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Dear Retailers #16 - An update on the next update.

Dear Retailers!

In this post i will go through following topics:

- Update progress
- Geforce Now
- Starter stores
- Gameplay settings
- Updated employee management
- New storage and delivery units
- More products
- Workshop items
- User created stores


February is already well underway, and it’s been a while since the last update, but we definitely haven’t been idle.

Unfortunately, we had a man down during January and February, which has a big impact when we are such a small team. When that happens, the additional workload falls on me, which naturally slows things down.
That is just how it goes sometimes and, unfortunately it is out of our control, but it means that the intended February update will be pushed a bit.

The goal of this update has been to address many of the things you, the community, have been mentioning over the past period. So instead of constantly running forward and adding more and more features, it felt like it was time to take a step back, look at what is already there, and address the biggest pressure points.
That is exactly what we have done, and we have improved a lot of different areas of the game.

[h2]--- Geforce Now ---[/h2]

Many of you have requested over the past year that the game be added to GeForce Now. Now that cloud saving was added a few updates ago, we could finally move in this direction — and I am happy to say that those of you using this service can now play King of Retail 2 on GeForce Now.

[h2]--- Starter stores --- [/h2]

Many of you have commented that the game is slow to get started — and we understand why. Setting up inventory, designing a store that does not feel like a bunker, selecting products, ordering them, unpacking, and delivering everything can take quite some time.

Sometimes you just want to get started and sell some products.

To support that, we are adding multiple starting scenarios. You can choose between stores of different sizes selling different types of goods. These stores are already set up, shelves are stocked, the HQ has the required rooms, and you can start making profits immediately.

We aim to provide a good variety, with both simpler and more complex starting stores.



[h2]--- Gameplay settings --- [/h2]

Based on your feedback, we are introducing adjustable gameplay settings so you can better tailor the experience to your preferences.

1. Game day progression.

One of the most common pieces of feedback is that the day feels too long. We originally increased the length of the day to make mornings and evenings feel distinct, allow weather to matter more, and give each day more weight.

However, we understand the desire for faster pacing. You can now choose between multiple day lengths.

There are some obvious tradeoffs — for example, customers cannot realistically move twice as fast just because the day is shorter. Rent and wages are time-independent, meaning employees earn the same per hour regardless of day speed. We have balanced this so faster days do not simply make the game harder.

2. Simulation level

King of Retail is a deep simulation — deeper than most games in the genre. Some players love this depth, while others find it overwhelming.

To accommodate different playstyles, we are adding multiple simulation depth levels. You can choose how complex employee management and customer behavior should be.

The current gameplay remains the deepest simulation level. There will also be a level closer to the first King of Retail, and a simpler mode aimed at more casual players.



[h2]--- Updated employee management ---

[/h2]
A big focus of this update has been on making the game more accessible, easier to manage, and easier to understand. A lot of work has therefore gone into employee management.

1. Employee conversations and negotiations

Now that some of you are running multiple stores with evolving employees, you should of course be able to manage them as you see fit. You can now promote employees and transfer them between stores.

This is handled through the new conversation system, where you receive feedback from employees on your suggestions and can immediately see the result of your actions.



2. Employee overview

The previous overview screen required a lot of scrolling and clicking to get the information needed to manage employees — especially when running larger stores with many staff members.

This screen has now been reworked into something more familiar from the first King of Retail, with the addition of sorting and filtering options. Never has it been easier to get the employee information you need.



3. Employee scheduling

This leads into the next improvement: scheduling. Previously, scheduling required jumping back and forth between individual employees and the daily schedule to make everything line up.

This has now been addressed with a completely new scheduling screen. You still have the original option, but you can now also view the store schedule day by day and assign employees and roles directly from this screen.

You can sort by position or team and filter out employees who are not working on a given day — a huge time-saver for anyone managing multiple employees.



4. Employee simplification

We also took a close look at employee complexity and evaluated what adds meaningful depth and what is simply frustrating. Previously, employees had both a skill and a preference for every task, which — when combined with schedule preferences and store needs — became too much.

