How do I start ReStory as a beginner?
Clear the stall chores, open the shop, finish one full notebook-guided repair, then protect rent before buying licenses. This page is the first-week map.
ReStory chill electronics repairs beginner guide: open shop, finish first repairs, pay Hashimoto rent, and buy tools before licenses stall week one.
First-week shop loop — jobs, rent, and starter tools.
~9 min read
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ReStory: Chill Electronics Repairs is a chill Y2K electronics repair shop sim from Mandragora, published by tinyBuild, released on Steam on August 6, 2026 (Steam App 3812600). This ReStory beginner guide gets you through the opening shop week: clear the bench, finish walk-in jobs, pay Hashimoto's rent, and buy tools before expensive licenses. Verified August 16, 2026 · Steam.
| Fact | Detail |
|---|---|
| Platform | Steam PC (Windows · macOS) · Partial Controller |
| Genre | Shop Management · Narrative · Cozy / Relaxing · Electronics Repair · Y2K |
| Mode | Single-player |
| Price | $19.99 list · check Steam for live offers |
| Run length | About 8–15 hours depending on ending route |
| Achievements | 50 Steam achievements |
| Reviews | Overwhelmingly Positive on Steam |
| Setting | Mid-2000s Tokyo · Akihabara electronics repair shop |
| Combat | None — shop management, repair minigames, and story choices |
You inherit a cluttered Akihabara stall after the previous owner vanished. The game points at chores before it trusts you with paid work — clear them in order and the first customer arrives while the shop still feels manageable.

The bench is where every repair happens. The shop PC runs the Y2K browser — Packuten for parts and licenses, Marketplace for used gear, Binotaro for tools and decor. The counter takes deliveries, tips, and bill envelopes. The bike on the side saves and advances the day when you are ready.
Day one dialogue teaches more than a spreadsheet. Hashimoto frames rent; Baketsu and other early faces seed later arcs. Silent profit-only play still works mechanically, but it steers toward colder endings — save ruthless pricing for week two once the loop is automatic.
Once the stall is open, the next skill is finishing a device the notebook will actually accept.
Every paid job follows the same spine: place the device, strip it, clean what the notebook marks dirty, swap broken or missing parts, rebuild in reverse order, test, then set a price and hand it back. Your first phone or gadget teaches that spine slower than later licenses — do not skip cleaning just to feel fast.

| Step | What you do | Watch for |
|---|---|---|
| Place | Drop the device on the workbench | Notebook opens with dirt / damage notes |
| Disassemble | Remove screws, shell, boards, cables, buttons | Wrong order leaves you stranded mid-tear-down |
| Clean | Brush, compressed air, later Sonic Bath | Dirty parts block a clean delivery |
| Replace | Install stock parts or order from Packuten | Missing SKUs stall reassembly |
| Rebuild | Reverse the notebook order, seat every screw | Leftover parts mean you skipped a layer |
| Deliver | Test, price, hand over or set for pickup | No payment until the customer accepts |
The notebook updates as you pull pieces. Dirty, damaged, missing, and completed lines are your checklist. If a board still shows dirt after a brush pass, keep cleaning — beginners often reassemble early and fail the final check.
If a job needs a battery or screen you do not have, open Gozilla Fairfox → Packuten and order the part instead of buying a new service license. Licenses unlock device classes; they do not invent the spare you already need. Full bench detail lives on the repair guide.
Cash from that first delivery goes straight into rent math — which is the next trap.
Hashimoto expects weekly rent early — community playthroughs commonly quote ¥2,000 per week at the start. Treat that as a floor you protect before shiny Packuten licenses. Separate bills also arrive at the counter: take yen from the till, stuff the envelope, and return it.
| Obligation | How it shows up | Beginner rule |
|---|---|---|
| Weekly rent | Hashimoto / landlord pressure early | Keep a buffer before tool sprees |
| Counter bills | Envelope + till interaction | Pay on arrival — skipping feeds Bankrupt paths |
| Parts orders | Packuten purchases drain cash | Order only what the open job needs |
| Online deadlines | Outlink Express mail jobs | Finish timed mail before browsing Marketplace |
You can charge high on every walk-in. That pads the till and can chill story flags. For week one, fair or slightly generous prices on recurring faces buy you breathing room while you learn the bench. Deep pricing, tip farming, and Marketplace flips belong on the money guide.
A single license can cost more than several starter jobs earn. If rent is due tomorrow, buy the screwdriver upgrade or Tip Jar instead of emptying Packuten's license shelf.
That buy order is the difference between a smooth week and a stall that feels permanently broke.
