Each week pairs one small build moment with one thing the twins learn the name of.
Week 1 · ready
A real place.
The first empty stand exists, even if it's quiet. We learn: real things start small.
Week 2 · ready
A real loop.
Lemons → cup → customer → coin → upgrade. We learn: a game is a loop you can name.
Week 3 · ready
A real prompt.
Ask the AI for one prop using a goal, details, and a rule. We learn: clear asks make better answers.
Week 4 · ready
A real moment.
Pick the upgrade that makes the screen pop. We learn: the screen reacts when you act.
Week 5 · ready
Money changes.
Cheap, Fair, and Pricey make customers react differently. We learn: one number can change a whole game choice.
💡 Concept: pricing strategy — real shops choose between lower-price volume and higher-price margin, just like Cheap vs. Pricey.
Week 6 · ready
Weather changes choices.
The HUD names each weather effect before we serve. We learn: a game rule is better when players can read it before they guess.
💡 Concept: demand elasticity — when it's hot, people really want lemonade and pay more. When it rains, fewer stop by. Weather changes demand.
Week 7 · ready
Read the next stand.
The HUD can say "Stand: Cardboard Box" beside "Next stand: Folding Table," then later "Next stand: Wooden Stand" or "Franchise ready." We learn: a game is easier to plan when players can read what they own now and what goal comes next.
💡 Concept: return on investment — each upgrade costs coins but brings more customers. Spending now to earn more later is investing.
Week 8 · ready
Serve soon.
The HUD can show "Patience: happy" in calm green, "Patience: waiting" in caution amber, then "Patience: almost gone" in urgent red with a "Serve soon!" cue while a customer waits. We learn: a game is easier to play when the urgent moment says what to do next.
Week 9 · ready
Fast serve flash.
The HUD can show "Fast serve 1/3," "Fast serve 2/3," then "Fast serve streak!" with a small completion flash/pulse on the third cue when players serve consecutive customers while patience is still happy and calm. We learn: a good flash makes the completed streak easier to notice without pretending it pays extra coins.
💡 Concept: compound consistency — doing the right serve over and over stacks bonuses. Consistency pays, in lemonade and in life.
Week 10 · ready
Next squeeze.
The HUD can show "Next squeeze: +4 cups" when Squeeze is the next useful step after buying lemons and the pitcher is empty. We learn: a planning cue can tell players what a button will fill before they press it, without changing the recipe, rewards, timer, or which action comes first.
💡 Concept: inventory planning — knowing how many cups you can squeeze helps you plan when to restock lemons before the stand runs dry.
Week 11 · ready
Next restock.
The HUD can show "Next restock: +3 lemons for 2 coins" when Buy Lemons is the next useful step and the player can afford the restock. We learn: a planning cue can tell players what a button will add and cost before they press it, without changing the recipe, discount, rewards, economy, timer, or which action comes first.
Week 12 · ready
Daily goal.
The HUD can show "Goal: sell 8 cups (N/8)" while successful serves count up, then "Goal complete: 8 cups sold!" when the short-session target is done. We learn: a progress cue can make the session easier to read without adding a reward, economy boost, price change, restock change, recipe change, weather bonus, timing change, or customer-reaction change.
Week 13 · ready
Goal finish flourish.
When the HUD reaches "Goal complete: 8 cups sold!", the same daily goal chip can add a small completion flourish around the finished state. We learn: a celebration cue can help players notice a completed goal without adding a reward, economy boost, price change, restock change, recipe change, weather bonus, timing change, or customer-reaction change.
Week 14 · ready
One more sale.
When the HUD reaches "Goal: sell 8 cups (7/8)", it can show "One more sale to finish!" before the eighth sale clears that nudge and the existing "Goal complete: 8 cups sold!" finish takes over. We learn: a near-goal cue can help players read the last step without adding a reward, economy boost, price change, restock change, recipe change, weather bonus, timing change, customer-reaction change, or gameplay mechanic.
Week 15 · ready
Goal tick flash.
When a successful serve moves the daily goal forward before completion, the same "Goal: sell 8 cups (N/8)" chip can flash with a compact green tick/outline. We learn: a progress feedback cue can make each counted sale easier to notice without adding a reward, economy boost, price change, restock change, recipe change, weather bonus, timing change, customer-reaction change, gameplay mechanic, publish claim, Studio claim, live-build claim, asset change, or visual-status change.
