| Build | “Build your own Rest Stop!” | Your plot starts minimal and grows through the build and unlock choices the game shows you. Every build step adds capacity for the customer loop. | The full shop catalog, unlock order, and per-step costs. Creator completion runs show the catalog exists, but no public source enumerates it. |
| Customers | “Attract TONS of customers to come shop!” | Customer arrival is its own system. Traffic responds to the attraction choices visible in your session, and customers who never arrive cannot buy anything. | Spawn rates, traffic caps, and attraction upgrade names. No public source documents a customers-per-minute figure. |
| Sales and average spend | “Sell more items to increase average customer spend!” | Each arriving customer buys from the stock you offer. Selling more items per visit raises the average customer spend, which is the game's named income lever. | Item names, prices, margins, and stock rules. The official description establishes the goal without a catalog. |
| Expansion | “Expand.” | Expansion grows the rest stop beyond its starting footprint and is one of the three actions the tagline names. Its requirement is shown in your session when it is available. | Expansion costs, unlock tree, and a universal best order. |
| Rebirth | “Rebirth to make customers shop faster!” | Rebirth trades progress for a shopping-speed benefit, so the same customer traffic converts into sales faster after each rebirth. | The cost, multiplier, reset scope, and retained progress. Read the in-game confirmation each time; creator series document repeated rebirths rather than a fixed threshold. |