Two views, one clock. Tickets keep counting down no matter which view you're in — switching costs you time.
Window: tap a ticket to accept it. Drag a finished drink from the tray onto an accepted ticket to ring it up. Drinks can also rest on the counter beside the register — each one shows a card listing exactly what is in it, and can be dragged back to the tray or straight to a ticket.
Bar: beans → grinder, hold GRIND (it keeps its progress if you let go), dose the portafilter, tamp it, set a cup and the portafilter on the machine, then BREW.
Stopping a brew: hit STOP inside the gold band for an espresso. Miss the band with a demitasse or a glass and the shot is binned — re-dose and try again. In a latte cup, stopping past the band (or letting it run out) gives you a lungo. A lungo can go out black or stand in for the shot: steam milk into it for a latte (cocoa first for a mocha) provided no water went in, or pour a glass of water into it for an americano provided no milk went in.
Cups: any cup can sit in the tray, full or empty, and be picked up again — the cup on the machine too, unless a shot is mid-pull. Ingredients go into any cup in play. Only a latte cup takes a pour from another cup: it holds two shots and inherits whatever that cup was carrying. An espresso cup never takes milk or water.
Milk: open the FRIDGE by the trash, pick whole, oat or cashew, then drag the carton into the frother tin on the left of the counter. Put the full tin on the steam wand and hold STEAM.
Prices: set them per drink in RECIPES — any number you like, and the chalkboard by the window updates to match. Each card shows the fair price for your current reputation, how big a crowd it pulls, and whether the change is actually earning you more. Underprice and you get a queue and fat tips; overprice and the crowd thins, people walk out, stop tipping and talk. The sweet spot sits just above fair, and further above it on a mocha than on an espresso or a glass of water.
Sugar cubes, cinnamon dust, cocoa, alt milk and extra shots all carry a surcharge, so garnishing pays. Miss five tickets and the run is over — unless You're Fired! is switched off in GAMEPLAY.
Reputation: tucked under RECIPES. Fast, accurate service builds it; missed or wrong orders cost you — it quietly shifts customer traffic, tips, and patience. House rules (game over, patience, modifications, day length) live under GAMEPLAY in the menu.