Week 16 · ready
Halfway cue.
When the HUD first reaches "Goal: sell 8 cups (4/8)", it can show "Halfway to goal!" below the same daily goal chip while the progress tick flash still marks the sale that counted. We learn: a midpoint cue can help players read progress without adding a reward, economy boost, price change, restock change, recipe change, weather bonus, timing change, customer-reaction change, gameplay mechanic, publish claim, Studio claim, live-build claim, asset change, or visual-status change.
Week 17 · ready
Next goal milestone.
Before the HUD reaches "Goal: sell 8 cups (4/8)", it can show "Next: Halfway at 4/8"; after the halfway moment and before "Goal: sell 8 cups (7/8)", it can show "Next: One more sale at 7/8." We learn: a preview cue can help players see what milestone comes next while leaving "Halfway to goal!", "One more sale to finish!", and "Goal complete: 8 cups sold!" in charge of their own moments without adding a reward, economy boost, price change, restock change, recipe change, weather bonus, timing change, customer-reaction change, gameplay mechanic, publish claim, Studio claim, live-build claim, asset change, or visual-status change.
Week 18 · ready
Need more cups.
While the HUD shows "Goal: sell 8 cups (N/8)", it can also say "Need 6 more cups" or "Need 2 more cups" during ordinary in-progress states. We learn: a remaining-count helper can make the next serving plan easier to scan while leaving "Next: Halfway at 4/8", "Halfway to goal!", "Next: One more sale at 7/8", "One more sale to finish!", and "Goal complete: 8 cups sold!" in charge of their own moments without adding a reward, economy boost, price change, restock change, recipe change, weather bonus, timing change, customer-reaction change, gameplay mechanic, publish claim, Studio claim, live-build claim, asset change, or visual-status change.
Week 19 · ready
Classic economy.
Price choices now change the coins from each sale and how quickly customers come; unused supplies spoil at day end; and the end-of-day report can show revenue, supply cost, spoilage, and profit or loss before the next day resets. We learn: a stand is easier to run when players can compare price, pacing, cost, waste, and profit without losing the daily-goal cues that already teach the short-session target.
Week 20 · ready
Profit or loss.
After a day ends, the HUD can summarize the existing day-summary net as "Profit: +5 coins," "Profit: +0 coins," or "Loss: -4 coins." We learn: a compact readout can make the full P&L report easier to scan without changing price choices, supply costs, spoilage, rewards, economy math, customer pacing, daily-goal cues, publish state, Studio state, live-build state, assets, or visual status.
Week 21 · ready
Profit/loss tone.
The same daily P&L readout can use green/positive styling for profit, a neutral tone for break-even, and loss/attention styling for negative net. We learn: color tone can make "Profit: +5 coins," "Profit: +0 coins," and "Loss: -4 coins" easier to scan without changing price choices, payouts, supply costs, spoilage, rewards, economy math, customer pacing, daily-goal cues, publish state, Studio state, live-build state, assets, or visual status.
Week 22 · ready
Next-day plan.
Below the compact daily P&L readout, the HUD can show "Plan: keep profit growing," "Plan: sell one more cup tomorrow," or "Plan: cut the loss tomorrow" from the same day-summary net. We learn: a tiny planning hint can connect today's profit, break-even, or loss to tomorrow's first choice while staying secondary to the full revenue / supply cost / spoilage / net report and without changing price choices, payouts, supply costs, spoilage, rewards, penalties, economy math, customer pacing, daily-goal cues, publish state, Studio state, live-build state, assets, or visual status.
Week 23 · ready
Spoilage reminder.
When the end-of-day report has positive spoilage, the HUD can show "Spoilage: -N coins" below the daily P&L readout stack. We learn: a reminder can make leftover supply waste easier to notice for tomorrow's buying plan while staying secondary to the full revenue / supply cost / spoilage / net report and without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, publish state, Studio state, live-build state, assets, or visual status.
Week 24 · ready
Supply cost reminder.
When the end-of-day report has a positive supply cost, the HUD can show "Supplies: -N coins" below the daily P&L readout stack. We learn: a reminder can make the cost of buying lemons easier to see for tomorrow's buying plan while staying secondary to the full revenue / supply cost / spoilage / net report and without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, publish state, Studio state, live-build state, assets, or visual status.
Week 25 · ready
Revenue line.
