Supermarket Together
DeadDevsTellNoLies · Simulation, Management, Immersive Sim
Overview
The multiplayer supermarket has arrived to your neighbourhood for free! Stock your shop space, unlock perks and franchises, hire employees or chase those pesky shoplifters. The more players, the more action!
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Up to 16 players or go solo
Split the action with your friends: the more players in your supermarket, the more demanding customers will become. You can also choose to go solo and inflate the difficulty artificially if you are feeling hard-working.
Unlock franchises and perks in the skills blackboard
Owning a successful supermarket grants Franchise Points: use these to advance in the skills blackboard and add more advantages to your business like unlocking products or improving your employees performance.
Acquire shop space, storage or extra facilities
Expanding public space allows player to offer more and better merchandises. A fully improved store can harbor up to 49,000 products in its shelves.
Over 300 different products
Discover over 300 products including the basics. Updates have progressively added new categories like pharmacy, produce, electronics, child care or gardening.
Departments are here to stay
Once your business thrives you can start thinking in acquiring departments. Prepare online packages for your customers or make your employees do it. Manufacturing department is going to arrive quite soon!
Do not neglect secondary duties
Extra activities like cleaning make customers happier. Careful with shoplifters, catching them red handed will prevent finances leaking at the end of the working day, acquire a CCTV system to monitor their activities! Also demolish those pesky pillars for better decoration placing and navigation for your customers.
Eighteen employees available for hiring
Going solo? No problem, you will be able to hire your own crew. Name them and level them up in 7 different roles: cashier, restock, storage, security, technician, packaging and manufacturing. When assigned to a role they will earn experience in that respective job and earn advantages from it!
From the game's Steam store page.
THE GAMEQ VERDICT9,999 reviews analyzed
What players are actually saying
1. Summary
In this slice, 93% of the reviews recommend Supermarket Together, and the positive share stayed between 89% and 98% in every full week from mid-August 2025 to October 2026. Players describe a free game in which a group of friends opens a one-shelf shop and grows it into a large supermarket: someone runs the register, someone restocks, someone orders stock, and somebody abandons their post to chase a shoplifter down the street with a broom. Almost half of the longer reviews (46%) mention friends, co-op or playing with a partner or relative, and 29% bring up the price of zero, often with surprise that a game this full costs nothing. Players also like the progression through franchise points, unlocks and hired staff, the slapstick of brooms, jail cells and loan collectors, and a loop that 13% call relaxing or addictive. Updates come up in 9%, often with praise for how frequent they are, and 8% mention the Cool Pack or supporting the developers.
Players disagree about solo play, which some find relaxing and others find hard or dull, and about the long game, where hired employees take over most jobs and some players are left waiting for the day to end. Pricing is a separate gripe: it is done by scrolling the mouse wheel a cent at a time while market prices rise every in-game week. So is a tutorial that leaves several systems unexplained. Among the 250 negative reviews of 100 characters or more, 39% mention a technical problem, 24% describe crashes, freezes, endless loading screens or a broken Steam Deck or Linux experience, and 10% report lost save progress. Players who open their lobbies to strangers also report griefers.
2. What keeps coming up
What players praise
Running a shop with friendsHigh
The co-op is the main reason players give for recommending the game: 46% of the longer reviews mention friends, co-op, multiplayer or playing with a partner, sibling, parent or child. They describe dividing the work ("Everyone naturally ends up taking different jobs") and then watching the plan fall apart: a friend who spends the loan on salt or milk, a cashier who hands a customer thousands in change, a store renamed as a joke. Some of these reviews come from couples who play together every night and from parents playing with their children. One review summed up the two modes as "When you play alone, it's a supermarket simulator, and when you play with friends, it's a broom fighting simulator", and another wrote "Playing alone is a job. Playing with friends is a chaotic social experiment."
Players who host public lobbies or play with strangers describe a different experience, covered under the frustrations below, and players without friends to play with get a smaller game, covered under solo play.
Free, with one optional cosmetic DLCHigh
The price comes up in 29% of the longer reviews, often in disbelief ("how is this free") or with a price they would have paid, as in "I would have easily paid 15$ for this and called it worth it." Several compare it favourably with paid store sims they had bought. Reviewers stress that nothing that affects play is for sale, and 8% mention the DLC or buying something to support the developers; one described it as "Has a $5 DLC that's more like a tip jar than anything." The DLC's hats, emotes, wall and floor paint, staff room and in-game TV and browser are popular with those who bought it. A minority say the DLC adds little, that friends without it can't see what plays on the TVs, or that basic customisation such as paint should not need it.
Growing a corner shop into a supermarketMedium
Progression is the subject of 17% of the longer reviews: buying expansion space, unlocking product licences and perks with franchise points, hiring and levelling staff, and adding machines such as self-checkouts, a cleaning robot and an automatic pricing unit. Players describe the early days as hectic and the first hire as the turning point: "Then you get your first employee and it is a game changer." Players like that the store's responsibilities change as it grows, from working the register yourself to managing staff, security and online orders. The cost of this design shows up in the long game, covered below: once staff handle most jobs, some players run out of things to do.
A relaxing, addictive loopMedium
Words like addictive, relaxing, chill or cosy appear in 13% of the longer reviews, along with players saying they lost track of time. Some describe sessions that were meant to last half an hour and ran until morning, and some play it as a background game alongside music, YouTube or a podcast: "Some games feel like they were built from the ground up to be something to do with your hands while you listen to your favourite podcast." Players who like organising shelves and storage say it satisfies that urge, and about 4% of the longer reviews joke about retail work, often from people who do it for a living and come home to do it again in the game ("I look forward to finishing my retail job to come home to my other retail job.").
Brooms, thieves and loan collectorsMedium
Shoplifters run off with stock, and the player, a security employee or the whole group beats them with a broom until they drop it. The broom also works on customers, staff and friends, and the host can send other players to a jail cell that takes hundreds or thousands of clicks to escape. Unpaid loans bring collectors in black who beat the player with brooms. The broom, thieves or the fire extinguisher come up in 13% of the longer reviews, and one summed the mechanic up as "Customer annoying you? Broom." A few want harder weapons, and the game's refusal to allow the sledgehammer ("too excessive") is a running joke. A small group finds thieves too frequent on high difficulty or late in a long save.
A developer who keeps updating a free gameMedium
"This game is free and updated more reliably with more content than most AAA titles." Updates or patches come up in 9% of the longer reviews, often with praise for the pace: new products, departments, seasonal events, broom skins and fixes, described as weekly or monthly. Several reviews were edited by returning players who found the game much improved, including a long one that lists no more corrupted saves or stuck customers: "the game now runs smoothly. The bugs that previously ruined everything are gone." A few longtime players say updates came less often than they once did, and a few say a particular update broke the game on Steam Deck or made manufacturing worse.
Designing and decorating the storeMedium
Players like building the store their own way, from realistic supermarkets to themed rooms and joke store names; decorating, layouts or customisation come up in about 5% of the longer reviews. The same reviews ask for more decorations, shelves, products and character customisation, and some object to paint being locked behind the DLC ("not a fan of having to get the dlc to be able to change the wall color or the floor designs."). Placement draws its own complaints: grid snapping that leaves gaps at walls, corner shelves that waste space, and objects that can't be placed where players want.
Where players are split
Playing soloMedium
About 10% of the longer reviews discuss playing alone, and reviews calling it fine or fun outnumber those calling it boring or too hard by more than two to one. Solo players say the hired staff fill the gaps: "There's nothing you NEED other players for", and several describe long single-player saves as their favourite way to play. The other side says the early days are overwhelming alone, with one player running the register, restocking and chasing thieves at once ("Even on 1 difficulty I wasn't able to keep up with the demand of the customers"), or that the game is only fun with company. A few reviews advise making a cashier the first hire.
Repetition and the automated late gameMedium
Words like repetitive, boring, tedious or chore turn up in about 6% of the longer reviews. Players who stay in a save describe a loop that settles into ordering stock and waiting once staff handle the register, shelves and storage: "you kind of automate yourself out of a job, and you end up mostly waiting until something happens." Others say progression slows as franchise points arrive more slowly and costs climb. The negative version comes from players who hit this early, as in "The first ~5 hours are pretty great with progression, but then you reach a point where it basically becomes an idle game." Players who like the game say they keep things interesting by not hiring for the tasks they enjoy, raising the difficulty or starting a new store, and some say the routine is the appeal.
Comparisons with Supermarket SimulatorLow
Reviewers who mention Supermarket Simulator or another store sim (about 6% of the longer reviews) usually describe this game as a free, multiplayer take on it, and the explicit comparisons run both ways. One side prefers this game for its price, co-op and quality-of-life features: "The OG Supermarket Simulator quickly becomes tedious and it also lacks many QoL features." The other side calls it a copy or a budget version and says the paid game is more polished, especially in its animations and interface; one positive review said the paid game "still wins in terms of visuals and UI polish". Some compare it with Roblox store tycoons, again in both directions.
What frustrates players
Crashes, endless loading and lost savesMedium
Technical problems with crashes, loading, saving or performance come up in about 9% of the longer reviews and in 39% of the negative ones. Players report a game that reaches the main menu and then freezes, crashes or hangs on the loading screen when creating or joining a store ("all of my hours in this game are from trying to just load in"), sometimes taking the PC or Steam Deck down with it. Steam Deck players report that an update left the game unable to load stores ("the game opens but won't load saves or access shops on the Steam Deck"), and a few Linux players describe the same. Others report heavy RAM, VRAM or GPU use for the game's simple look, and lag in large late-game stores with many boxes and customers.
Saving draws its own complaints. Reviewers say the game only keeps progress made up to the end of the last completed day, so "save and quit" in the middle of a day loses stock, hires and changes: "The save and quit feature doesn't work, unless you complete a shift, lost a few hours of managing my store because of this." Some report saves that rolled back several days or reset to day one after a crash, and settings and keybinds that reset on every launch.