Employees now only have skills, and task preferences have been removed. We also cleaned up a few other systems here and there. (Further down, I will go into the options for players who want even less management.)



While working on this cleanup, we also updated the negotiation screen and added several quality-of-life improvements — for example, initial demands are now pre-filled for those who just want to hire staff quickly.



[h2]--- New storage and delivery units ---[/h2]

The next point on the list is more storage content.
As some of you are getting bigger stores, your storages is also getting bigger. Because of the limited selection of storage units, that means a lot of pallets and a lot of shelves. Well, this ends now.

We will be introducing various units to use in both smaller and bigger stores.

1. Delivery units.

In addition to standard pallets, you can now choose between caged pallets and solid steel cages. These save space (at a higher cost) and can hold the equivalent of six pallets.

For larger warehouse-style setups, automated delivery units are also available. These assist employees during unpacking and can reduce unpacking time by up to 65%. They require more space and are more expensive — but offer significant efficiency gains.

Which approach will you choose?



2. Storage units

Storage has received similar upgrades. Smaller options have been added — including a compact refrigerator and half-height shelves — for stores where space is limited.

More importantly, larger units are now available. You can buy a full walk-in freezer and two larger shelf units, with the biggest holding the equivalent of 13 standard shelves. No more managing endless rows of small units — unless you want to.





[h2]--- New products ---[/h2]

We have continued adding new products, especially within electronics, which needed significant expansion. New computer components include CPUs, RAM, motherboards, hard drives, network cards, keyboards, and mice.

We are also aiming to add phones before the following update to further diversify the category.


(this is only a part of all the added products)


This covers the largest changes coming in the next update. We have also added several smaller improvements and fixed a number of bugs.

I am also planning to update the End of Day screen to provide clearer feedback on product sales, employee performance, customer reactions, and reputation changes — helping you better understand what is working and what is not.


[h2]--- Workshop items ---[/h2]

The Workshop continues to grow and now includes 84 construction and decoration items, as well as 113 displays. Thank you to everyone contributing content for the entire community.

Special thanks go to Eyjafjallajoekulltarantul, who has created the majority of new decorative items — including cars, carts, playground equipment, ATM stands, and much more.



[h2]--- Player stores ---[/h2]

I am constantly impressed by the creativity of players when designing stores.

Thanks to Workshop items, shapes, and some clever poster usage, BusfahrerNico surprised me with this massive custom-made parking lot — a fantastic-looking setup.







User konny has also created a beautifully detailed mall with well-designed stores — a pleasure to look at.







Finally, our leaderboard leaders — the current #1 and #2 players — have shared their massive stores, showing what it truly takes to become Kings of Retail.









-----------------------

That was a lengthy update with a lot of information about what is coming. If you have made it this far — thank you for reading!

We are now adding the final touches, rounding off implementations, and moving into testing. The update is planned for release in the first half of March.

We have chosen to deliver one healthy, substantial update addressing many of the community’s concerns rather than several smaller updates. Each update carries its own overhead in testing and preparation, and this approach allows us to deliver more meaningful improvements overall.

Feel free to join our Discord here:

Until next time — take care, and have a great sale!
// Daniel

Let me hear your thoughts on making the game more approachable

Dear Retailers!

King of Retail 2 often experiences comments that the game is too complicated and far off of the first game. The new mechanics makes the game deeper then the first game on almost all levels.
Some enjoy these, but many seem to think that it is now too much, and too complicated.

Our assumption is that the game asks the player to understand too much from the beginning, which can be overwhelming for some you that wants a more casual gameplay, and simply want to run a store.

So to accomodate those of you who think like this, i thought of introducing various difficulty levels to the game.
But before doign that, i would like to know which knobs i need to dial on.

Our current plan is to have 4 areas of focus:


(A quick mockup, not the final result)

[h3]-- Customer behavior --[/h3]

This influences the complexity of products and customers, and reduces the need of what you need to go into when seelcting and managing products.

