← Gukbap Simulator

Endings and score

A run ends with two things: what became of the shop, and what kind of owner you were.

Score

Counted from the state on the last day.

score = cash + regulars × 30,000 + reputation × 15,000 − debt

Piling up cash alone does not move it much. One regular is worth ₩30,000 and one point of reputation ₩15,000. A shop that kept people scores higher than a shop with a fat account.

Nine endings

EndingCondition
A gukbap place with a lineFinish 30 days · score 8,500,000 or more
Found its footingFinish 30 days · score 3,000,000 or more
Held onFinish 30 days
Closed for goodDebt of ₩9,000,000 or more
Shut downTwo hygiene correction orders missed
No familiar faces2 regulars or fewer after DAY 10
Nobody comesReputation 5 or lower
Left aloneStaff morale 15 or lower
The body went first20 days or more run without a part-timer

There are six ways to go under. Running out of money is only one of them. A run also ends when every regular leaves, or when your part-timer walks out and you keep going alone until your body gives.

Eight management styles

Separate from the ending, thirty days of choices are counted up and given a name. The first one that fits, from the top down.

StyleCondition
The owner who closedDid not reach 30 days
The owner who only countedStaff morale under 45 with ₩2,000,000 or more in cash
The owner who expandedShop level 3
The owner who held on tasteFood quality 78 or higher
The owner of an old neighborhood shop70 or more regulars, price barely raised
The owner who kept peopleStaff morale 78 or higher · 4 or more choices spent on staff
The owner who spent nothingChose the cheaper option more often
The owner who lasted a monthNothing above fits clearly

The numbers next to it are counted back from your actual choices: what you spent on staff, what you cut corners on, how often you raised the price. Two runs with the same score are written up differently.

Keeping the result

On the ending screen you can save the result as an image or share it. Sharing attaches the address.