
How to play after 1.0.1
Update through Steam before a long session. Confirm the build in the news list, then:
- Rebind grab away from skill inputs if you use a controller (controls).
- Recheck Stack Capacity and Long Reach if you specced on 2 September.
- For a new 100% Toy Store, look for Puzzle Foam V on the floor, not the top plushie bay.
- Host co-op on a file you can share. Autosave-plus-crash reports still exist; 1.0.1 did not claim to rewrite the save system.
There are still no promo codes. Spend the time you would have burned on a fake table inside a store instead. When the studio ships the next numbered patch, it will land on this updates hub as its own page. Until then, 1.0.1 is the live rulebook for perks, pause, and last-item locations.
Frequently Asked Questions
Quick answers to the most common questions.
When did hotfix 1.0.1 ship?
3 September 2026, one day after the 2 September Steam launch. Details are summarised on the updates hub.
Does ESC pause in co-op?
Only when you are the only player in the session. Partners should break at department edges instead. See solo play.
Why is my stack smaller after the patch?
Stack Capacity +3 no longer grants +6. The intended bonus is +3. Rebuild the spend on best skills.
Where is Puzzle Foam V now?
On new Toy Store saves it sits on the floor instead of the top shelf of the corner plushie section. Old saves may still use the original perch.
Did 1.0.1 add the electronics store?
No. Extra stores remain post-launch work on the roadmap.