What are the three order types in Photomaly?
Camera orders you shoot on the marked spot, USB orders you import and print from the studio PC, and film roll orders you develop in the darkroom.

Photomaly orders guide: read every ticket, fill camera, USB and film roll requests, match format, size, count and output, then deliver without wasting a print.
Camera portraits, USB prints, and film-roll jobs — match every line on the slip.
~9 min read
Every customer in Photomaly arrives with a request, and your pay depends on matching it line for line. This Photomaly orders reference covers the three order sources — camera, USB and film roll — and the exact fields each one is checked against. New to the studio? Start on the beginner guide. Verified July 25, 2026 · Steam.
When you accept a request, its ticket pins itself to the top-right corner of the screen and stays there until the job is delivered. It is the only spec you need, and it changes shape depending on the order source.

| Ticket line | Values seen in game | Where you satisfy it |
|---|---|---|
| Format | Portrait · landscape · dash for imported files | Camera rotation, before you shoot |
| Print Size | 2x3 · 3x4 · 4x6 | Size dropdown in Print Setup |
| Print Count | One to nine, or "1 each" for multi-file jobs | Copies field in Print Setup |
| Output | Color or B&W | Checkbox in Print Setup, and on film jobs |
| Frames | Number of frames on a supplied roll | Cutting station in the darkroom |
| The spoken request | Passport, ID, album cover, keepsake, pet, listing… | Framing and pose choices |
The numeric lines are only half the brief. A customer asking for a passport photo wants a tight, straight headshot; someone posing for an album cover wants the pose they are already holding; a full-body request needs you zoomed out far enough to fit them in frame. The ticket will not fail you for framing, but the request is what the photo is for — and the store page is explicit that finding the right angle is part of the job.
Read it at the counter, then read it again in the Print Setup window before pressing START. Almost every wasted print in a run comes from setting copies or size from memory instead of from the ticket that is still on screen.
With the ticket decoded, the next question is which of the three routes this particular job takes.
Camera orders are the ones you shoot in the photo room. They are the most common request type and the only source where you control the image itself.
You can shoot as many photos as you like; only printed sheets cost stock. Take a second or third shot when a pose is cut off or the zoom is too tight, then pick the best one from the album. Photos you do not need should be deleted so the good file is never one misclick away from the wrong print.
The paint app on the print screen lets you draw on a photo before printing — handy for the requests that explicitly ask you to make them look good. Save inside the editor or the printer will happily output the untouched original.
Not every customer wants a portrait, though. Plenty walk in with the photos already taken.
A USB order hands you finished digital files. There is no posing, no camera and no darkroom — you plug the drive into the studio PC, review what is on it, and print.

| Detail | What to expect |
|---|---|
| Format line | Shown as a dash — the files already have their orientation |
| Print Count | Commonly "1 each": one print per file on the drive |
| Print Size | Still specified, and still your job to match |
| Output | Color or B&W, same checkbox as a camera job |
| Typical requests | Weekend photo sets, property listing shots, pet photos, document prints |
| Stock cost | One sheet per print — a six-file drive is six sheets |
"One print of each" means every image on the drive gets printed once, not that you pick a favourite. Work down the album, set the size once, and start each file in turn before you collect the stack.
At least one visitor will hand you a drive that is not a print job at all. There is no way to inspect it safely first, and the story expects you to plug it in — but treat unusual, insistent requests as story beats rather than normal orders. Background on who walks through the door is on the customers page.
The third route is the slowest one, and the one the game teaches with a dedicated tutorial: physical film.
Film roll orders bypass the printer entirely. The customer hands over an undeveloped roll, and your job is chemistry: cut it into negatives, run the trays in order, dry the results, then bag them.

| Stage | Action | Timing on the wall |
|---|---|---|
| Cut | Use the cutting station until the roll is used up | Once per frame |
| Developer | Place the negatives in the first tray | About 10 seconds |
| Stop bath | Move them to the second tray | About 5 seconds |
| Fixer | Move them to the third tray | About 5 seconds |
| Dry | Hang each photo from the fixer on the drying rack | Until dry |
| Deliver | Collect the dry prints into an envelope | Same handover as any order |
A film job shows as film prints with an output setting and a frame count rather than a format and a copy count. The frame number tells you how many photos the roll should produce, which is how you know you have cut the whole thing before the chemicals start.
Chemical timings run whether you are watching or not, so start a roll, walk back to the front, and take the next customer while it soaks. Step-by-step darkroom detail, including how to tell a ruined negative from something stranger, lives on film developing.
From the second shift a recurring visitor leaves rolls of his own to develop and collect later, and those results are explicitly not for customers. Park them somewhere away from the counter so a finished customer envelope never gets swapped with them.
Three routes, three very different amounts of work — the table below is the fastest way to pick the right one under pressure.
Matched by build plan, shared topics, and guide progression — not random related links.
Use this as a mid-shift decision table. Match what the customer put on the counter to the route, and you will never start a job in the wrong room.
| What you were handed | Route | Consumables used |
|---|---|---|
| A pose and a format line | Photo room → PC → printer | Paper, ink, envelope |
| A USB drive | PC → printer | Paper, ink, envelope |
| A film roll | Darkroom → drying rack | Envelope |
| A roll from the recurring visitor | Darkroom, then store the results for pickup | None — no customer handover |
| A request with no ticket lines | Story beat, not an order — deal with it, then resume | None |
An order can be perfectly specified and still go nowhere, because the three consumables sit between you and every handover. The print window shows two of them; the third only becomes obvious when you are holding finished prints with nothing to put them in.
| Consumable | Consumed by | Watch it here |
|---|---|---|
| Paper | One sheet per printed photo | Paper Stock counter in Print Setup |
| Ink | Every print job, drains gradually | Ink Level bar in Print Setup |
| Envelopes | Every delivery, sold in boxes of ten | Your own count — nothing warns you |
| Film rolls | Supplied by customers and the visitor | Not a shop consumable |
Buy from the Store app on the studio PC, then collect the box from the delivery pallet in the back alley. That walk is the reason to reorder at "low" rather than "out" — a customer standing at the counter while you fetch paper is a stall you created two minutes earlier.
A single nine-copy request can consume most of a fresh paper stack and a visible chunk of ink. When a ticket asks for a high print count, check both meters before you press START rather than halfway through the job. Spending priorities and which upgrades ease the pressure: upgrades.
Stock problems are predictable. The last category of order problem is not.
Sometimes the print is not the problem. Photographs in this studio occasionally contain something that was not standing in the room, and that is a separate system from your order queue.
Odd content in a customer's own photos does not void their request. Print what the ticket asks for, hand it over, and keep the documentation side of the job separate from the retail side — the two never share a checklist.
The store page warns you against digging into your patrons' lives, and the game backs that up: developing someone's roll shows you far more than a normal shopkeeper would see. Reading quirks is useful; hunting through them has consequences, which the endings page covers.
Once orders are automatic, the darkroom is the system worth mastering next — it is the slowest step and the one with the most room to gain time.
Camera orders you shoot on the marked spot, USB orders you import and print from the studio PC, and film roll orders you develop in the darkroom.
One print of every file on the drive or roll, rather than several copies of a single image.
No — only physical film rolls. USB files go straight to the printer. Darkroom steps: film developing.
The delivery no longer matches the ticket, and you have burned paper and ink for nothing. Reprinting is possible, but only if you still have stock.
Yes — Color and B&W are checkboxes in the Print Setup window, and film jobs carry their own output setting.
You are probably out of envelopes. Prints only become a delivery once they are inside one, so keep a box in reserve.
Start on the beginner guide, then come back here for the per-order detail.
Individual customer requests are still being catalogued — browse customers and the wiki hub for what is documented so far.
July 25, 2026
Matched by build plan, shared topics, and guide progression — not random related links.