The game
You run the whole tomato category of a supermarket for one season of 42 days (six weeks, day 1 is a Monday). Three products, five suppliers, one message feed, one goal: end the season with as much profit as possible. Purchase budget is unlimited — only profit counts.
The category
- Value import tomatoes — sellable for 5 days including the arrival day. Each product has its own shoppers and its own price sensitivity; when a shelf is empty, some shoppers switch product, the rest walk out.
- French round tomatoes — sellable for 4 days including the arrival day. Each product has its own shoppers and its own price sensitivity; when a shelf is empty, some shoppers switch product, the rest walk out.
- French organic tomatoes — sellable for 3 days including the arrival day. Each product has its own shoppers and its own price sensitivity; when a shelf is empty, some shoppers switch product, the rest walk out.
How a day works
- Morning decisions. Every morning, before the shop opens, you set today's shelf price per product and send your purchase orders. Lead time is 1 day for the French farms and 2 days for the importers, so today's order can never rescue today's sales.
- Suppliers are people. Everything they have to say arrives in your message feed (email and Slack style): confirmations, cuts, warnings, invoices and the occasional blunt remark. Read it — it is the only place some information appears.
- Weekly capacity. Every supplier can only move so many kg per week. Order more and the order is cut or rejected. Capacity resets on Mondays.
- Forecasts and commitments. On Mondays suppliers may ask you to commit a volume for next week: committed kilos get a discount and reserved capacity, but ordering less than you committed costs a contractual penalty per missing kg.
- Loyalty matters. A supplier you almost never order from will serve committed and regular customers first — expect short or even skipped deliveries when you are a nobody to them.
- Disruptions happen. Storms, transport strikes and bad batches hit suppliers without much warning. Prices spike, capacity halves, deliveries slip or arrive part-rejected with a short shelf life.
- Empty shelves are expensive. A shopper who came for tomatoes and finds none walks out and does their FULL basket at the competition. That lost basket margin is charged against your result, on top of the missed tomato sale.
- Payment on delivery. Prices are locked when you order (including any forecast discount) but you only pay for the kilos that actually arrive and pass goods-in.
- Profit is everything. Score = revenue − payments to suppliers − forecast penalties − lost-basket costs. Waste is money already spent; it just never comes back.
All numbers are generated fresh on the server for every game — there is nothing to memorise between runs. You can save the game at any moment by leaving your email, then find and continue it from anywhere; a finished season enters the leaderboard once it also has a shop name. The game is pure HTML forms, so it works for humans and for AI agents driving a browser alike.
Find your saved games
Saved a game with your email? Enter it to list your seasons and continue any of them, from any device.