When the end-of-day report has positive revenue, the HUD can show "Revenue: +N coins" at the top of the daily P&L readout block. We learn: the top line of the full plan — Revenue (what you earned) → Supplies (what you spent) → Spoilage (what you wasted) → Net Profit/Loss — can make the day easier to read, and more cups sold at the right price means higher revenue and better profit, without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, publish state, Studio state, live-build state, assets, or visual-status changes.
Week 26 · ready
Day counter.
The HUD can show "Day N" as a persistent chip derived from the existing session day counter, always visible during gameplay, updating each time a new business day begins. We learn: a day counter can help players track the multi-day stand journey and celebrate business continuity without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, publish state, Studio state, live-build state, assets, or visual status.
Week 27 · ready
Yesterday result chip.
From Day 2 onward, the HUD can show "Yesterday: Profit +N coins" in green, "Yesterday: Profit +0 coins" in neutral, or "Yesterday: Loss -N coins" in red as a compact prior-day result chip derived from the same existing day-summary net value through the CI-SL83 marker, hidden on Day 1 and for nil or malformed summaries. We learn: a single glance at yesterday's result going into a new day can help players decide whether to stay the course, sell one more cup, or cut their losses — without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, publish state, Studio state, live-build state, assets, or visual status.
Week 28 · ready
Today's running coin total.
During any day after the first player action, the HUD can show "Today: +N coins" in green, "Today: +0 coins" in neutral, or "Today: -N coins" in red as a live running tally derived from existing per-action coin tracking already accumulated in SessionState through the CI-SL85 marker, complementing the CI-SL83 yesterday result chip. We learn: a live running total can help players see at a glance how the current day is going before committing to tomorrow's price and supply choices — without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, publish state, Studio state, live-build state, assets, or visual status.
Week 29 · ready
Per-serve coin feedback flash.
After each successful serveCup action, the HUD can briefly flash "+N coins" in green for the actual payout or "+0 coins" in neutral for a walkaway, derived from the existing serve payout value already returned to the client through the CI-SL87 marker, then clear on the next action so the feedback is momentary. We learn: a brief per-serve coin flash can make each sale's payout visible at a glance — without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, publish state, Studio state, live-build state, assets, or visual status.
Week 30 · ready
Daily serve count chip.
Once the first cup is served, the HUD can show a compact "Served: N cups today" chip derived from the existing session-local serve counter through the CI-SL89 marker — the same count the CI-SL54 daily sales goal already tracks — updating per-serve so the running daily serve total is always visible from the first cup. We learn: a compact serve count can help players see how many cups they have sold today at a glance — without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, publish state, Studio state, live-build state, assets, or visual status.
Week 31 · ready
Coins-per-cup efficiency chip.
Once the first cup is served, the HUD can show a compact "Earning: N coins/cup" chip — the gross average coins earned per cup today, derived from the existing revenue and cups-sold counters through the CI-SL91 marker — informational neutral tone, updating per-serve, and resetting each new day. We learn: a per-cup efficiency chip can help players see at a glance how much the stand earns per cup today — without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, publish state, Studio state, live-build state, assets, or visual status.
Week 32 · ready
Daily supply cost chip.
Once you buy lemons, the HUD can show a compact "Supplies: N coins" chip derived from the existing supply-cost counter through the CI-SL93 marker — hidden at the start of each day before any restock and updating each time you buy more lemons, together with the CI-SL91 "Earning: N coins/cup" chip so players can see both revenue-per-cup and total supply cost for the day. We learn: a compact chip can make the daily cost of buying lemons easier to see at a glance — without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, publish state, Studio state, live-build state, assets, or visual status.
Week 33 · ready
Day-vs-yesterday delta chip.
From Day 2 onward, once the first cup is served, the HUD can show a compact "Ahead: +N" chip in green when today's running coin total beats yesterday's result, "Behind: -N" in amber when not yet caught up, or "Tied with yesterday" in neutral tone when tied — derived from the existing today-running-total and yesterday-result values through the CI-SL95 marker. We learn: a delta chip can help players see at a glance whether today's sales are running ahead of or behind yesterday — without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, publish state, Studio state, live-build state, assets, or visual status.
Week 34 · ready
Pitcher cups chip.
When the pitcher has cups ready to serve, the HUD can show a compact "Cups: N" chip derived from the existing pitcher cups count through the CI-SL97 marker, updating each time a cup is served or the pitcher is refilled and hidden when the count reaches zero so the sold-out state owns that moment. We learn: a live inventory chip can help players see at a glance how many cups are left to serve before the next squeeze — without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, publish state, Studio state, live-build state, assets, or visual status.
