TCG Card Shop Simulator Workers: Stats & Salaries
Every hireable worker
| Worker | Shop level | Restock speed | Checkout speed | Hiring fee | Daily salary |
|---|---|---|---|---|---|
| Zackery Cole | 10 | Normal | Slow | $500 | $50 |
| Terence Fay | 15 | Slow | Normal | $1,000 | $150 |
| Dennis Brandon | 20 | Fast | Normal | $2,000 | $300 |
| Clark Cash | 25 | Slow | Very Fast | $2,400 | $400 |
| Angus Mick | 30 | Very Fast | Slow | $3,000 | $500 |
| Benji Otto | 35 | Fast | Fast | $5,000 | $500 |
| Alexander Cole | 38 | Fast | Fast | $8,000 | $400 |
| Lauren Posie | 40 | Fast | Fast | $7,500 | $500 |
| Axel Charleton | 45 | Very Fast | Very Fast | $10,000 | $700 |
Note the trade-offs. Clark Cash at level 25 is Very Fast at checkout and Slow at restocking for $400 a day; Angus Mick at 30 is the exact mirror. Axel Charleton at 45 is the only worker who is Very Fast at both, and he costs $700 a day to keep.
Task list and what each one needs
| Task | Added in | What to know |
|---|---|---|
| Checkout | Base game | The highest-leverage job in the shop. A slow cashier holds shoppers in queue, and shoppers in queue count against the customer cap. |
| Restock (items) | Base game | Pulls boxes from warehouse shelves onto sale shelves. |
| Restock Card | Build 0.66 | Requires a Card Storage Shelf. Without one, workers cannot touch singles at all. |
| Refill Scent | Build 0.65 | Keeps Auto Scent units loaded with cleansers so odour never reaches the rating. |
| Refill Pack Machine | Build 0.65 | Feeds the Pack Opener machines, which is what turns them into a background process. |
The assignment rule
Every worker takes a primary and a secondary task. The secondary only runs when the primary has nothing waiting. Assign both explicitly: a worker left on auto wanders between jobs and abandons the register mid-queue, which is the difference between a shop that feels automated and one that jams every afternoon.
- Register first. Fastest checkout worker, primary task checkout, secondary anything.
- Restocking second. Slower workers are fine here; an empty shelf costs a sale, but a slow shelf refill does not block the door.
- Two registers by mid-game. One congested register throttles the whole shop, because new shoppers only spawn as existing ones leave.
- Let skills settle. 8% per skill level compounds, so a worker who has spent fifty days on checkout is genuinely faster than a fresh hire with the same listed speed.
Hiring milestones
| Achievement | Requirement | Share of owners |
|---|---|---|
| Helping Hand | Hire 1 worker | 65.7% |
| Tight-Knit Team | Hire 4 workers | 21.1% |
| Top Recruiter | Hire 8 workers | 8.4% |
Frequently asked questions
Do workers get better over time?
Yes. Build 0.66 added a skill level per task: the more a worker repeats the same job, the higher that skill goes, and each level speeds that task up by 8%. Switching a worker between jobs throws that progress away.
What does giving a bonus do?
A paid bonus temporarily raises task speed and morale. It is a short-term boost for a busy day, not a permanent upgrade.
Why is my worker not restocking cards?
Card restocking needs a Card Storage Shelf in the shop with cards in it, and the shelf has to be set to allow workers to take from it. Set it to personal storage and they will ignore it.
My workers lost their duties after saving. Why?
Saving after the shop closes at 9pm does not retain assigned duties. Save before closing.
Worker data checked:
GO Recruit app plus Steam build notes 0.65 and 0.66