Early yen has a short priority list. Speed and passive tips beat vanity decor and full license completion runs.
| Purchase | Why it matters | Priority |
|---|---|---|
| Screwdriver upgrades | Ratchet / pro tiers cut every disassembly | Buy early |
| Better brush / air | Cleaning is the slowest early chore | Buy early |
| Tip Jar | Adds tip yen on walk-in and online jobs (community-reported ~¥200–¥500 per tipped job) | Strong early ROI |
| Sonic Bath | Batch-cleans filthy parts once unlocked | Mid week when cash allows |
| Starter service license | Unlocks the next device class you already see in mail | One at a time |
| Shredder | Turns scrap parts into yen (community prices vary; Eternal Shredder often cited near ¥180,000) | After cash flow stabilizes |
| Decor / Zen | Shop vibe and achievement padding | When rent is safe |
Packuten service licenses (community tallies often list ~20–21 permits totaling around ¥2,459,000 across a full run — version-check in your build) unlock device families. Buying several before you can afford their parts leaves licensed junk on the bench. Pick the class matching jobs already in your inbox.
Binotaro is the usual home for professional screwdrivers, airbrush kits, and stickers. Packuten carries licenses and replacement parts. Marketplace is for used donor devices — strip them for boards and batteries when Packuten markup hurts. Tool tiers and ROI math expand on the tools guide.
With buys gated, you need a week-shaped plan instead of day-shaped panic.
Use this mid-week decision map when the till feels tight. It is situation → action, not a second At A Glance.
| Situation | Do this | Avoid |
|---|---|---|
| Rent due tomorrow, thin till | Finish walk-ins + easy mail; delay licenses | Marketplace gambling |
| Job missing one part | Order that Packuten SKU only | Buying a whole donor "just in case" |
| Cleaning eats the shift | Upgrade brush / buy Sonic Bath next | Starting a second half-built device |
| Mail deadline tonight | Park walk-ins; clear the timed order | Decor shopping mid-job |
| Spare cash after rent buffer | Screwdriver tier or Tip Jar | Every remaining license |
| Recurring customer arc beat | Talk through options before max pricing | Silent rush delivery |
Outlink Express mail adds deadlines and shop-rating pressure. Treat them like walk-ins with a clock: accept only what your licenses and parts stock can finish. Reviews on Reviewme.not matter later for "Best Shop in Akiba" style goals — week one only needs on-time deliveries.
You can ignore dialogue for cash, but endings and several achievements track how you handle Hashimoto, Haruhi, Baketsu, and others. Skim the characters page once the bench loop feels boring — that is the signal you are ready for arcs.
Before you graduate, scan the failure list below so week one does not reset itself.
Matched by build plan, shared topics, and guide progression — not random related links.
Scan this before you end the day on the bike. Most early wipes are process errors, not missing "skill" unlocks.
| Mistake | Fix |
|---|---|
| Buying licenses before rent buffer | Pay Hashimoto first; unlock one device class at a time |
| Reassembling while parts still dirty | Clear every notebook dirt flag before screw-down |
| Ordering random Packuten parts | Order only lines the open notebook marks missing |
| Ignoring counter bill envelopes | Till → envelope → return — same day |
| Starting three devices at once | Finish one shell before cracking the next |
| Skipping screwdriver upgrades | Every future job taxes your old driver |
| Max-pricing every story customer | Save ruthlessness for anonymous mail flips |
| Marketplace impulse buys | Read seller notes; donors can be worse than the job |
| Never checking mail | Timed Outlink jobs fail while you brush dust |
| Decorating before Tip Jar / tools | Zen can wait; tips and speed cannot |
After every delivery, do three checks: rent/bills status, mail inbox, notebook leftovers on the bench. Two minutes there prevents the classic "I swear I was rich yesterday" spiral.
When the shop week feels stable, deepen the bench itself — cleaning, soldering, and rebuild order — on the repair guide next.
Clear the stall chores, open the shop, finish one full notebook-guided repair, then protect rent before buying licenses. This page is the first-week map.
Community playthroughs commonly report about ¥2,000 per week early with Hashimoto. Treat it as a soft floor and re-check in your build if numbers differ.
Screwdriver upgrades, better cleaning tools, and a Tip Jar usually beat early license sprees — details on the tools guide.
On the shop PC browser (Gozilla Fairfox): Packuten for parts and service licenses, Marketplace for used donors, Binotaro for many tools and decor items.
No free demo at verification — full Steam release
About 8–15 hours depending on ending route. Ending routes and dialogue depth swing the total.
No. Progress is repair work, shop money, licenses, and story choices.
The repair guide for bench depth, then the money guide for tips, shredder scrap, and Marketplace flips.
August 16, 2026
Matched by build plan, shared topics, and guide progression — not random related links.