Week 35 · ready
Lemon inventory chip.
When lemons are in stock, the HUD can show a compact "Lemons: N" chip derived from the existing lemon count through the CI-SL99 marker, updating each time lemons are bought or squeezed and hidden when lemons reach zero so the restock prompt owns that moment. Together with the "Cups: N" pitcher chip, the full inventory chain from raw lemons to pitcher cups to cups sold today is readable at a glance: 8 lemons left = 2 more batches = 8 more cups. We learn: a compact chip can give raw-material awareness before the next squeeze — without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, publish state, Studio state, live-build state, assets, or visual status.
Week 36 · ready
Happy streak progress chip.
The HUD can show a compact happy streak progress chip derived from the existing happyStreakText field through the CI-SL101 marker — "Happy streak 1/3" or "Happy streak 2/3" in neutral tone while building toward the bonus, then "Happy streak +N coins!" in positive/green when the streak completes — hidden when the streak is inactive or reset so the existing CI-SL7 reset cue owns that moment. We learn: a 1/3 → 2/3 → bonus! build-up chip can make the link between serving style (fair price, fast service) and the persistent HUD feedback loop easier to see — without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, streak goals, customer timing, reaction routes, DataStore, publish state, Studio state, live-build state, assets, or visual status.
Week 37 · ready
Weather streak progress chip.
The HUD can show a compact weather streak progress chip derived from the existing weatherStreakText field through the CI-SL103 marker — "Weather streak 1/3" or "Weather streak 2/3" in neutral tone while building toward the bonus, then "Weather streak +2 coins!" in positive/green when the streak completes — hidden when the streak is inactive or reset. Earn weather streak progress by serving in specific conditions (e.g. Hot Day + thirsty fast sip, Cloudy + fair price + not grumpy). Together with the happy streak chip (CI-SL101), players can chase two simultaneous bonuses; when both chips show "2/3", the player is one serve away from both at once. We learn: a second streak counter creates compound motivation — knowing you are close to two bonuses at once makes serving in the right weather conditions feel especially rewarding — without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, streak goals, weather conditions, customer timing, reaction routes, DataStore, publish state, Studio state, live-build state, assets, or visual status.
Week 38 · ready
Fast serve streak progress chip.
The HUD can show a compact fast serve streak progress chip derived from the existing fastServeStreakText field through the CI-SL105 marker — "Fast serve 1/3" or "Fast serve 2/3" in neutral tone while building toward the streak, then "Fast serve streak!" in positive/green when the third consecutive fast serve completes — hidden when the streak is inactive or reset. Earn fast serve streak progress by serving consecutive customers while patience is still happy and calm. Placed below the CI-SL103 weather streak chip, three simultaneous streak chips — happy streak (CI-SL101), weather streak (CI-SL103), and fast serve streak — run together. We learn: a third streak counter creates compound motivation — knowing you are close to three streaks at once makes serving quickly while the customer is still happy feel especially rewarding — without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, streak goals, customer timing, reaction routes, DataStore, publish state, Studio state, live-build state, assets, or visual status.
Week 39 · ready
Session total serves.
Once the first cup is served, the HUD can show a compact "Total: N serves" chip derived from a session-lifetime serve counter through the CI-SL107 marker — growing with every successful serve across all days in the session and never resetting within the session. We learn: a session total chip can give kids a single number to carry across every day of a play session and compare it to their best from last time — without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, DataStore, publish state, Studio state, live-build state, assets, or visual status.
Week 40 · ready
Upgrade progress.
"Upgrade: N/M coins" chip counts toward the next stand upgrade; "Upgrade: ready!" appears when the threshold is reached, teaching kids to connect each serve to the upgrade economy. We learn: a compact progress chip can make the next upgrade goal easier to plan without changing upgrade prices, stand tier costs, price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, DataStore, publish state, Studio state, live-build state, assets, or visual status.
Week 41 · ready
Price demand chip.
When price is set to Cheap, the HUD shows "Cheap: more customers"; when Pricey, it shows "Pricey: fewer customers"; when Fair, the chip hides. We learn: a small chip can make the price-to-demand link visible in real time — kids see the customer-count consequence before they decide whether to change price, without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, DataStore, publish state, Studio state, live-build state, assets, or visual status.
