diff --git a/scripts/Shop.gd b/scripts/Shop.gd
index 10f08f646247800c21d238286a30d9b7e15fefed..c385cbea5d32ff3352855b82d68710aff0bda164 100644
--- a/scripts/Shop.gd
+++ b/scripts/Shop.gd
@@ -52,7 +52,7 @@ func populate_rows():
 	
 	# Track selected upgrade types for this shop session
 	var selected_upgrade_types = []
-	
+
 	# Add 3 random pieces
 	for i in 3:
 		var piece = select_random_item("pieces")
@@ -168,12 +168,8 @@ func _on_buy_button_pressed(item_data: Dictionary, shop_item: Node):
 		print("Item already purchased!")
 	
 
-
 func _on_next_round_button_pressed():
 	print("Next Round button pressed!")
 	visible = false  # Hide the shop
 	emit_signal("next_round_requested")  # Notify the main game script
 
-
-func _on_reset_shop_button_pressed() -> void:
-	pass # Replace with function body.
diff --git a/scripts/game.gd b/scripts/game.gd
index 2951f177dbf21e28db0de264c2d6cec156a7b2c1..680d4e32fb93ea85acf36b5421b3ef11775d0e94 100644
--- a/scripts/game.gd
+++ b/scripts/game.gd
@@ -572,11 +572,6 @@ func apply_upgrade_to_pieces(upgrade_data: Dictionary):
 				elif piece is Assassin && piece_type == "Assassin":
 					piece.upgrades.append(upgrade_data["upgrade_enum"])
 
-func _on_gold_spent(amount: int):
-	player_gold -= amount
-	gold_display.text = "Gold: %d" % player_gold  # Update the display
-	# print("Gold spent: %d. Remaining gold: %d" % [amount, player_gold])
-
 func update_gold_display():
 	gold_display.text = "Gold: %d" % player_gold