Aisles Of The Locust Grocery List: Daily Quotas and How To Complete Each Day
The Aisles Of The Locust grocery list is a per-day quota: 8 items on day one, 12 on day two, 16 observed later. Learn how to read the in-game list and cash out each day.
The grocery list in Aisles Of The Locust is a live per-day quota, not a fixed checklist you can copy before you play. Each shopping day asks for more items than the last — 8 on day one, 12 on day two, and 16 observed on later days — and the exact item names change from run to run. So the workflow every day is the same: read the list in game, collect only the marked items while staying quiet, then return to the entrance and cash out with your whole squad. A finished day pays money toward upgrades and queues a bigger order, and players consistently report that the loop never ends.
What the grocery list is
"Your mom gave you a grocery list, but there's something lurking that doesn't want you there" — that's the pitch for the co-op horror game by Sushi Deluxe Studios and clozy. You and up to a small squad push shopping carts through a dark supermarket filling your mom's order while the Locust hunts the aisles. The list is the game's central objective, and it is a real interface element rather than flavor text: the game tracks it on screen and only counts the items it asks for.
How to check your list in game
Three things show you what to buy on any given day:
- The top-left counter. It reads "Find groceries collected" with your progress (for example, 0/8) next to an order timer such as "3 days to fill the order."
- The M key. Pressing M opens the actual list of items for the day.
- Item markers. Highlighted markers in the store point to the things you need. Regular products don't respond — one player put it as "I can't just press on anything. I have to go for these."
Because only listed items count, grabbing unmarked products wastes time and noise. Check M whenever you're unsure what's left.
What's on the list each day
The quota grows on a steady rhythm, but the item names are not fixed — the same day can ask different players for different groceries. Here's what recorded runs have shown:
| Day | Items required (observed) | Items players have shown |
|---|---|---|
| Day 1 | 8 | bread, cereal, flour and canned beans in one run; rice, bread, cookies, soda and water in others |
| Day 2 | 12 | milk, grapes, broccoli, tomato sauce, cookies, eggs, cereal, soda and water across runs |
| Day 3 and later | 16 | orders keep growing; a later run included items such as potatoes and garlic |
Treat those examples as a preview, not a shopping list to memorize. List contents vary between runs, and no fixed, complete item list exists to copy — whether the game draws the names at random or sets them per day isn't known. The in-game list (M key plus the markers) is the only reliable reference for your current day.
How to complete a day's list
One shopping day plays out like this:
- Read the order. Press M at the start of the day and note the counter in the top-left corner.
- Collect every marked item. Follow the markers aisle by aisle — the store map helps you plan a loop. In co-op, anything any teammate grabs counts for the whole squad, so you can split up.
- Stay quiet while you shop. Moving, sprinting and bumping carts or shoppers make noise, and noise pulls the Locust toward you. Hold Control to sneak when it's close, watch the noise meter at the bottom of the screen, and remember that a heartbeat cue means it still knows where you are — the stealth guide covers the details.
- Return to the entrance and cash out. Once the last item is in your cart, head back the way you came in: "Get back to the entrance. All right, we got to cash out." Cashing out is what closes the shopping day.
- Stay in the safe zone. After the cash out, remain in the zone at the entrance while the day wraps up.
In co-op there's one extra rule: the day only completes when every surviving player reaches the exit. "It won't let you escape unless I also make it," as one player put it mid-sprint — so wait for your squad before cashing out. When it works, the game confirms it directly (one run displayed "Shop day two complete"). More squad logistics are in the co-op guide.
Does the list change between runs?
The item names do — even day-one lists differ between recorded runs, so don't assume a friend's list matches yours. The counts are more consistent: players have observed 8, then 12, then 16, with later orders still larger, so 16 is not a cap.
The order timer is worth a caution. The counter text ("3 days to fill the order," and "two days to fill the order" seen on a day-two run) reads like a deadline, and one player played it that way, speedrunning three days and assuming the game was over. Instead the run continued to day five and beyond, and other players concluded "it isn't just three days. It is just how long I do it for." Nobody in those runs showed what happens if the timer actually lapses, so keep filling orders rather than counting on a three-day finish.
What finishing a day's list changes
Cashing out completes the day and pays money, which you spend in the between-day shop before readying up for the next one. Recorded runs show purchases like night vision, extra sprint stamina, quieter movement and classes such as runner or scout; one solo player cashed out day two holding $22, and another run's shop offered a $50 padded vest and a coupon book that adds 15% to each order's pay. Treat those as examples from single runs, not fixed rates.
Then the cycle repeats with a bigger, harder order — later days bring darkness and new hazards around the store, alongside everything else that hunts you. And it doesn't stop: "this game is endless," "There's no ending to this, bro." Completing the list advances your run — money, upgrades, larger quotas — rather than ending it, so the practical goal is surviving as many shopping days as you can.
Once you've got that rhythm down — read the list, shop quietly, cash out together — the full walkthrough and the items guide cover the rest of the store.
Related Guides
Items Database
Every verified item with its location and use: groceries, red pepper, flashlight, shop tools, landmines, and quest items.
Full Run Walkthrough
Step-by-step loop for all shopping days: quotas, noise control, cash-out, and every documented failure point.
Map and Store Areas
Orient fast across the supermarket: lobby, retail floor, deep back aisles, staff-only rooms, and the loading dock exit.