Update log
Full King of Retail 2 update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Performance
- Store
- Gameplay
- Balance
Dear Retailers,
We’re now in Autumn season, and we’re keeping the focus on stability, polish, and quality of life improvements to King of Retail 2 as we prepare features for our next major update.
With update 0.3.1.2, we’re putting a lot of attention toward making your stores more responsive and your employees more manageable, while continuing to streamline backend systems for smoother play overall.
Just a note that King of Retail 2 will be on sale starting today until October 21st for 20% off! I’d be deeply appreciative for people to get the word out, as we do still have a demo available to play as well!
Smarter Teams, Smoother Stores
A new Team Order menu has been added to the Staff Management portion of the Store Hud. With this, you can now assign which number of cash registers you’d like open at any given part of the day.
You can now send employees home for the day, giving you greater control over scheduling and labor management. It’s also an excellent spot-fix if business is slow on any day.
Cashiers are now significantly more responsible, and will finish their Active Queue of customers before going on break.
Cash duty interactions are greatly improved, with fewer weird overlap issues if a register closes while another worker is on the path to open one. Overall this should make cash behavior look and feel more intelligent compared to earlier
These small additions tie directly into our ongoing goal of making the employee system more interactive. We plan to add additional tasks in the coming months, but we wanted to set realistic standards before adding new tasks, and just hoping Employees can figure it out on their own.
QoLs and Big Ticket Fixes
We’ve also added a few significant improvements across the board:
Day/night toggle in Build Mode (finally!) lets you visualize the store at night, rather than just building it for daytime traffic.
Stronger distinction between items in Stock and items on Display - this should help with, at-a-glance, determining what’s in circulation for sale and what’s in storage.
Save games are now handled individually—no more relying on user preferences files. This should make it *MUCH* easier to share save files between players. Just a note that, at this time, custom images won’t transfer between saves which may cause some visual issues.
All in all, these changes should make daily management smoother and more predictable.
Performance, Bugs, and Beyond
As always, we’re continuing to address long-standing bugs and performance hitches. From saving and UI responsiveness to store scheduling, charts, and HQ functions—this update squashes a host of issues to make daily operations smoother.
Here’s what we’re talking in 0.3.1.2.
Major
You can now send employees home for the day
New team orders in the store. Tell how many cash registers should be open
Minor
Added day/night toggle in build mode
Added confirmation when going to build mode
Save games are handled individually and not through userprefs file
The ordering button is disabled if you cant afford the order
Employee hover arrows are now visible through walls as well
Product overlays have separate entries for products in boxes/delivery units.
Added general distinction between products in storage, and being unpacked
Product store counts are updated regularly during the day, and on leaving store.
A Product’s local price is only active if enabled
AI
Employees react faster to switch tasks if you take charge of the cash register
Customers moving to a closed register will now look for a different one.
Customers stay
Source
