The initial game mode, and the only one available at the start. You've got 5 weeks to pay off your debt, with only one day to learn how it works. Get to it!
Starting Atmosphere & Space
You have a very plain and simple shop at the start:
- 3 Wooden Counters (can display 12 items; one of these counters - the one near the window - is a showcase display: items displayed on it will directly affect who will come to your shop).
- Lacquer walls.
- Plank flooring.
- Red carpet.
How You Can Change Your Shop
Initially, your shop is pretty small and simple, as seen above, and when you approach your front desk, you don't have any options other than "Open Store" and "Cancel." However, if you're the type who believes the initial shop is too tiny and drab, once you have a few Merchant Levels under your belt, you can start doing something about it; just be mindful of the fact that you still have to pay the debt in most modes - don't go so overboard with purchasing new shop customizations that you make it impossible for yourself to make a weekly payment!
- You can pay at the Merchant's Guild to expand the size of your shop, which you can do 3 times, at levels 12, 20, and 26; this gives you additional counters each time, so that you can display more items at once, and the second time you do it, a new window for an additional showcase display. See Merchant Levels for a listing of costs and how many counters you get.
- As your Merchant Level increases, you will gain new front-desk options for changing your store's atmosphere by changing its walls (Lv 6), flooring (Lv 8), carpet (Lv 9), and counters (Lv 14) to any you own. This will affect which customers visit, as some prefer a particular atmosphere. You can purchase new atmospheric decorations at the Market; once you do, actually making your changes is free. See Atmosphere for a list of possible options.
- You get to move your counters around anywhere you want at level 10; counter placement does not affect visiting customers in any way, so the option is just there to suit your personal tastes. Be careful that you don't unintentionally move counters to places where you can't get at one or more of their item slots (though you can always move them again if you discover this is the case). Moving your counters is free, of course.
- You can start placing a few vending machines at level 15 (and as many as you want at level 22). You must purchase vending machines from the Market first, but once you have them, you can replace counter(s) with any vender(s) you own for free.
Starting Money & Merchant Level
- 1,000 pix.
- Merchant Level 1.
- No customer reputation; must earn it from scratch.
- Nothing. You have to either go buy things with your initial 1,000 pix, and/or go dungeoning to find things. It's fairly easy to buy a starting supply of low-tier weapons, armor, clothing, and other gear from the Merchant's Guild, and/or food, books and other miscellaneous items from the Market. On the other hand, if you can handle going into a dungeon, anything you find can be sold for 100% profit.
Starting Adventurers & Dungeons
- No Adventurers. You must befriend any and all you wish to recruit.
- No Dungeons. You must start from scratch.
Repaying the Debt
The focus of a Story Mode game. Day 1 is a bunch of tutorials and information, so Tear is kind enough to let you formally start on Day 2. You have to collect a certain amount of pix to pay by the end of each Week. Failure to end the final day of any given Week with the required amount of pix on hand results in a Game Over. Payments must be made as follows:
- Week 1: Ends on Day 8. You must pay 10,000 pix.
- Week 2: Ends on Day 15. You must pay 30,000 pix.
- Week 3: Ends on Day 22. You must pay 80,000 pix.
- Week 4: Ends on Day 29. You must pay 200,000 pix.
- Week 5: Ends on Day 36. You must pay 500,000 pix. This is the final week; completion of this week's requirement completes the game, as the entire debt is now paid.
- The total amount of the debt is 820,000 pix.
What Happens If You Get a Game Over
If you fail to amass the amount required by the end of the week, the game will end with a home repossession (Game Over) screen. You will then restart the game from Day 2 with 1,000 pix, as if the previous things that happened were just a dream. The Loop count (shown in the save menu) is increased by 1 (which can act as an indicator of a failed play, although a New Game + also increases your Loop count).
It is important to note that you will keep the following things when starting a new Loop after a failure:
- Merchant Level. (This means you will retain any front-desk atmosphere-changing options, Fusion ranks, and any other Merchant-Level-related upgrades that you had when you failed.)
- Your store setup. The game will remember your last-used decorations and table placements. If you paid for any shop size expansions, you will keep those, as well.
- Your items. You keep all the items you owned; you retain everything you had in your inventory, and the game will remember what you had on your shelves - they'll still be there when you start your new Loop.
- Your Adventurers' stats. This includes their equipment, level and experience.
- Customer Reputation. This includes their loyalty and budget; they'll still be buying at the beginning of a new Loop anything you were able to get them to purchase at the end of the previous Loop.
- Dungeon entry levels. You have to re-unlock the dungeons themselves, but once you do, you can start on any floors you had available.
- Adventurers who have given you their True Card. Others, you must befriend again.
What You Unlock for Beating the Game
Beating the game by paying off the entirety of the debt unlocks several new game modes: