Rooms & Expansion
How to think about expansion from the demo’s first rooms to the up-to-10-room scope listed for Early Access, including layout priorities and when more floor space is useful.

☷ Table of Contents
Demo vs Early Access room scope
The demo describes progression through the first four levels with up to three rooms. The Early Access store page expands the current scope to 10 distinct rooms. That makes room planning an ongoing progression system rather than a one-time “buy the back room” upgrade.
When to buy more space
Expand when the current floor is constraining a real task: poor customer flow, no room for a required attraction, crowded maintenance routes, or a need to separate food/service areas from machines. Empty space by itself does not earn anything.
Layout zones
A scalable floor plan usually benefits from zones:
- compact starter cabinets near the core traffic path;
- token boxes positioned close to the machines that use them;
- a checkout area that does not block the entrance;
- food/vending placed where queues will not cut across machine aisles;
- service/maintenance routes that let you reach broken machines quickly.
Walls, floors and lighting
Customization is part of the actual game loop. The current store description lists 26 wall textures and 17 floor types, plus custom lighting, posters, neon signs and plants. The early tutorial also introduces room wallpaper through the Company app.
Planning for large attractions
Bowling, go-karts and larger simulators need more than a cabinet-sized footprint. Leave expansion flexibility instead of filling every newly unlocked room with small objects the moment you buy it.
Matched gameplay images


