Shift At Midnight Shifts: All 13 Nights of Story Mode
Updated 2026-09-03 · Steam Shift At Midnight
Shift At Midnight has 13 nights. Story Mode is exactly 13 shifts long, a number the developer stated in the pre-launch Steam announcements, most recently in the 21 July 2026 post the day before release. Each shift is one night behind the counter at the Midnight Mart, each has its own money target, and each one adds something the night before did not have. Finish all 13 and reach the True Ending and Endless Mode opens up.
The community wiki's Shifts page lists a quota for every night, from thirty dollars on the first to eighty on the last three. This page collects that table, the threats each shift introduces, and the parts the wiki has not filled in yet.
All 13 shifts at a glance
Quotas and per-night changes below come from the community wiki's Shifts page, checked 3 September 2026. Blank cells are nights the wiki has not documented yet, not nights where nothing happens.
| Shift | Quota | What the night adds | Notable names on the list |
|---|---|---|---|
| 1 | $30 | Tutorial night: you are walked through the core jobs before the shift can end | Clyde Dawson, Bonnie McCree, Nathan Calloway, Julietta Granger, Kevin Larson, Bartholomew Kessler |
| 2 | $35 | Same loop with the hand-holding removed; randomised customers begin, and the notice is a Midnight News story | Roger Conroy, Norbert, Ryan Holt, plus a customer tied to that night's news |
| 3 | $40 | Rats start turning up in the store | Ryan Holt, Colin Shirley, Tommy Delgado (and his doppelganger), the Robber |
| 4 | $45 | The gas station side of the Midnight Mart opens up; the Demented is introduced by email | A guaranteed-human driver, Esteban Morales, Clyde Dawson, Norbert (not as a customer) |
| 5 | $50 | The Blood Moon arrives | Not documented yet |
| 6 | $55 | Not documented yet; the wiki's Drivers page puts the gas pump unlock here | Norbert (not as a customer) |
| 7 | $60 | You are warned about the Calendar Killer, and thieves start walking in | Victor Hale, Louisa Mari (and her doppelganger) |
| 8 | $65 | Roaches begin crawling around the mart | Clyde Dawson, David Kennedy |
| 9 | $70 | The Anomaly Lens is added, and the Marionette joins Entity attacks | Aria Romero, Victor Hale, Clyde Dawson, Vanessa McCree |
| 10 | $75 | Not documented yet; the Troublemaker page says troublemakers start on this night | Aria Romero, Victor Hale, Clyde Dawson, Vanessa McCree, Vivien Marrow |
| 11 | $80 | The EmotiScope and the Troublemaker are introduced | Ramona Delgado, Victor Hale |
| 12 | $80 | Not documented yet; a swarm of troublemakers can hit on this night or the next | Raymond Kessler |
| 13 | $80 | Not documented yet; the final night of Story Mode | Clyde Dawson (outcome depends on your choices) |
How the quota climbs
The pattern is easy to hold in your head: five dollars more every night from Shift 1 to Shift 11, then a flat eighty for the last three. Add them together and a clean 13-night run asks for $765 in quota across the whole story.
| Stretch | Quota range | Step |
|---|---|---|
| Shifts 1 to 11 | $30 to $80 | +$5 per night |
| Shifts 11, 12 and 13 | $80 each | No further increase |
Quota is only half of the money problem. The developer's own pets announcement explains the other half: your pet needs its medication paid for within your first three shifts, so early nights are about clearing quota and banking personal profit on top. Pull it off and the pet joins you on shift and tidies up between customers; fail and you get the ending where the save resets. The 20 August 2026 patch also flattened product prices so the True Ending depends less on lucky pricing.
When each threat unlocks
Reading the shift table as a difficulty curve, the first three nights are almost entirely customer work, and the pressure arrives in two waves.
- Nights 3 to 4: nuisances and the first real monster. Rats appear on Shift 3. Shift 4 opens the pumps and is when the community wiki says an email introduces the Demented, the creature that only moves when nobody is looking at it and can only be killed by luring it into a bear trap.
- Night 5: the Blood Moon. From here a Hunt can be forced on you whether or not you made a mistake.
