Modern Convenience Store
Build a modern convenience store for your shop, life-sim or tycoon game: walls, floor and doors, stocked shelves, drinks fridges, a checkout and a stockroom, and 4 animated characters who work the fixtures. The cashier scans an item and lifts a pre-filled carrier bag, the stock clerk carries a carton and refills a shelf, and shoppers carry a basket and take goods off the shelf.
- Walls · doors · floor
- 33 objects · 65 variants
- 4 animated characters
- 7 tilesets
- N / E / S / W
One complete pack. Use in commercial and non-commercial games.

Everything in this picture comes from the download. The cashier scans, the stock clerk refills the shelf and a shopper takes an item, playing the pack's own frames. Shown at 2×.
What's included
Staff and shoppers who use the store, not just stand in it. Everything is drawn in one style, with one camera and one palette, so the room, fixtures and characters fit together out of the box.
Staff and shoppers
- Cashier: picks up an item, passes it over the scanner (the checkout's scanner lights up on the same frame), passes it on and lifts a pre-filled carrier bag. Also types at the till and waves hello.
- Stock clerk: walks and stands carrying a carton in 4 directions, and places a product on the gondola shelf: the empty slot fills on the next frame.
- Two shoppers: walk and stand holding a basket in 4 directions, and reach for an item, take it off the gondola shelf and put it in the basket.
- All 4 walk and stand in 4 directions, with standing talk and talk-idle loops facing the camera. 192 animation frames and 36 expression images (9 per character).
Shelves, fridges, checkout, stockroom
- 33 objects in 65 variants (257 direction sprites).
- Gondola shelves that join into runs of any length, wall shelf modules, end cap and impulse rack, each full, partly stocked or empty.
- Glass-door drinks fridges, a chest freezer, an open chiller, a checkout counter (idle and scanning), tills, baskets, bags, a stock rack, cartons and a hand trolley.
- 7 tilesets on a 32 × 32 grid (one per category, plus walls and floor), and every sprite as its own PNG.
Room: walls, floor, doors
- Snap-together wall faces, wall caps and wall ends on the 32 px grid, with a wall piece for a door opening.
- Two floors: a light vinyl shop floor and a concrete stockroom floor.
- A glass entrance door and a staff door, each closed, half-open and open, with overlays so characters walk through the doorway.
- Standing points and front overlays behind the counters, at the checkout's pay side and at the gondola, so characters are layered correctly.

Actions, part 1: the cashier scans, types and waves; the shoppers take an item and carry a basket. Item sheets on this page carry a "SAMPLE" watermark; the files you download have none. Shown at 2×.
33 objects, 6 categories
Every object comes in each listed variant, in 4 directions (N/E/S/W) where the object needs them.
Gondola shelf (single, double, and modules that join into runs), wall shelf modules, end cap, low display and impulse rack, each full, partly stocked or empty
Glass-door drinks fridge (single and double), chest freezer, open chiller, counter fridge
Checkout counter (idle and scanning), counter modules with corners, tablet and register tills, queue divider, counter rack, bag holder, paper and plastic bags, basket (empty and filled), basket stack
Snack bag, bottle, can, noodle cup, drink carton and box
Stock rack (standard and wide), cartons (single, stacked, open), hand trolley (empty and loaded), step stool, staff locker and utility cabinet, receiving table
Glass entrance door and staff door, wall light, blank sign boards for your own text, price tag, promo stand, waste and recycling bins, entrance mat, floor marker
Gallery
Click an image to see it full size. The store scene uses only files from the download; the item sheets carry a "SAMPLE" watermark, and the files you download have none.

The whole store, built only from the download's files. 2× zoom.

Cashier, two shoppers and stock clerk, standing in 4 directions, with the basket and the carton. 2× zoom.


Scan, typing, greeting, stocking a shelf, taking an item, carrying a carton and a basket. 2× zoom.

All 36 expressions: 9 per character. 2× zoom.


Shelving in its stock states. Joined shelf modules are shown facing N and S. 2× zoom.


Fridges, freezer and chiller. 2× zoom.



Checkout and shopping, then the loose products. 2× zoom.


Stockroom. 2× zoom.


The entrance and staff doors, lights, signs and floor pieces. 2× zoom.
Specs
| Grid | 32 × 32 px floor tiles; walls on an 8 px wall line (80 px face, 8 px cap) |
|---|---|
| View | 3/4 top-down, one camera for characters, fixtures and walls |
| Character frames | 48 × 64 |
| Directions | Objects N/E/S/W where the object needs them · characters walk and stand N/E/S/W, also with the carton and the basket · cashier actions S · stocking and taking an item N |
| Formats | Transparent PNG sprite sheets and single frames, 7 tilesets |
| Guide | cs_GUIDE.txt: frame order and timings, which fixture state to show on which action frame, anchors, footprints, surface heights, use points and overlays, shelf and counter joining, draw order, stock and door states, a map of every tileset, a table of which actions exist in which directions, and the layout of the preview scene |
| Scale | 1× native; scale up by whole numbers with nearest-neighbour filtering |
| Files | 872 files: 867 PNG images, readme, guide, licence, credits and a SHA-256 file list |
Good to know
So you know exactly what you're getting.
- Cashier actions (scan, typing, greeting) face the camera only, from behind a counter. Stocking a shelf and taking an item face the shelf (away from the camera) only, at a gondola.
- Carrying a carton away from the camera hides the carton behind the clerk.
- Aisles run left to right: goods show on the shelf fronts (and on the back of the gondola); from the side a shelf shows its end. Leave a 2-tile aisle between facing gondolas.
- No paying or queueing animation: a shopper at the till stands on the checkout's pay spot, and customers in line are characters you place yourself.
- No pushing the trolley or picking a carton up from the floor. No sitting, running, lying down or children. One standing frame per direction (no standing idle loop).
- No shopping carts, conveyor belt, self-checkout or sliding doors. Shelves come in fixed stock states; goods are part of the shelf, not separate per-shelf items.
- Cut-away walls. The back wall shows its face; side and front walls are low caps. One wall style. Interior only, with no shop front or outdoor pieces.
- Talk sprites are standing sprites, not front-facing portrait art.
- No project files for Tiled, Godot, Unity or GameMaker, and no import test in a specific game framework yet.
- Own one of our other packs too? Every file path here carries cs_, so this pack never overwrites a file from our other packs.
Licence
You can
- Use the assets in games you make, free or commercial.
- Edit and recolour them for those games.
- Credit is appreciated but not required.
You can't
- Resell or redistribute the assets themselves, alone or inside another asset pack.
Full terms are in cs_LICENSE.txt in the download.
Questions
What do I get in the download?
Transparent PNG sprite sheets, every frame and sprite as its own PNG, 7 tilesets, and cs_GUIDE.txt with all the placement numbers. No project files for a specific game framework are included.
Is it a tileset?
Yes: each category comes as one tileset on a 32 × 32 grid, plus one for walls and floor, and cs_GUIDE.txt maps every block. There are no autotiles or tile-map files.
How do characters stand behind the counter or at a shelf?
Draw the fixture, then the character in the matching pose on the marked standing point, then the overlay of the fixture state you show. cs_GUIDE.txt gives every anchor and use point, and which fixture state to show on which action frame.
Can I scale it up?
Yes. Scale by whole numbers (2×, 3×, 4×) with nearest-neighbour filtering to keep the pixels sharp.
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Walls, doors, floor, 33 objects and 4 animated characters in one pack.