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Retail RevengeNewsEarly Access Update 2 — Traffic, VR Clarity & Store Improvements
Game update

Early Access Update 2 — Traffic, VR Clarity & Store Improvements

Retail Revenge · published 4 Sep 2026, 20:02 UTC · build 25130326

All newsPlayers around this dateRead on Steam

Living Streets and Traffic


The street outside Retail Revenge is now much more active.

  • Added traffic travelling in both directions outside the store.

  • Added multiple cars, vans and taxis with varied colours, rotating wheels and visible steering.

  • Added headlights, tail lights and illuminated vehicle details at night.

  • Vehicles now react to customers using the pedestrian crossings.

  • Approaching vehicles stop and queue while vehicles already crossing are allowed to continue.

  • Added spatial engine sounds, horns, braking, acceleration and impact audio.

  • Traffic audio now fades when entering the shop.

  • Moving vehicles can kill customers on impact.

  • Vehicle-hit bodies remain briefly before being removed.

  • Stationary vehicles no longer cause an instant death. Customers can fall, recover and continue.

  • Improved customer recovery positioning to prevent them reappearing underneath the sidewalk.


Permanent street pedestrians also remain active throughout the day, independently of the store’s customer flow.

Improved VR Visual Clarity

  • Restored a crisp four-sample MSAA rendering setup for PC VR.

  • Reduced the graininess, softness, shimmer and movement smearing affecting the store, shelves and products.

  • Replaced the coloured shelf-price widget backgrounds with physical ticket faces.

  • Removed the severe yellow, green, red and hover-highlight flickering from shelf tickets.

  • Improved filtering and mipmaps for shelf-ticket text to reduce movement shimmer.

Customer and Checkout Improvements

  • Reduced excessive launch force when throwing customers.

  • Interrupted customers now correctly drop their carried products.

  • Customers now lose their basket, shopping bag or complaint bag when grabbed, struck or thrown.

  • Fixed fleeing customers sometimes remaining at the edge of the map.

  • Improved customer and bag cleanup at map exit points.

  • Fixed an edge case where the checkout could become impossible to clear if a customer was killed immediately after paying.

  • The next customer now waits while the previous transaction is cleared instead of incorrectly continuing it.

  • Improved the pacing of customer payment and bag-pickup animations.

Store Pricing, Profits and XP

  • Rebalanced wholesale stock costs to make successful store management and progression more rewarding.

  • Improved the green, yellow and red shelf-price classifications.

  • Corrected customer purchasing behaviour for sale, regular, expensive and excessively priced products.

  • Fixed shelf-price tags sometimes displaying the wrong colour while editing prices.

  • Fixed refund and reshelving behaviour that could incorrectly affect the product’s shelf price.

  • Complaint refunds now use the price captured before the returned product is revealed, preventing price manipulation.

  • Fixed the pause-menu XP bar so it correctly tracks the increasing XP requirements at later levels.

  • Corrected XP rollover when gaining enough XP to reach the next store level.

Night-Time Shop Improvements

  • Night now begins correctly at 7:00 PM.

  • The night sky, streetlights, building windows and shop lights now activate together.

  • Rebalanced the shop’s ceiling lights so the interior remains visible without appearing excessively bright.

  • Improved local shop exposure without brightening the entire outside environment.

Product and Character Audio

  • Added category-based handling sounds for cans, boxes, jars, chip packets, fruit and vegetables.

  • Products now play the appropriate sound when stocked, placed on checkout counters or dropped onto floors and shelves.

  • Added subtle pitch and volume variation so repeated product interactions sound less repetitive.

  • Chip packets now use dedicated grab and drop sounds.

  • Reduced the volume of fruit and vegetable handling sounds.

  • Stopped bouncing products from repeatedly triggering excessive impact audio.

  • Added spatial walking and running footsteps for customers.

  • Added sound feedback to the Sandbox control-board buttons.

Additional Fixes and Improvements

  • Added automatic removal of older bodies when the body limit is reached to improve performance during chaotic sessions.

  • Improved the Sandbox front-door startup sound behaviour.

  • Corrected collision on the coconut, tomato soup and sweet corn cans.

  • Improved Career customer pacing so struggling stores receive more recovery time while successful stores become busier.

  • Increased the maximum Career customer capacity to support busier high-reputation stores.


Thank you to everyone playing Retail Revenge in Early Access and reporting issues. Your feedback continues to help improve the game with every update.

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