Income: filled shelves
The official description's exact loop: earn points by filling shelves to unlock upgrades. Throughput is income, which is why the efficiency guide is really an income guide.
The four documented Clean The Superstore abilities (Scanner, Magnet, Shelf Finder, Auto Stock), the community purchase order, and how Robux passes compare to point upgrades — checked 2026-10-03.
Clean The Superstore has one upgrade system: points from filled shelves buy four abilities — Scanner, Magnet, Shelf Finder, and Auto Stock — in the upgrades menu (press G). The community-recommended purchase order is Scanner → Magnet → Shelf Finder → Auto Stock, sequenced by which bottleneck each ability removes: targeting pauses first, then walking, then gap-finding, then raw throughput. Point prices display in-game and move between updates; Robux passes (49–1,199 Robux, seven of them) overlap the same categories but gate nothing — 830,491 players hold the 100% completion badge without any pass.
Effects are community-documented from creator demo footage (community wiki, July 26, 2026); the corroborating evidence is the game's own no-abilities challenge badge. Checked 2026-10-03.
| Buy order | Ability | Effect | Best for | Source |
|---|---|---|---|---|
| 1 | Scanner | Highlights where the item you are holding belongs. | New players and unfamiliar shelves — it removes the sign-matching guesswork per item. | Community wiki (creator demo footage, July 26, 2026) |
| 2 | Magnet | Pulls nearby misplaced items toward you. | Cutting walk time in messy aisles; pairs well with finishing partial shelves. | Community wiki (creator demo footage, July 26, 2026) |
| 3 | Shelf Finder | Locates shelves that still need stock. | Large maps (Mall, Megastore) where scanning for gaps wastes the most time. | Community wiki (creator demo footage, July 26, 2026) |
| 4 | Auto Stock | Automates stocking for you. | Late-run throughput once you can afford it; the community wiki lists it last in the purchase order. | Community wiki (creator demo footage, July 26, 2026) |
The community wiki's recommended purchase order (Scanner first, then Magnet → Shelf Finder → Auto Stock) follows each ability's cost-to-impact: Scanner fixes per-item targeting immediately, Magnet and Shelf Finder cut travel, and Auto Stock is the late-game throughput capstone. Point costs are shown inside the game's own upgrades menu and change with updates, so this site links the decision instead of quoting stale prices.
One documented income, one documented sink — the loop the official description states.
The official description's exact loop: earn points by filling shelves to unlock upgrades. Throughput is income, which is why the efficiency guide is really an income guide.
Press G on PC. Prices shown there are the only authoritative costs — they change between updates, so any fixed table published anywhere (including here) would go stale.
The 25%, 50%, and 100% badges are the natural re-spend points: bank the milestone, buy the next ability in order, and recheck pace before pushing on.
Seven passes at 49–1,199 Robux per the community wiki's catalog check (September 25, 2026). None of them is required to finish the store — the 100% badge has hundreds of thousands of awards from free-to-play runs — but carry capacity and speed passes compress the same travel time this site's calculators estimate.
| Pass | Price | Note |
|---|---|---|
| Starter Pack | 49 Robux | Entry bundle; the cheapest paid option. |
| +5 Carry | 49 Robux | Small carry-capacity increase. |
| Max Speed | 89 Robux | Movement speed — the biggest travel-time lever after routing. |
| +15 Carry | 129 Robux | Larger carry capacity than the +5 tier. |
| Unlimited Power | 699 Robux | Premium power pass. |
| Infinite Magnet Range | 699 Robux | Extends the Magnet ability's pull range store-wide. |
| Lifetime Helper | 1,199 Robux | The most expensive pass in the catalog. |
Catalog: community wiki, checked September 25, 2026. Pass effects overlap the point abilities by design (carry, speed, magnet reach) — the paid route buys time, the free route buys with time.
Stated plainly, because these are the questions players actually search for.
The four ability names and their effects (community wiki from creator demos); the purchase order; the G-menu location; points-from-shelves income (official); the no-abilities challenge's existence (official badge); the seven-pass Robux catalog with prices (community wiki, dated).
Exact point prices per ability and per level — they live in your upgrades menu and change between updates. Read them at the start of each session rather than trusting any static list.
Higher ability tiers or level-ups beyond the base purchase: walkthrough footage shows players continuing to spend after the first buys, but no written source documents named tiers. A Question Door appears in community video coverage of the Mall/Megastore maps: a door that opens after you answer its question puzzles are the same category — visible in clips, not yet in text.
A competitive roster, pets, or a trading market would make real builds and tier lists possible. The official surfaces checked today describe none — if the developer ships one, the upgrades page and the tier-list page get rebuilt around it.
Four abilities are documented from creator demo footage via the community wiki: Scanner (highlights where your held item belongs), Magnet (pulls nearby mess toward you), Shelf Finder (locates shelves that need stock), and Auto Stock (automates stocking). You buy them with points in the upgrades menu, which opens with G on PC.
The community wiki's recommended order is Scanner first, then Magnet → Shelf Finder → Auto Stock. Scanner pays per placement from minute one, Magnet attacks walking (the largest time cost), Shelf Finder scales with the current Megastore-scale maps, and Auto Stock is the endgame throughput purchase.
Point prices are shown in the game's own upgrades menu and change between updates, so no public fixed price table exists. Buy by order, not by memorized cost — the order reflects each ability's impact per placement and survives price changes.
Yes — twice over. Creator demo footage shows all four in action (community wiki, July 26, 2026), and the game's own Ultimate Challenge badge (complete the store without using any abilities, 31,520 awards) only makes sense if abilities materially change a run.
They are time-savers, not gates. Seven passes (49–1,199 Robux, community wiki catalog check September 25, 2026) cover carry capacity, speed, and magnet range — categories the point abilities also reach. The 100% badge has 830,491 awards from runs that needed none of them.
The closest thing is the purchase order plus your route. Unlike combat games there are no competing builds — abilities stack, so the optimization is sequencing (what to buy when your points allow) and routing, which the progression and efficiency guides cover.
Every table names its source and checked date; the register below links out to the decision pages that use this data.