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Tube Dude store guide: boosts, power-ups and what to buy first

What every boost, power-up and cosmetic in Tube Dude's Supply Closet does, how much it costs, and how to spend your first Commission wisely.

Every sale in Tube Dude pays Commission, and every finished shift adds a paycheck. You spend it in the Store, which the game calls the Supply Closet. You can open it from the home screen or from the result card after a shift. It has three tabs: Boosts, Power-ups and Style. They work very differently, so it's worth knowing what you're buying.

All purchases use in-game Commission only. There's nothing to buy with real money.

Boosts: big, temporary help

Boosts change how Tube Dude himself works, and they're impossible to miss on screen. Each one lasts three levels, counted per level you play whether you win or lose. You can run several at once, but you can't buy the same boost again while it's still active. Badges in the corner of the screen show which boosts are on and how many levels each has left.

A few details work in your favor. If you quit a level within the first few seconds, the boost level is given back. Bonus rounds don't use up boost levels at all. And when you tap a boost in the Store, the preview at the top shows Tube Dude wearing it, so you can see what it does first.

Prices start between about $170 and $260 and rise slowly as you reach higher levels, which keeps a boost affordable every few shifts throughout the game.

Power-ups: one-time tools

Power-ups are single-use items you stock up on. Two of them sit in a tray on screen during a shift, and two appear on the result card when you fail.

The intern counts as a real sale, so it can save a streak or a combo at a crucial moment. It won't do anything if nobody is on screen yet, and the game tells you to save it.

Style: cosmetics just for fun

The Style tab changes how Tube Dude and his fan look. It has no effect on play. Categories include patterns (polka dots, zigzag, checkerboard, stars, hot rod flames), hats (party hat, propeller cap, ten-gallon, top hat, wizard hat, gold crown), shades, eyes (googly, sleepy, starry, heart) and fan skins (chrome, woodgrain, neon, solid gold). Prices run from $200 to $1,500. A hat you buy replaces the accessory each business normally gives him, and "Boss's pick" puts the business's own back.

What to buy first

There's no single right answer, but here's a sensible order for most players.

  1. Save your first Commission for a boost before a hard level. Giant Head is the most forgiving, since a bigger head simply hits more rings. It's ideal for three-starring shifts you've already passed.
  2. Pick up a couple of Traffic Cones. They're cheap and useful when two or three customers arrive together, giving you time to serve them all.
  3. Buy Anchor Base when weather starts. Rain arrives at level 26 and wind at level 62. If a windy shift keeps folding him over, Anchor Base removes the problem for three levels.
  4. Keep one Second Wind in reserve. It turns a near-miss into a pass without replaying the whole level.
  5. Treat Level Skip as a last resort. It's expensive, and you lose the chance at stars on that level. Retrying, boosting or practicing usually costs less.
  6. Buy cosmetics whenever you like. They're pure fun, so spend on them once your boost budget feels comfortable.

Earning more Commission

Pay per sale creeps up as you reach higher levels, so later shifts pay more. Tips come from QUICK sales, VIPs, tour buses and combos. Three-star clears pay the biggest paychecks, replays pay half the paycheck but full sales money, and bonus rounds pay triple for every sale plus a party bonus at the end. After a won shift you may also be offered an optional ad that doubles that shift's Commission. It's entirely up to you; skipping it costs nothing.

For tips on stars and paychecks, see how to earn three stars. Then take your Commission back to the street and see what a Giant Head can do.

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