Management

How Do Shelves, Multi-Stand Vendors & Staff Days Off Work in Waterpark Simulator?

Waterpark Simulator 1.0.91+ logistics guide. Unlock shelves in the Park research tab, buy supplies at Caymart, set up multi-stand vendors at 2 stars, and give staff a day off without losing their level.

v1.0.99Updated: 2026-11-04

Waterpark Simulator's 1.0 launch made you do everything by hand: buy supplies, carry boxes, restock every stand, and hire a separate vendor for each counter. The September updates added three quality-of-life systems that change that loop — shelves, multi-stand vendors, and staff days off — and they interact in ways the patch notes do not spell out.

This guide covers how each system works, how to unlock it, and how to set up a park that restocks itself. It assumes you already know the staff roles and hiring basics; if not, read the Staff Management Guide first.

Shelves: the end of hotdog boxes in the sand

Shelves were added in the 1.0.91 update (September 11, 2026). Before shelves, supplies you bought at Caymart sat on the ground until a staff member picked them up — or until they despawned. The August 28 patch had already stopped dropped supplies from despawning on quit [Official], but that only turned the floor into a permanent warehouse.

The shelf loop is simple:

  1. Buy supplies at Caymart. Hotdog boxes, drinks and other stand stock all use the same supply flow.
  2. Carry the supplies close to a shelf and drop them.
  3. The boxes jump onto the shelf automatically. You do not need to open a menu or place each box by hand.
  4. You or a staff member restock a stand or vending machine from the shelf.

The important detail is that shelves are a buffer, not a vendor. A full shelf does not sell anything. It shortens the distance between storage and the counter, which is exactly what a vendor needs when three stands run out at the same time.

Restocking a shelf and a stand, step by step

The shelf is only half of the restock. The other half is the counter, and the two have different rules:

  1. Fill the shelf from Caymart. Buy the supplies and drop the boxes beside the shelf; they snap on automatically. A box left across the park stays on the floor.
  2. Restock the stand from the shelf. You can do this yourself, or a staff member assigned to the stand will. The 1.0.91 notes describe shelf stock as supplies that "can be used by the player or staff to restock stands and vending machines". [Official]
  3. Confirm the stand still has a vendor. A stocked shelf does not restock itself onto an unassigned counter. If a stand still reads "Unattended", the missing piece is the nameplate assignment, not more stock.

The failure pattern is consistent: an empty counter with a full shelf means the vendor is missing or the shelf sits on the wrong side of the cluster; an empty counter with an empty shelf means the Caymart run did not happen. Check those two before assuming a bug.

How to unlock shelves

Shelves are unlocked early in the Research Table under the Park tab. If you have been dumping research points into attractions, check the Park tab before your next build. The exact research-point cost is [Unconfirmed] and may change between patches, so read the node's tooltip in your build.

Where to put them

Our recommendation is one shelf per stand cluster, placed behind or beside the counters rather than in a central warehouse. A vendor's restock trip is walking time; if the shelf is on the far side of the park, multi-stand vendors spend the whole day walking instead of selling.

For a food court with three stands, place one shelf that all three can reach. For a scattered layout, place two smaller shelves rather than one large one. The goal is not maximum storage — it is minimum travel distance.

Multi-stand vendors: one employee, several counters

At launch, every staffed stand needed its own vendor. The 1.0.91 update added vendor multitasking through a research node in the Park tab, letting one vendor cover multiple stands. The 1.0.93 update then moved the unlock to 2 stars, making it available much earlier than the original late-tree placement.

How it works in practice:

  • Unlock the multitasking research in the Park tab once your park reaches 2 stars.
  • Assign the vendor to each stand individually. Each stand has a nameplate or plaque; assign the vendor there. A stand with no vendor sells nothing, no matter how many other stands that vendor covers.
  • Each assigned stand shows that vendor's nameplate, which is the quickest way to confirm coverage.
  • Only the best vendors can handle the workload, according to the developers. The exact stat threshold is [Unconfirmed]; treat a vendor with strong selling stats as the safe choice rather than testing a low-stat hire on four counters.

The common mistake is assuming that hiring a vendor automatically assigns them. Building, hiring and assigning are three separate actions. If a stand shows "Unattended," the fix is the nameplate, not another hire.

How many stands should one vendor cover?

Start with two adjacent stands, confirm the vendor keeps both stocked and selling through a busy afternoon, then add a third. The patch notes do not publish a hard limit or a throughput penalty, so the practical limit is observed behaviour: queues forming, empty counters, or a vendor who never reaches the second stand.