Week 42 · ready
Coins on hand chip.
The HUD can show a compact "Coins: N" chip always visible during gameplay, derived from the existing session coins field through the CI-SL113 marker — always shown even at 0 coins, neutral tone, flooring fractional values. We learn: always knowing your wallet balance is the first step to planning the next move; pair "Coins: 47" with the "Upgrade: N/M coins" chip and you can calculate without mental arithmetic — "I need 80, I have 47, so 33 more coins to go!" — without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, DataStore, publish state, Studio state, live-build state, assets, or visual status.
Week 43 · ready
Earnings chip.
The HUD can show a compact "Earned: +N" chip derived from the existing session earnings counter through the CI-SL115 marker — updating per serve so kids can watch total coins earned from cup sales climb with every cup sold. We learn: watching your earnings grow with every serve makes the link between selling and earning concrete; pair it with "Coins: N" to see how supply spending cuts into your total earnings — without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, DataStore, publish state, Studio state, live-build state, assets, or visual status.
Week 44 · ready
Spent chip.
The HUD can show a compact "Spent: -N" chip derived from the existing daily supply-cost counter through the CI-SL117 marker — always visible even at Spent -0 at session start, updating each time lemons are bought. We learn: seeing what you spent on lemons right beside what you earned makes the tycoon income statement concrete — "Earned: +12, Spent: -6, Coins: 8" tells the full story of today without any extra math; together with "Earned: +N" (CI-SL115) and "Coins: N" (CI-SL113) the three chips show what you earned, what you spent, and what's left in the wallet — without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, DataStore, publish state, Studio state, live-build state, assets, or visual status.
Week 45 · ready
Net chip.
The HUD shows a compact Net chip derived from today's running earnings minus supply costs through the CI-SL119 marker — always visible with green (profitable), neutral (break-even), or red (loss) tone. We learn: a single "Net" number completes the income statement — Earned (CI-SL115) minus Spent (CI-SL117) equals Net — so kids can tell at a glance whether the stand made money today without any arithmetic, without changing price choices, payouts, supply costs, economy math, DataStore, publish state, Studio state, assets, or visual status.
Week 46 · ready
Supply capacity chip.
The HUD can show a compact "Supply: N cups" chip in the right column derived through the CI-SL121 marker from the existing pitcher cups count plus the cups squeezable from whole batches of remaining lemons (a partial batch squeezes nothing), hidden only when both are zero. We learn: a single "Supply: N cups" number combines the pitcher and lemon stock into one forward-looking count so kids can plan ahead — "Supply: 10 cups" means ten more cups are ready or one squeeze away before the next restock — without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, recipe, restock change, customer pacing, daily-goal cues, DataStore, publish state, Studio state, live-build state, assets, or visual status.
Week 47 · ready
Price setting chip.
The HUD can show "Price: Fair", "Price: Cheap", or "Price: Pricey" as a persistent chip derived from the existing price field through the CI-SL123 marker — always visible so players always know their current price tier at a glance, even when Fair. We learn: a single always-visible chip can display which business decision the player made without hiding it at Fair — pair it with the CI-SL111 price demand chip to see both the choice and its customer-count consequence together — without changing price choices, payouts, supply costs, spoilage math, rewards, penalties, economy math, customer pacing, daily-goal cues, DataStore, publish state, Studio state, live-build state, assets, or visual status.
Week 48 · ready
Best day profit chip.
After the first completed day, the HUD can show "Best day: +N coins", "Best day: 0 coins", or "Best day: -N coins" from the strongest completed-day net in the current play session through the CI-SL125/126 marker. We learn: a best-day chip can turn the daily P&L chain into a simple beat-your-best planning goal while staying secondary to today's running total, yesterday result, day-vs-yesterday delta, Earned, Spent, and Net — without adding a reward, boost, DataStore stat, leaderboard, monetized mechanic, price choice, payout, supply-cost change, spoilage change, economy math change, customer pacing change, publish claim, Studio claim, live-build claim, asset change, or visual-status change.
Week 49 · ready
Best day chase chip.
After at least one completed day exists, the HUD can show "Beat best: need N coins" while today's running net has not beaten the strongest completed-day net, then "New best pace!" once today's running net passes it through the CI-SL127/128 marker. We learn: a chase chip can turn "Best day: +N coins" into a live target for today's choices while staying secondary to today's running total, yesterday result, day-vs-yesterday delta, Best day, Earned, Spent, and Net — without adding a reward, boost, DataStore stat, leaderboard, monetized mechanic, price choice, payout, supply-cost change, spoilage change, economy math change, customer pacing change, publish claim, Studio claim, live-build claim, asset change, or visual-status change.
