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ElectroFix Tycoon Difficulty Guide: What Changes Each Day

How ElectroFix Tycoon gets harder day by day: customer demand, rush hours, patience, hurried customers and the point where your shop can no longer keep up alone.

Updated 2 min read By Thrive In Gaming Editorial Team +25 XP for finishing✓ Completed
ElectroFix Tycoon Difficulty Guide: What Changes Each Day
On this page
  1. The shape of a day
  2. What rises and when
  3. Three turning points
  4. What to have in place
  5. After the customer curve flattens

ElectroFix Tycoon does not get harder at random. Every pressure in the game moves by a fixed amount each day, which means you can see trouble coming and prepare for it. Numbers are from version 1.0.1 and can change with balance updates.

The shape of a day

A shop day runs from 9 AM to 6 PM and lasts 10 minutes of play. It has the same shape every time:

  1. A slow opening hour.
  2. A lunch rush around 1 PM, the biggest peak of the day.
  3. An afternoon lull.
  4. A shorter evening rush just before closing.

Staff lunch breaks begin a little over a third of the way through the day, just before the lunch rush builds. That overlap is deliberate, and it is why a Canteen Cook, who shortens breaks, is more useful than the role first appears.

What rises and when

PressureDay 1Change per dayLimitReached on
Customer demand75% of capacity+3.5%120%Day 14
Rush intensity15%+7%70%Day 9
Patience95 seconds−3 seconds50 secondsDay 16
Customers allowed in the shop5+1nonen/a
Customers in a hurrynone+5% from day 430%Day 9
Longest gap between customers11 seconds−0.25 secondsabout 8 secondsDay 14

“Demand” is measured against what your shop can actually serve, so it scales with you. Buying benches raises capacity, and the game then sends more customers to match.

Three turning points

Day 6. Slow days and busy days begin, and staff can fall ill. Up to here one person can keep up; from here you need upgrades or staff.

Day 9. Demand passes 100% of capacity, rushes hit their maximum intensity, and nearly a third of customers are in a hurry. This is the hardest step up in the game.

Day 14 to 16. Demand reaches its cap of 120% and patience reaches its floor of 50 seconds. After this the customer side stops getting harder, and the pressure comes from rising rent and bills instead.

What to have in place

  • Before day 6: a second bench, a Technician and a few levels of Repair Tools.
  • Before day 9: at least three benches with Technicians, a Shop Assistant, and the first three waiting-area comforts.
  • Before day 14: Front Desk and Customer Care so the counters run without you, and Carry Capacity at level 5 or higher.

After the customer curve flattens

From day 16 the queue behaves the same every day, apart from slow and busy days. What keeps climbing is your cost base: rent goes up 10% every ten days, and tax bands rise with your player level. A shop that stops growing will see its profit shrink even though nothing in the queue has changed.

End of guide

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