Customer and doppelganger records, endings, shifts and co-op facts for Shift At Midnight, compiled from the wiki, patch notes and player guides.

Shift At Midnight Guide: Your First Shifts Without Dying

Updated 2026-09-03 · Steam Shift At Midnight

The short version of any Shift At Midnight guide is this: hit the night's money target, and check every single customer before you finalise the sale. The Steam store page describes the job as stocking shelves, taking deliveries, keeping the place tidy and clearing a quota, while interrogating each person who walks in because some are only pretending to be human. Let one through and it fetches something far worse at the end of your shift. Everything below comes from the community wiki and the developer's patch notes, which sometimes disagree, so I flag it when they do.

What a night actually looks like

Each night starts and ends at the Bus Stop, per the community wiki's map page. The Midnight Mart splits into five areas: gas pumps, store, loading bay, break room and toilet. Learn the break room early — it connects to the store, the loading bay and the outdoors through three separate doors, which makes it a useful shortcut when you are being chased.

Between customers you keep working: restocking is a core mechanic, deliveries only arrive after you spend money in the shop, and the loading bay gate has to be open before a delivery can come in. See tasks for the individual jobs. Your manager phones in extra chores — rats on shift 4, a forest cleanup on shift 6 — while N.E.T., the anti-doppelganger taskforce, emails warnings about incoming creatures and Blood Moons.

The customer check, step by step

The community wiki's customers page describes the counter routine as: bag their items, scan the ID, then question them. Answers that feel off are your signal, and the useful questions are the ones evidence can contradict.

CheckWhere it livesWhat it catches
ID scanThe counterOpens their N.E.T. record to compare against the person in front of you
Verify questionsHead, clothes, limbs, movementsPhysical mismatches, odd phrasing, non-human motion
Database questionsPhoto, date of birth, status, occupationA record saying plumber while they claim flight attendant
Descriptor questionsLogged traits such as glasses or a tattooWrong tattoo placement, a missing scar, a vanished lisp
Relative lookupsAnother name in the computerShopping for a sibling the database lists as dead
Anomaly LensUnlocked on shift 9Shows a customer's true form on camera
EmotiScopeUnlocked on shift 11Reads out the emotion they are feeling

Two recorded examples show how blunt the tells can get: one impostor's name tag has two letters swapped, and another insists on a husband at home when the real woman is a widow. The full breakdown is on how to spot doppelgangers, and the roster is on customers.

If you decide someone is not human, the wiki says you shoot them, they run, and you shoot again; a headshot ends it immediately. Killing your first customer unlocks First Blood.

Quotas by shift

Story mode runs 13 shifts. The community wiki's quota column climbs five dollars a night, then flattens at the end.

ShiftQuotaWhat is introduced
1$30Tutorial; Clyde Dawson talks you through the ID scan
2$35No tutorial, randomised customers, Midnight News notice
3$40Rats
4$45Gas pump side of the mart
5$50Blood Moon
6$55Manager's forest errand
7$60Calendar Killer warning; thieves arrive
8$65Roaches
9$70Anomaly Lens; Marionette joins Entity attacks
10$75Not documented yet
11$80EmotiScope and Troublemakers
12$80Not documented yet
13$80Story finale

Two conflicts worth knowing: the shift table places the gas pump on shift 4 while the drivers page says shift 6, and it introduces Troublemakers on shift 11 while the Troublemaker page says shift 10. Neither is settled in the patch notes. Full detail is on shifts.

When you get it wrong: the Hunt

Let even one doppelganger walk out and it alerts the Entity, which arrives after your last customer is served. A Blood Moon triggers the Hunt no matter how clean your night was, and difficulty scales with how many you let through.

The power cuts, lights and computer die, red light fills the mart, and a 60-second countdown gives you time to board doors, set traps and arm up. The Entity usually comes through the front, sometimes the back or the toilet exit. Boards do not stop it but slow it and chip its health. Critically, it is blind and hunts by sound, including voice chat, so a panicking lobby is a targeted lobby. Damage it enough and it leaves; kill any escorts too.

Blood Moon nights are harder because the arsenal stays shut until the Entity drops below half health, leaving you the six-round starting gun and a sidearm. Surviving your first Hunt unlocks Still Breathing.

What to buy first

The community wiki's shop page tags every line of stock with one of four labels — weapons, healing, upgrades and decorative — but has not filled in a single price, so costs are unconfirmed. Weapons run from the bear trap and baseball bat up to the shotgun, SMG and landmine; healing covers a medkit, bandages and an extra HP item; upgrades include a mop, hose, product box and security scanners.

Bear traps are the priority purchase, for one reason. The Demented can only be killed by luring it into one, it freezes while you look at it, and you cannot buy anything while the Entity is present — so stock traps before the shift ends or the night becomes unwinnable. The 1 September 2026 patch raised the extra traps you can buy from two to three and added a chainsaw, now required for Locked And Loaded; the 29 July 2026 patch added a second purchasable gun for normal store hours. Detail lives on shop and items.

Tokens are a separate currency scattered around the station. Five spin the break room wheel for a cosmetic hat, unlocked for the whole lobby, refunded if you already own everything. They also buy cola cans, listed as usable against enemies.

Co-op roles and common mistakes

The store page markets the game for up to three players with proximity chat. The 23 July 2026 patch let hosts raise the cap to six, but the developer explicitly says the game was never designed for that and does not recommend it for a first run.

A workable split: one person owns the counter and computer, one restocks and handles deliveries and cleaning, the third floats to watch doors and gather tokens. During a Hunt, the community wiki advises assigning one player to stare down the Demented while everyone else builds the defence.

The mistakes that end new runs: rushing the register because the quota is close, skipping the descriptor questions that catch the best impostors, talking loudly while the Entity is inside, and shooting a Troublemaker twice. Troublemakers are human nuisances who tank your store rating; shoot one in the foot and it limps off, shoot again and you kill it and eat a revenue penalty. The manager's intended answer is toilet paper rolls, or bottles bought with tokens.

Your endgame choices also matter more than your revenue: the achievement list ties the True Ending to keeping both your pet and Clyde Dawson alive, with separate achievements for sacrificing either. Endless Mode opens only after you finish the story. See endings.

Sources and last check

Checked 3 September 2026. The store description, player count, proximity chat and 13-shift structure come from the official Steam store page. The bear trap change, the chainsaw, the second purchasable gun and the six-player lobby cap with the developer's warning come from Bun Muen's Steam announcements of 1 September 2026, 29 July 2026 and 23 July 2026, which are authoritative. Everything else — the quota table, interrogation categories, Hunt sequence and countdown, Demented and Troublemaker strategies, shop categories, tokens and the break room wheel — comes from the community-written Shift At Midnight Fandom wiki and is not official. Several of those pages are still marked incomplete, the two shift-number conflicts above are unresolved there, and shop prices are blank, so they are treated here as unconfirmed.

Sources