Week 50 · ready
Streak combo preview chip.
When multiple existing streak loops are close at the same time, the HUD can show "Combo: 2 streaks close" or "Combo: 3 streaks close" through the CI-SL129/130 marker, derived from the CI-SL101 happy streak, CI-SL103 weather streak, and CI-SL105 fast-serve streak chips already showing near-complete progress. We learn: one compact combo preview can help players notice two or three almost-finished streaks without replacing the underlying streak chips or pretending there is a new payout — no reward, boost, threshold change, customer-timing change, reaction-route change, economy change, publish claim, Studio claim, live-build claim, asset change, or visual-status change.
Week 51 · ready
Combo serve-now cue.
When at least two existing streak loops are one serve away and the current customer is still happy or waiting, the HUD can show "Serve now: combo close" through the CI-SL131/132 marker. We learn: an action-readability cue can tell players this is the moment to serve now, while the CI-SL129/130 combo preview still owns the broader streak setup and CI-SL44 "Serve soon!" still owns the urgent "Patience: almost gone" state — no reward, boost, threshold change, customer-timing change, reaction-route change, economy change, publish claim, Studio claim, live-build claim, asset change, or visual-status change.
Week 52 · ready
Streak combo payoff cue.
After a serve, when at least two existing streak completion states land in the same post-serve HUD snapshot, the HUD can show "Combo payoff!" through the CI-SL135/136 marker. We learn: a payoff cue can confirm that happy, weather, and fast-serve streak setup landed together while staying after the CI-SL129/130 combo preview, the CI-SL131/132 serve-now cue, and the CI-SL133/134 streak/combo badge style — no new reward, multiplier, boost, threshold change, customer-timing change, reaction-route change, economy change, publish claim, Studio claim, live-build claim, asset change, or visual-status change.
Week 53 · ready
Triple combo ready pulse.
When all three existing streak loops are close at the same time, the existing "Combo: 3 streaks close" preview can add a compact pulse through the CI-SL138/139 marker while "Combo: 2 streaks close" stays normal. We learn: a small visual readiness cue can help players notice the rare all-three-close setup without adding a reward, multiplier, boost, streak threshold change, customer-timing change, reaction-route change, economy change, publish claim, Studio claim, live-build claim, asset change, or visual-status change.
Week 54 · ready
Goal completion handoff.
When the final rewarded sale completes today's daily goal, the HUD can preserve "Goal complete: 8 cups sold!" and the CI-SL56 "Goal complete!" flourish long enough for the player to connect that sale to finishing the goal, even while the day-complete card shows the completed day and points to the next day, next weather, and next goal. We learn: a handoff can make the finish-to-next-day sequence readable without adding a reward, streak, currency, persistence, economy change, runtime/source change, publish claim, Studio claim, live-build claim, asset change, or visual-status change.
Week 55 · ready
Lemonade Building max tier.
The ladder can reach "Stand: Lemonade Building," then switch to "Franchise ready" and "Complete." The first Branded Stand sale can make the benefit feel bigger, and after max tier players keep serving for daily goals, weather specials, streak/combo moments, profit, best-day and yesterday chase, supply recovery, and Franchise reset. We learn: max tier is a better-day loop, not another hidden tier, persistence promise, economy change, publish claim, Studio claim, live-build claim, asset change, or visual-status change.
Week 56 · ready
Capacity planning nudge.
When existing pitcher cups plus squeezable full lemon batches are close to the current stand capacity goal, the HUD can say "Serve soon: capacity almost full." We learn: capacity planning means checking how much work the current stand can handle, then serving from supply already on hand before buying or squeezing more — without changing capacity math, economy math, rewards, pricing, recipes, customer timing, persistence, DataStore, monetization, publish state, Studio state, live-build state, assets, or visual status.
Week 57 · ready
First-customer price bridge.
After the first cups are squeezed and before the first customer owns the frame, the HUD can say "Set price, then customer comes." We learn: setting or checking price connects prepared cups to the first sale — a first price choice — without recommending a price, changing price math, rewards, recipes, customer timing, persistence, DataStore, monetization, publish state, Studio state, live-build state, assets, or visual status.