Work the returns desk of a dying department store. Inspect what customers bring back — weigh it, open it, sweep it under UV — and decide who's lying. Then the register prints a receipt from a branch that doesn't exist, dated tomorrow. Every return has a story. Most of them are false.
NO RECEIPT 在线人数与 Steam 图表
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在线人数024 小时 —
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游戏
发行日期2026年9月13日12 天前发行
开发者MFA Software发行商MFA Software类型冒险独立模拟
—成就—DLC
关于这款游戏
玩家数更新于 9月19日 07:19 UTC · 商店数据更新于 9月22日 08:45 UTC · 来源:SteamWebAPI
MERIDIAN DEPARTMENT STORES thanks you for fifteen years of loyal service. You started Tuesday.
NO RECEIPT is a first-person inspection game about the worst counter in retail: returns. Customers slide their stories across the laminate — a television that "died in a week," a wedding dress "never worn," a blender with someone else's serial number — and you decide what the store owes them.Inspect the thing, not the story
- Pull items out of their packaging — the box and what's inside are two different objects, and they don't always agree.
- Read the receipt line by line. Query the store database. Check the dates, the branch, the employee number.
- Weigh it. Plug it in. Kill the lights and sweep a UV lamp across the fabric and watch what blooms.
- Click what looks wrong. Real defects become evidence; hunches become accusations — and false accusations have a price.
Negotiate like your job depends on it
Refunds, store credit, exchanges, repairs — or refusal, if you can make it stick. Customers push back, walk out, come back angrier. The queue is watching, corporate is measuring, and policy changes every morning. Some of the new rules make sense. Keep telling yourself that.Stay after closing
The store is different at night. Doors that were locked. Footage that doesn't match the paperwork you processed. A register that prints receipts from BRANCH 14 — timestamped tomorrow — into an empty store. What you pocket, report, or leave in the tray changes what the morning briefing says about you.Features
- A 15-shift campaign of authored return cases — funny, sad, fraudulent, and eventually impossible
- Physical evidence discovery: unboxing, weighing, power tests, UV sweeping, and clickable defects with forgiving, readable targets
- Deterministic negotiation with no dice rolls — the same play always earns the same outcome
- Recurring customers who remember exactly how you treated them
- After-hours exploration of a compact employee-only backstage
- Multiple endings driven by what you proved, what you obeyed, and what you kept in your shirt pocket
- Dark comedy that curdles into corporate horror