Story Walkthrough — From First Repair to the Credits
The complete story walkthrough for ReStory: Chill Electronics Repairs — the premise, how the story unfolds through customers and licenses, every confirmed choice moment, how choices work, the shopping-center plot, the assembly-competition finale, endings and replay strategy.
Overview
ReStory's story is branching, non-linear and customer-driven. There is no chapter list and no quest tracker — the plot unfolds through walk-in customers, online orders, and license progression. The exact number of endings has not been officially confirmed (unverified), and reviewers note the story is "anything but chill": mystery, espionage, betrayal, petty theft and conspiracy run beneath the cozy surface.
This walkthrough covers the confirmed campaign structure, the milestone sequence, every documented choice moment, how the branching system works, endings, replay strategy, and a concrete first-week plan. Story-critical spoilers are flagged.
The Premise (No Spoilers)
You inherit a rundown repair shop from a previous master who left without warning — and appears to have been in some kind of trouble. You immediately face rent pressure from a pushy landlord and must build up the business. Beneath the cozy loop, the neighborhood is threatened by real-estate developers planning a massive shopping center, and the cast — a weird cop, rough locals, a conspiracy-chasing shut-in — orbit something darker.
How the Story Actually Progresses
| Driver | How It Advances the Story |
|---|---|
| Walk-in customers | Recurring regulars appear and reappear; their personal arcs advance with each repair |
| Online orders | Courier-delivered jobs introduce new devices and plot threads |
| Licenses | Buying certifications unlocks story beats that stay locked until you own them |
| Choice moments | Dialogue decisions permanently shape character outcomes and the ending |
The Campaign Structure (Community-Mapped)
The developers have not published an official act structure; the following is a reconstruction from launch-week reviews and player reports (specifics unverified):
Act 1 — First Days. Meet the landlord, pay rent, complete Hashimoto's Pokia (your first repair), set up internet, take your first online orders. End: first license purchase, which unlocks new device types and the next wave of story. Act 2 — The Neighborhood. The regular cast fills in — the post-it-note upstairs neighbor, the hapless romantic, the weird cop, the maid-cafe teenager. Choice moments arrive: the landlord's post-it number, the student's confession, the gangster's phone. License count grows toward 5 (Golden Partner). Act 3 — The Pressure. The real-estate shopping-center plot tightens; protection fees and the cop's warnings escalate. The most expensive license becomes affordable — and with it, "Are you serious? This is Absurd." (spoiler-light: the story's twist lands here, deliberately left unspoiled by reviewers). Act 4 — The Competition & Endings. The campaign builds toward a major repairs competition. Win it to claim the one license that cannot be bought — the final step for Platinum Partner — and the story resolves into one of multiple endings shaped by your choices.Confirmed Choice Moments (Launch Build)
| Choice Moment | The Decision | Known Outcomes |
|---|---|---|
| The landlord's post-it number | Hand over the phone number found inside his phone, or keep it | One of the game's most-cited branching moments |
| The former gangster's phone | Report disturbing content found inside, or stay quiet | Headline branching moment from press materials |
| The lovestruck student | Help him confess to his crush, or let it be | Affects the student's story; no "perfect" answer per community reports |
| The kid's request | Complete the request and refuse payment | Refusing earns the Origami achievement — the courier returns with origami |
| Privacy vs. truth | Protect a character's privacy or expose what you found | Reported to ripple into the late game and endings |
How Choices Work
- Dialogue is signal, not noise. Customers casually mention past spills or hint at hidden issues not on the repair ticket — and their dialogue opens story choices.
- Choices have consequences beyond the moment. Characters may return to your shop based on earlier decisions — sometimes many days later.
- Some choices have no perfect answer. Part of ReStory's charm is that you can't always fix everyone's life.
- Licenses gate story. Related story beats stay locked until you own the correct license.
- Choices aren't always telegraphed. Reviewers note some choices are "unclear and can unintentionally derail storylines" — save before a moment you suspect is a fork.
Endings — What We Know (Unverified)
- Multiple endings are confirmed by the developers ("replayable branching storyline with choices impacting the ending").
- The exact number and unlock conditions have not been publicly documented as of August 2026.
- Ending-adjacent achievements (the 5 hidden ones — Ghost in the Frame, Rock for the Ages!, Ronin, Melancholy, Globalization) may relate to story paths, but their triggers are unconfirmed — see the Achievement Guide.
Replay Strategy
ReStory is designed to be played more than once:
- Play through with different choice priorities — help everyone your first run; be selective (or report the gangster) your second.
- Vary your license order — story beats unlock in different orders depending on which categories you open first.
- Randomized device orders keep each run's repair mix fresh even when the story is familiar.
- Chase endings, not just achievements — the hidden achievements are the best hint that story paths branch deeper than they appear.
First-Week Walkthrough (Concrete Plan)
| Day | Goals | Story Notes |
|---|---|---|
| 1 | Complete Hashimoto's Pokia (first fix), clear the desk, meet the landlord | First Fix! + Clean Job achievements; rent clock starts |
| 2 | Set up internet, accept first online orders, install the tip jar | Master of the Internet; courier joins the cast |
| 3 | Batch simple repairs; save for the first license | Buy any license → Official Partner + new device types |
| 4 | Buy first license; meet the upstairs neighbor's Atari joystick request | Pac-Man tournament job; cast expands |
| 5 | Grind clean-only jobs at night; buy brush upgrades | Cash flow stabilizes |
| 6 | Salvage marketplace devices for parts; buy storage shelves | Parts library grows; bench stays organized |
| 7 | Keep orders to what you can finish; pay bills on time | Avoid the Bankrupt achievement's overdue warning (unless you want it) |
After week one, the rhythm is: licenses → tools → more licenses, with choice moments arriving as the cast deepens. See the Beginner Guide for the daily-loop details and the License System Guide for buying priority.
How Long Is the Story?
| Figure | Source |
|---|---|
| 15+ hours (main story) | Developer statement — official estimate |
| ~10 hours to the credits | Gamekult review |
| 20 hours logged | TechRaptor reviewer |
The main story takes 10–20 hours depending on pacing; 100% completion is a much longer project (365 in-game days and other marathon goals — see the How Long to Beat & 100% Guide).
Story-First Play Tips
- Listen to customers — their stories are the content; rushing repairs skips the best part of the game.
- Refuse payment occasionally — the Origami achievement proves not every interaction is about yen.
- Keep licenses affordable — story beats gate behind licenses, so keep income steady (see the Money & Profit Guide).
- Accept devices without licenses deliberately — letting a device sit is sometimes a narrative choice: the customer keeps returning while you save up.
Common Walkthrough Questions
Can I miss story content?Yes and no — the campaign continues regardless of individual choices, but some character outcomes and endings are locked by your decisions. Replays are the intended way to see everything.
Do I have to win the assembly competition to finish the story?The final license is competition-only, and buying every license is required for Platinum Partner and the completionist achievements. The story's climax also centers on the competition.
What happens after the credits?The shop continues — online orders, achievements and the 365-day milestone keep the loop going. See the How Long to Beat & 100% Guide.
Related Guides
- Characters & Customers Guide — who you're meeting along the way
- License System Guide — the progression that drives the story
- Achievement Guide — story-milestone achievements
- How Long to Beat & 100% Guide — length and completion planning