Does Hardcore change shop prices?
Community: tool and upgrade prices are the same on Cozy, Normal, and Hardcore.
Playrooms Hardcore: death wipes all progress. School run, hotel fall, office follower, lights-out. Cozy vs Normal. Steam 5037510. Verified November 2026.
Death wipe and risk rooms.
~6 min read
Playrooms Hardcore is community difficulty language for Steam App 5037510 (Two Pixels UG). Store copy asks how dangerous the job is; it does not print Cozy / Normal / Hardcore in that paragraph. Treat the three names as player-guide labels until a settings still is captured. Play on Steam. Checked November 12, 2026.
Community: Cozy cannot die and can run in school. Normal has danger — a school catch may cost the day. Hardcore death loses all progress. The named unlock is No re-hires needed. Shop prices do not change with the mode.
| Fact | Detail |
|---|---|
| Steam app | 5037510 |
| Keyword | playrooms hardcore |
| Label status | Community names — not copied from an official settings screenshot |
| Cozy | No death; school running allowed (player guide) |
| Normal | Danger; school catch may lose the day (community) |
| Hardcore | Death deletes all progress |
| Achievement | No re-hires needed |
| Shop prices | Same across difficulties (community Unverified) |
| Kill rooms | Hotel abyss · school run · Office follower · blackout |
Matched by build plan, shared topics, and guide progression — not random related links.
Community recaps are blunt: on Hardcore, death loses all progress. Not the day. Not the current room. All of it — keys, pits, tools, sparrows. The achievement No re-hires needed is listed as completing that mode, which only makes sense if the save has to survive to Clock out. This wiki does not document a mid-run difficulty switch; assume you pick the mode when you start the job.
That is why Hardcore is a different page from the walkthrough. The key order is the same. The cost of a mistake is not. If you came here from a colour-pit or whale hunt, finish those on Cozy or Normal first. A wipe does not keep Colour is a distraction.

The name is in the retrieved achievement list. It is not a Steam API row with an official description dump. Play it as “finish Hardcore without a wipe.” Clock out (last pit plus exit) still has to happen on that same save. Achievement names: Playrooms achievements.
Hotel edges, school sprints, and “one more room after the lights tick” are Cozy science experiments. On Hardcore they are delete keys. If you need to learn a route, duplicate the path on Cozy, then walk it.
Cozy: cannot die; school can run (player guide). Use it to learn school stairs and Hotel layouts while rooms still swap. Normal: danger is on. Third-party flow says a school catch loses the day — not necessarily the whole career, and not confirmed as an official tooltip. Hardcore: death is the career.
Store text will not settle the argument. Until someone captures the mode select screen, these three rows stay community. What is consistent: tool and upgrade prices do not change with the label (community 1.0.0 Unverified). You are not poorer on Hardcore; you are less allowed to fall.
| Mode | Death | School running | Catch cost |
|---|---|---|---|
| Cozy | Cannot die (community) | Allowed (player guide) | Practice |
| Normal | Danger exists | Hallways: no (stairs excluded) | May lose the day (community) |
| Hardcore | Loses all progress | Do not sprint halls | The save |
We do not have a damage table or a strike count. We have one third-party note about losing the day in school. Do not invent two-strikes or a hospital. If Normal kills you in Hotel, log what the game actually said and keep it Unverified here until a still exists.
Four community risk lines, in the order recaps repeat them: Hotel abyss (fall off an edge while housekeeping), school hallway running (the rule is walk halls, run stairs — Cozy excepted), Office follower (look at it; answer phones so it may not spawn), and failing to return before blackout. Lights go out one by one; the flashlight (€5 after pit 1) is the reason that tool is not optional on this mode.
Hotel rooms may swap between nights, so a “safe balcony” from yesterday is not a map pin. Stay on the floor, use the cleaning schedule, and treat any missing rail as a wipe. Hotel. Office phones and the follower: office.

The job ends when the lights die. Community skills.exe lines Longer Days and Slow Blackout exist specifically for this. They cost euro like every other upgrade and they do not pause a follower. Budget time to walk back, not sprint back, because the sprint is how school kills you.
Auto-deposit keeps eating balls while you chase a sparrow in Hotel. That is fine on Cozy. On Hardcore it is how you notice blackout too late. Park robots, or stay in a room you can leave in under a minute. Tool gates: Playrooms tools.
Yes, according to the player guide. School hallways otherwise forbid running; stairs are excluded from that rule on every mode that still has the rule. Cozy is the exception that lets you run the halls. Normal and Hardcore: walk the corridors. A catch on Normal may cost the day. A catch or a panic sprint into something worse on Hardcore costs the save.
Cabinets and clocks still matter for sparrows and decorations. Do not skip school on Hardcore — skip running school. The €60 key (community Unverified) is on the Clock out path whether or not you are hunting No re-hires needed.

If the prompt or the floor stripes change on the staircase, that is the recap’s “excluded” zone. If you are still between lockers, you are in the hallway rule. Cozy players can ignore this and still should learn it before they switch modes.
Same shop as every other mode. Priority changes. Flashlight €5 after pit 1 is early, not optional. Slow Blackout / Longer Days on skills.exe if you can afford them. Dual wield (1.0) a light plus a broom so you are not swapping in a dark stair. Delay robots until Colour is a distraction is done and until you trust the clock — automation is how people stay out too long.
Do not spend the first Hardcore hour on whale mazes or Roomba piles. Waiting Area left hall is still a maze you can miss lights-out inside. Secrets after the save is safe: find the whale.
€ amounts are community 1.0.0. The gates (pit 1, first key, School key, pit 4) are the recap’s unlock order and match the equipment page. If Hardcore hides a tool, that is not documented here — do not invent a Hardcore-only shop.
Not documented. Plan as if the next job is a new pick at the start screen. Do not assume a Cozy fallback button appears after Hardcore deletes the file.
School halls vs stairs: school stairs.
Hotel fall: hotel. Office follower: office.
Flashlight and dual wield: Playrooms tools.
Community: tool and upgrade prices are the same on Cozy, Normal, and Hardcore.
Not documented here. Assume you pick the mode when you start the job.
Player guide: yes. Normal and Hardcore still treat hallways as no-run, stairs excluded.
Community achievement name for finishing Hardcore. Death on that mode wipes all progress.
Matched by build plan, shared topics, and guide progression — not random related links.