Drop a Fruit Shop & Skills — Magnet, Shoes and What to Buy
Drop a Fruit shop guide: magnet and shoes skills, flight time, and which shop items are worth your coins versus the core upgrades.
The in-game shop sells skills and convenience items alongside the core upgrade track. Confirmed from in-game footage:
Confirmed shop items
| Item | What it does | Priority |
|---|---|---|
| Magnet | Auto-collects nearby coins — no more running over every pile | Medium-high (once your plot is big) |
| Shoes | Increases movement speed | Low-medium (convenience) |
| Flight time | Sold in the shop; seen in tutorial footage | Situational |
The full shop inventory is larger than this — footage only confirms these. We add items as they are verified; nothing here is guessed.
Shop vs core upgrades
The core upgrades (tool, roll speed, capacity) produce income; shop items mostly save time. That sets the order:
- Core upgrades first — they pay for everything else.
- Magnet when your plot is wide enough that coin collection actually costs time — usually after the first couple of capacity expansions.
- Shoes when the map walking feels slow — it does not make you richer, just faster.
- Situational items (like flight time) only when you know why you need them.
Coins discipline
- Early coins go to the loop, not the shop.
- Bank for rebirth thresholds rather than draining the wallet on convenience.
- The free coins from
update1are best spent on tool capacity — not shop items.
New player? Start with how to play, then come back when the shop unlocks.
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