Sticky Business

Sticky Business

49 ratings
(cheats) a comprehensive rundown of all of the content in your savedata, and how to change it.
By minerva<3
This guide will cover how to find your local savedata, what's contained inside of the files, what values you can change, and how you can change them.

The information here can be used to cheat or skip achievements, so just be delicate if you want to get them organically.
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1 - Finding your savedata
Make a copy of your save before you edit anything, just in case of an error or save corruption during the process.

Your save should be located in the following directory - you can paste it in or search for it manually in your File Explorer:

C:\Users\%USERPROFILE%\AppData\LocalLow\Spellgarden Games\Sticky Business\Saves

(remember to replace %USERPROFILE% with the user-profile name that you're using to play the game!)

Alternatively (for the long way 'round), you can hit "Win + R" or open your system's search engine, and type in %appdata%, head back to the AppData folder, and then open: LocalLow > Spellgarden Games > Sticky Business > Saves

(you should be left on a similar screen once you've completed this section.)
2 - How to edit your savedata & .spellinfo
Spellgarden uses two file formats that are completely unique to them: .spell & .spellinfo.

When you create a new save, a .spell and .spellinfo are generated, and I will run down what each of these files are for, and what parts of them you can change (with a dedicated section regarding the .spell file, as there's a LOT of information to cover.)

Getting into these and files and editing them is an extremely easy task. As you can see from the screenshot in section 1, you can use any simplistic text-editing program - like Notepad - to edit the data stored inside.


(your save's .spellinfo file, excluding the variables that are unsafe or pointless to modify.)

The first 3 are pretty self-explanatory. You can edit these to whatever you see fit, so long as it's something that you can enter naturally in-game. Make sure that any spaces are replaced with "_". Make sure that your Save Name and Shop Name match.

The rest are simple numerical values. "Money" is obvious, and "Fame" are your heart-shaped currency that you can use for upgrades and sticker templates.

There isn't much point in modifying your "Day", besides for laughs, from what I can tell.

Make sure that anything you modify here, matches to what you have in your .spell file. This will minimise the chance of damaging your save.
3 - Editing your .spell file
This section will cover all of the important variables inside of .spell save files.

The Basics



"MinutesLeft" refers to the amount of time you're delegated at the beginning of the day(?). In theory, you could make this an obscenely high number, in order to bypass the limit to the number of actions you can perform per-day.

"TutorialEnabled" is mostly irrelevant if you're at the point ingame where you're thinking about artificially editing your savedata. Regardless, it's the variable that's toggled when you're asked if you want a tutorial at the beginning of your save.

"DemoScreen" being set to "true" will simply set the interface to whatever was displayed during the game-demo.

I have absolutely zero information regarding "GameSpeed". I think what it does is fairly obvious, but I have no idea what other options there could possibly be for it, nor what would be effected if it were made to be faster or slower.

"printedStickers" shows a list of all sticker IDs, of every sticker that you have in your shop (see "Stickers" section below for more info on IDs and how to find them). The number to the right of these IDs will show you how many you have printed and ready to send out.

IDs & Upgrades



After a rather long list of NPC variables, your sticker-upgrades are detailed.

The line underneath "Upgrades" (which itself is used to categorise what the next strings are referring to) is the name of any desired sticker item, which usually matches it's "ID" - an ID is a unique string of text that's used to identify variables in context of the code.

"Level" refers to the level of that particular sticker upgrade; the stars, that slowly light up ingame the more you sell stickers which use a certain upgrade. This variable uses 0-5, with 0 being no stars, 5 being 5 stars, and everything in between.

"Count" displays the number of stickers which use the upgrade in question. This shouldn't need to be edited for any reason.



This includes paper, coloured outlines, filling, and every other upgrade in the game. You can painstakingly, manually add each upgrade to this list to obtain them, if you'd like to avoid cheating currency. ;)



The only thing on the upgrades tab that isn't included in the above list, is your goodies (snacks). The number to their right is the number of each respective sweet that you currently own.

Below this section, is also every category of sticker that exists in the game. Categories are used to determine what NPC buys what stickers, and to track the requests of them in letters. For example: an NPC asks for a "witch" themed sticker, and the game checks for stickers with the tag "witch" attached to it. Once it does, it fulfils the event condition and progresses the story.

Stickers & Shop



There will be one of these strings for every unique sticker that you've created.

I'm not sure how the number ID is selected for each sticker, but it seems to have no significance outside of knowing which sticker to modify the number of to get more (see "The Basics" to find out where you can do this.)

"Day" is determined as what day the sticker was created on.

"Name" is the display-name of the sticker.

"stickerTypeID" is the ID of which paper you'd like your sticker to be made of (you can check the previous section to see where you can find these IDs).

"upgrades" are the IDs of all sticker-upgrades that your sticker uses, the actual number of which can probably be decoded from the nightmare garble that can be seen after "tags".

"tags" is the value of each category (see previous section) that the sticker has points in, and how many points it has of each. I don't quite know why there is a value attached to these yet, honestly.


(previously mentioned nightmare garble - bits of data that cannot be converted to anything in English.)
Epilogue
Thanks for getting to the end! If you have any questions, just leave them below and I'll update the guide or reply accordingly.

Inside of the .spell save file, I found variables that shared what kinds of stickers all individual NPCs will buy, so in future, I may make a guide detailing those preferences.



If you have something to add, leave it below!
6 Comments
TheBeowolf»EC« 11 Aug, 2024 @ 4:38pm 
I got all achieves without the DLC, so buying everything (color, paper, etc.) works fine.
For story achieves check my new guide. i referenced to this one for editing the files.
This way it is possible to play the stories without buying the DLC to get all achievements
Mastremme 21 Jun, 2024 @ 3:29pm 
so, i decided to cheat to get last two achievements (the ones about "buy everyting"), and i assume i did everuthing right, since i actually bought everything in shop, but it didn't trigger an achievement, i don't know what to do(
minerva<3  [author] 11 Jan, 2024 @ 7:37am 
I suspected as such, though didn't read much into it like you did! cheers for anyone who's curious :lunar2020ratinablanket:
knofikation 11 Jan, 2024 @ 7:02am 
The "nightmare garble" is base64-encoded data. It may be used to store image data. Basically a file within a text file.
minerva<3  [author] 26 Dec, 2023 @ 5:56am 
I'm so glad! any time~ :thecutecat:
makoto naegi 24 Dec, 2023 @ 1:25pm 
thank you so much for this! theres no way id be getting all the stickers and upgrades considering just how many there are, this made it a lot easier :]