Pricing, the register and unexplained systemsMedium
Prices are set by scrolling, and in the roughly 5% of longer reviews that complain about pricing, the checkout or a thin tutorial, players say it takes far too long ("Scrolling on the mouse wheel one penny at a time is maddening"), that a customer walking past resets the number ("every time a customer passes by while scanning a price, the price resets!"), and that market prices rise every in-game week, forcing a full repricing: "Every 7 in-game days you must manually check the price of every product and readjust them if the base price has increased." The automatic pricing machine helps, but reviewers say it costs 90,000, and a few players learned only late that holding a key or using the numpad speeds things up. At the register, players object to the comma used as a decimal point, the lack of an undo for wrong change and small or hard-to-read screens. Players also say the tutorial is easy to miss or skip, controls are not listed anywhere, and systems such as technicians, storage labels and manufacturing are left unexplained ("Abysmal guidance ingame or on online resources").
Griefers and connection problems in multiplayerLow
About 3% of the longer reviews describe problems with online play. Strangers who join public lobbies take out large loans, spend the store's money on empty boxes or salt, delete shelves, or use cheats to flood the store with money or items: one player described "a group of people who joined and deleted my entire store AND drained my account". Reviewers advise keeping lobbies private or stripping guests' permissions, and some want a report button, a permanent ban and a way to undo the damage; one put it as "great game with friends and terrible with randoms". A smaller group could not join friends at all or hit "host connection lost" disconnects, and a few say only the host can use some features or progress a store.
Employees and customers who get stuckLow
A small group reports employee and customer AI problems: staff assigned to restock who stay in the staff room ("I assign them to restocker and they just stand in the staff room doing nothing."), storage workers who scatter boxes across unlabeled shelves, workers who get stuck on paths, and customers who freeze at a register or crowd around one shelf. One review asks for the NPC unstuck box to be free, and another says it didn't help.
Manufacturing and packaging departmentsLow
The late-game manufacturing and packaging departments get few mentions, and most are critical. Players call them slow to reach and thin once unlocked ("the packaging minigame is just doing a fetch quest in your own store"), say manufacturing employees walk too far between storage and production, and one says a manufacturing hotfix made it not worth doing. A few look forward to them.
Achievements that keep comingLow
Completionists, mostly players with long saves, complain that updates add new achievements after they reached 100%, sometimes requiring a second full store on another map: "Stop adding achievements I already got 100% twice." Others call the counting achievements (trash, recycling, a million in funds) a long AFK grind, and one says the pillar-breaking achievement can't be finished because some pillars sit in locked areas.
Motion sicknessLow
A few players report motion sickness or dizziness from the first-person camera, some badly enough to stop playing, and ask for "proper FOV options, camera smoothing, or motion sickness settings".
3. The player conversation
The conversation is mostly friendly and often silly. Many reviews are one-line jokes about brooms, salt, cheese, loans, unpaid employees or working a second retail shift after the real one, and the longer reviews mostly read as enthusiastic recommendations to bring friends. Disagreement is limited: the positive share stayed high in every week of the slice, and the real arguments are about solo play and how long the loop stays fresh.
Crash and loading complaints, Steam Deck reports and tutorial complaints come mostly from players who barely got started, some with only a few hours on record. Repetition, pricing tedium and achievements are raised by players deep into a save, with the achievement complaints coming from the longest saves of all. Save losses and griefing fall in between. Several older reviews that were edited during the window show players changing their minds: some turned positive after save and stability fixes, and a few Steam Deck players turned negative after an update stopped the game loading.
4. What the developers could do
- Fix the crashes and endless loading screens on store creation and joining, including the Steam Deck regression. Technical problems come up in 39% of the negative longer reviews, and some come from players who never got past the loading screen.
- Make saving reliable and allow saving mid-day. Players report losing stock, hires and layout changes because "save and quit" only keeps progress up to the end of the last completed day, and some saves rolled back days or reset to day one.
- Replace scroll-wheel pricing with typed prices or a percentage markup, and flag products whose market price changed. Players deep into a save call the weekly repricing and the price resets when a customer walks past tedious, and some say the 90,000 pricing machine arrives too late.
- Give the automated late game more to do. Players who automate their store describe waiting for days to end; they ask for more products, departments, random events and ways to speed up time or shorten days.
- Protect public lobbies with guest permissions off by default, a report and ban option, and an undo for griefing. Strangers taking loans, spending the store's money and deleting shelves turned some players away from online play entirely.
- Improve onboarding with a replayable tutorial, a controls list that follows rebinding, and explanations for technicians, storage labels and manufacturing. Players say the game explains too little of how these systems work.
- Fix employee and customer pathing, and make the unstuck tool free. Staff idling in the staff room and customers frozen at registers undercut the automation that the progression is built around.
- Add motion sickness options such as FOV and camera smoothing, and make settings persist between launches. A few players stopped playing because of nausea, and others had to redo settings and keybinds on every launch.






