Feed the Cups · 1.0

Beginner guide & first-run lessons

Build a reliable opening routine, learn the first five-day cycle and understand why a profitable shift can still end in failure.

Official game artwork

Before opening

Read the day’s menu before ordering. Restock cups, sugar and toppings; open bottles and clear the delivery boxes. Start the ice machine before taking cold-drink orders. Only open early when the workstations are ready.

First five days · 05:34–15:50

The officially analyzed playthrough starts with orange juice, then adds sugar and coconut jelly. The first training drink takes two portions of bottled orange juice. Read each ticket again: sugar and toppings are customer choices, not a fixed addition to every drink. Place the finished drink at the pickup counter and actively serve it.

The second shop · 17:24–30:50

The next run introduces water, ice and mixed drinks. The player repeatedly starts the ice machine late and runs short on preparation time. Stage ingredients before opening; stir mixed liquids when required, then check temperature, sugar and toppings before serving.

Why the run failed

The player earns money but reaches the stress limit on the seventh day of the second shop. Later dialogue confirms the next shop remains locked. The subtitle’s guesses about skull icons do not prove a stress formula. The tutorial does confirm that contract benefits last for the day while their costs persist. Read the cost before signing.

A safer closing routine

Finish accepted orders, empty rubbish into the public bin and clean the floor. Put suitable ingredients in cold storage and switch off equipment you no longer need. Keep funds for deliveries, rent and utilities: supply orders are charged at closing. In co-op, divide ordering, preparation and cleaning responsibilities rather than having everyone chase the same cup.

Verified game rules

Place your order for goods required for the recipes over the phone.
The purchase cost will not be deducted immediately but after the Closing Time of the day.
Keep an eye on your existing Cup Coins and don't go bankrupt!

You gain extra operating time to increase your revenue if you Open Early.
If you feel overwhelmed, you can also wait for time to pass and only open for business during the normal business hours (the green portion of the clock).

Closing Time is when the clock hand reaches the orange section of the clock.
You must fulfill the orders that have been received before you can clock out.

If you go beyond the orange section, you will have to work unpaid overtime, greatly increasing your Stress and the chance that you'll break down!

Boxes that block the way will lead to customer complaints and increase your Stress.
Working overtime will increase your Stress until you reach a breaking point.
Some deals with demons come at a Cost and also add to your Stress, so handle them with caution!

Sources and credits

Official game analysis · 1.0 · Updated 2026-10-16. Game text supplies the rules and terminology; the officially analyzed early-game playthrough informs the beginner guide. It does not show a completed campaign. Artwork © Vambear Games and respective rights holders. This is an independent fan guide.

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