- Night 7: humans get dangerous. The Calendar Killer warning lands and thieves start entering the store.
- Nights 8 to 9: the mart gets crowded. Roaches on 8; on 9 the Anomaly Lens becomes available and the Marionette starts showing up during Entity attacks.
- Nights 10 to 13: crowd control. Troublemakers wreck your store rating rather than your health, and the wiki says a swarm of them arrives on Shift 12 or 13.
Full behaviour and counters for each of these live on monsters, and the detection tools are covered on how to spot doppelgangers.
Tasks and revenue during a shift
Every night is the same job with more going wrong. According to the community wiki you are working the register, restocking shelves, opening the loading bay gate for deliveries after you buy stock, and from the gas station unlock onward serving drivers at the pumps. The community wiki's Drivers page treats drivers as customers who only turn up once the gas pump is unlocked, with randomised appearance, species and personality; whether a driver can turn out to be a doppelganger is not confirmed yet in the wiki's own text. Troublemakers are a separate problem: the manager's suggested answer is to shoo them off with toilet paper, and shooting one in the foot makes it flee, but killing it costs you revenue. Full task-by-task detail is on tasks.
The Hunt that ends a shift
A shift does not simply end at quota. Per the community wiki's Hunt page, if you let even one doppelganger through, it goes and tells the Entity, and the Entity comes for you after the last customer is served. A Blood Moon triggers a Hunt regardless of how clean your night was. The power cuts, you get a 60-second window to board doors and set traps, and then you have to do enough damage to drive the Entity off. Difficulty scales with how many doppelgangers you waved through. During a Blood Moon Hunt the armoury stays shut until the Entity is below half health, which is the community wiki's explanation for why those nights feel so much worse. See entity for the creature itself.
After Shift 13
Clearing all 13 nights and unlocking the True Ending opens Endless Mode, which runs until every player is dead. It is a genuinely different mode now: the 1 September 2026 patch removed quota, personal funds and pet information from the Endless end-of-day report, switched emails off, re-enabled customer patience there and added security cameras on the store computer. Story Mode keeps all of those. The endings themselves, including the pet-related ones and the achievement for letting Clyde die, are on endings, and the mode itself on endless mode.
Gaps and conflicts in the shift list
Three things do not line up, and it is worth saying which source says what rather than picking one.
- Gas pumps. The Shifts table puts the gas station introduction on Shift 4; the Drivers page says the gas pump unlocks on Shift 6. Both are community-written and neither is confirmed by a patch note.
- Troublemakers. The Shifts table introduces them on Shift 11; the dedicated Troublemaker page says they start on Shift 10.
- Shifts 5, 6, 10, 12 and 13 have no written description on the wiki yet, only quotas, notices and customer lists.
Customer rosters are also a moving target. The 20 August 2026 patch added 15 customers and the 1 September 2026 patch added 30 more, both to Story Mode and Endless Mode, so any night's "notable characters" list is a snapshot rather than a fixed cast.
Sources and last check
Checked 3 September 2026. The 13-night count, the three-shift pet medication deadline, the price equalisation for the True Ending and the Endless Mode changes are official, from developer announcements on Steam: the 21 July 2026 pre-launch post (the last of three pre-launch posts to state the 13-night figure), the 8 July 2026 pets post, and the 20 August and 1 September 2026 patches. Everything else here, including every quota figure, the per-night introductions, the driver details, the Hunt rules and the Blood Moon armoury behaviour, comes from the Shift At Midnight community wiki pages for Shifts, Hunt, Drivers, Demented and Troublemaker. Those are player-written and partly incomplete, so treat the quotas and unlock nights as community-reported, not developer-confirmed.
Sources
- https://shift-at-midnight.fandom.com/wiki/Shifts
- https://shift-at-midnight.fandom.com/wiki/Drivers
- https://shift-at-midnight.fandom.com/wiki/Hunt
- https://shift-at-midnight.fandom.com/wiki/Troublemaker
- https://steamcommunity.com/games/3722330/announcements/detail/1838407329268961
- https://steamcommunity.com/games/3722330/announcements/detail/1836506165580910