DONUT PLACE FIELD GUIDE

How to read this manual

  • TESTED we did it in the client, and dated it
  • IN-GAME the client's own words, quoted
  • OFFICIAL ONLY the store or the game's own page, repeated
  • NEEDS CHECK we know it matters and have not confirmed it

client web build 2026-11-05 checked 2026-11-05

A field guide to Donut Place

SEATING AND THE QUEUE

The shop sells donuts, but the thing you actually run out of first is chairs. Customers arrive, queue, and when every seat is taken they say so — in a speech bubble the whole shop can read.

Customers queuing inside a donut shop, one with a speech bubble reading NO SEAT!, with counters and trays behind them.
What this shows the moment the room runs out: a queue that cannot sit down, and the bubble that tells you why. Captured 2026-11-05 Client web build 2026-11-05 Planche 1

What the room does

Customers walk in from the street through the shop door. Some go straight to the counter; others head for a free table and sit. A seated customer has a donut in front of them and stays a while, then leaves and the chair is free again.

When there is no chair left for someone who wanted one, the game prints:

NO SEAT!

in a speech bubble over that customer. They keep standing. We did not watch one give up and walk out, but we also did not watch the queue long enough to rule it out.

What the game tells you to do about it

The prompts run in this order when the room is too small:

  1. Buy more Tables! — with a green 125 tag beside it
  2. Hire a HR Manager! — with a 120 tag and an HR room on the floor

So the game's own answer to a full room is more furniture first, staff second. That ordering is the closest thing to a tutorial this game has.

What we could not settle

Until those are measured, this page says what the room looks like and refuses to draw a curve through it.

Last checked against the client: 2026-11-05 · client web build 2026-11-05