Do not build stands before demand exists. Every staffed stand is a headcount commitment, and a vendor covering five empty counters is not efficiency — it is a park with too many counters. Add a stand when the queue at the existing one is consistently long, not because the blueprint looks symmetrical.

Staff days off: remove someone without firing them

The day-off feature also arrived in 1.0.91. It is the answer to a problem the game did not previously solve: you want a staff member gone for a day, but you do not want to lose their level by firing them.

How to use it:

  1. Open Staff Management.
  2. Select the employee.
  3. Press Day off, the button next to Fire under their stat block.

Rules confirmed by the developers and community documentation:

  • The employee is unpaid for the day. You save the wage.
  • It is only available in the early part of the day. You cannot work someone all day and then give them a free evening.
  • The employee keeps their level. Firing does not; this is the reason to use day off instead.
  • It is useful for quests. If a staff member keeps completing a task before you can do it yourself, a day off clears them out of the way without a permanent loss.

Days off are also a cash-flow tool. On a quiet weekday, sending one redundant vendor home cuts wages without cutting your ability to serve the guests who are actually there. On a event day, bring them back.

A daily workflow that uses all three systems

A simple routine that keeps the park running:

  1. Morning: check each shelf. If a cluster is low, buy supplies at Caymart and drop them near the shelf.
  2. Before opening: confirm every stand has a vendor nameplate. Reassign any stand that lost its vendor.
  3. Midday: check the multi-stand vendor's route. If one stand is consistently empty, split the assignment or add a second vendor.
  4. Quiet period: give a redundant vendor a day off early in the day, not at the last hour.
  5. Closing: note which shelves emptied fastest. That cluster needs more storage or a closer Caymart run tomorrow.

Troubleshooting

ProblemLikely causeFix
Supplies stay on the groundShelf not unlocked, or boxes dropped too far from itUnlock shelves in the Park research tab and drop supplies beside the shelf
Staff will not restockStand has no vendor, or the shelf is emptyAssign a vendor at the stand nameplate; refill the shelf from Caymart
One vendor ignores the second standMultitasking not unlocked, or vendor stats too lowReach 2 stars and unlock the Park-tab node; use a stronger vendor
Day off button is greyed outIt is too late in the dayGive the day off earlier, before the staff member has worked a full shift
Stand sells nothingNo vendor assignedClick the stand plaque and assign a vendor
Shelf stock disappearsSupplies were dropped away from a shelfDrop boxes directly beside the shelf so they snap on
Verified against official 1.0.91 (2026-09-11), 1.0.93 (2026-09-16) and 1.0.99 (2026-09-29) patch notes. Research costs, vendor stat thresholds and maximum multi-stand coverage are not published and are marked [Unconfirmed] where relevant.

Verification

Last checked: 2026-11-04

Game version: 1.0.99

Official: Steam announcement (2026-08-28): shop supplies and chlorine no longer despawn on game quitting and reload; items dropped on the floor persist after quitting. Link: https://store.steampowered.com/news/app/3293260/view/1842212951303274

Official: Steam announcement (2026-09-11): added shelves, added multi-stand vendor multitasking through Park-tab research, and added staff days off; supplies bought at Caymart jump onto shelves and can be used by the player or staff to restock stands and vending machines.

Official: Steam announcement 'UPDATE 1.0.93 - Patch Notes' (2026-09-16): moved vendor multitasking to unlock at 2 stars, added building-camera speed settings, and changed security breaks between removing bad visitors.

Official: Steam announcement 'UPDATE 1.0.99 - Patch Notes' (2026-09-29): reduced security break time after dealing with bad guests and made security active from park opening.

Community: Community staff guide (accessed 2026-10-23): documents the 1.0.91 multi-stand research, the 1.0.93 move to 2 stars, the day-off button beside Fire, the early-day restriction, and the need to assign a vendor to each stand manually.

Community: Steam Community discussion thread on staff behaviour (accessed 2026-10-23), used as a cross-check for the common confusion between hiring staff and assigning them to a specific stand.

Editorial: The shelf-per-cluster layout, restock routine and day-off use cases are our editorial recommendations; exact vendor stat thresholds for multitasking are not published and are marked [Unconfirmed].

Found an error or outdated info? Let us know. This is an unofficial community guide. Game mechanics may change with updates.