The shutters are up. Saltmarsh Bay has missed this place.
Fudge & Fizz is a sweet shop you run with your own hands. Your Nana Ivy kept it for forty years and has left it to you: the bay window, the striped awning, the rows of glass jars, and her recipe book with her handwriting in the margins. Customers come to the counter and tell you what they want. Some say it plainly. Some talk in riddles. You work out what they mean, make it at the bench exactly as asked, and hand it over.
MAKE IT BY HAND
• Pick 'n' mix. Tap a jar to scoop, hold to pour, watch the needle. Stop within ten grams and it's "spot on".
• Fudge. Butter, sugar, condensed milk in the copper pan. Hold the flame, catch the soft-ball window, tap the bubbles before the pan catches, then cut the tray into squares.
• Seaside rock. Pull the batch, pick the stripes, and trace the word that runs through the middle with your finger. The town's name, a name, SORRY.
• Chocolate boxes. Temper on the slab, fill each place with a shell and a centre, drizzle a swirl, then draw the bow.
• Gift wrapping. Paper, ribbon, a bow and a tag that fits the occasion.
• And Nana's honeycomb, the recipe the whole town remembers.
READ THE CUSTOMER
"Something that fizzes like the sea and comes in a bottle, only you can't drink it. A bag's worth." Orders come as riddles, negatives, quantity words and ramblers with the order hidden in the weather. Ask again once if you need to. Regulars have a usual. Every order has exactly one right answer, and the Recipe Book is one tap away and never held against you. The skill isn't remembering the book. It's reading the person in front of you.
KIND JUDGING
Every order is scored on three things: is it right, is it well made, is it tidy. A mistake costs you the tip, never the sale, and nobody shouts. Under 90% you get a "What went wrong" card: the exact miss, the recipe page it relates to, and a Try again for regulars. Hit spot on and there's a sparkle and a bigger tip.
CHAPTER 1: THE REOPENING
Thirty in-game days of story. Mrs Pemberton of the Confectioners' Guild teaches each craft with a demonstration day, then sets a test; pass and the shop earns a Guild star. On Day 12 a glossy chain, Sugarsmith's, opens opposite, and its owner Dorian starts sending in customers who order impossible things. Kai from the pier needs a rock that says SORRY. The Okonkwos need forty wedding favours over three days. Regatta Day fills the street with bunting. On Day 30 the town votes for its Sweetest Shop. After that the days keep going with the full menu, and the next chapter arrives as an update.
YOUR SHOP, YOUR WAY
The till shows takings, tips, supplies and profit. Spend on Longer Hours, a Second Scoop, a bigger tray, a second pan. Dress the shop with wallpapers, floors, awnings, jar styles, window displays and a shop cat. Sit with the Customers Book and see who's been in and how they feel about you.
MADE TO BE COSY
• Chunky sticker art, a paper-bag cream palette, rock pink and jar-glass mint
• Real sounds: the scoop, the jar lid, the pan bubbling, the ribbon
• Plays in portrait or landscape and never needs you to scroll the bench
• iPhone and iPad, with your progress synced through iCloud
• No energy wall. Play as many days as you like, whenever you like
FREE AND FAIR
Fudge & Fizz is free. A full-screen ad appears at most every third day, only at closing time, never mid-day, and a one-off purchase removes them. Sugar Lumps buy decorations and never anything that affects your scores; you earn them from the story, daily quests and Guild stars, or top up in the shop. The optional Wholesaler's Account delivers your stock free every morning.
Eighty-four customers, six crafts, one very small shop on a very British seafront. Nana would have wanted it open.
Hand-made sweets by the sea