Current idea has 3 levels:

Casual -> Customers shop based off of price and needs.
This is a very simplistic model for those who would like to run a casual store and don't take any pleasure of giong into details of the product differences.

Balanced -> Customers also looks at quality and trends
This would be same complexity as the first game (With addition of Trends that makes product needs change to specific events)

Deep -> Customers also look at segment relevance.
As the game is now, for those who like to go into every detail and maximize everything.

[h3]-- Employee management --[/h3]

Simple. -> Negotiations are wage only. No contract demands, no schedule demands. Also no team management, and no individual desires regarding promotions etc.
This is for those that are not interested in dealing with employees.

Reduced -> Here contract desires and team management is included, as well as desires when being promoted/transferred.
This is for those where employees should have a "Personality" but don't want to go into depths and micromanagement of them.

Full -> Schedule desires and workhour ranges also have an effect
This is as it is now, so again the current game would be the "Hard" level.

[h3]-- Day progression speed --[/h3]

Many thinks the day is too "slow", so i want to add an option to how fast the day progress.
Now it is 4 sec / in game minute, which is around 30 minutes for a whole day without speeding up.
Adding the option of 2 sec / minute, would make the day become 50% shorter with around 15 mins pr. which is the same level as KoR1

[h3]-- Different starting scenarios --[/h3]


(A quick mockup, not the final result)

Right now we only have one start.
You need to set everything up from scratch, understand and order products etc. which means it takes a long time before getting into the first actual day of sales.
Some would like to be able to get into the game faster.

So on top of the "Fresh start" which is what we have now, there will be different starting possibilities. Maybe a small bakery, or a fully stocked supermarket with employees. That would make for an easier start, as you could hit the ground running.

-------------------------

For those of you who like the game as it is, should just choose the complex options, where the other modes hopefully makes it more appealing for those who think it is too much.

The reason of making the current game is the "hard" mode, is that we have never received feedback that the game is too "easy" or doesn't have enough complexity.
And currently it is addressing the hardcore deep end simulation players, but at the same time losing out on a large majority of the rest of you, which is what we try to correct.

So please share whatever feedback you might have in the comments regarding these, as the above is currently suggestions from our perspective.

Which areas of the game are too complex for your taste?
What has the most negative impact onyour desire to continue before you even started?

All feedback on this are very welcome, and the more we get, the more i can better understand the issues and make the right adjustments to make the game, and the more specifc you can be the better. So please let me know in the comments of this post :)

Thanks for reading along.
Daniel

Dear Retailers #18 - End of Year Update – Looking Back at 2025

[p]Dear Retailers,[/p][p]The year is coming to a close, but the days will only get longer from here. After 7 months of monthly updates, I’ll be taking a well-needed rest for the holidays. [/p][p]As the year comes to a close, I wanted to take a moment to reflect on the state of King of Retail 2, where we stand with overall development, and our plans for 2026 on the horizon.[/p][p]The year isn’t over yet! But I wanted to acknowledge both the game’s successes and challenges, as well as the people who helped us along the way.[/p][p][/p][h2]What We Accomplished This Year[/h2][p][/p][h3]Revamped Build Mode [/h3][p][/p][p]Launch tools for Building and the Display Designer were functional, but uninspired and overly confusing. We completely rebuilt Build mode from the ground up while introducing new features:[/p][p]
[/p]
  • [p]Multiple floors, with escalators, elevators and stairs to connect them. And all the AI pathing nonsense that allowed it to be possible.[/p]
  • [p]A much more intuitive building block approach to setting down walls, windows and doors. 
    [/p]
[p]The result? Some really impressive and incredible store designs from across the community. The general reception of the improved build mode was quite good and opened a lot of new creative avenues for store designs. [/p][p][/p][h3]Customers have Intelligence Now! [/h3][p][/p][p]Customer and general NPC AI has been added to continuously over development as they link to new supported features, so this continues to be an ongoing development goal all the way to 1.0 in the distant future. But as we stand at the end of year, AI has come a long way from its state at launch.[/p]
  • [p]AI understand access control now! And they won’t randomly walk into your stock room (unless you’re employing them) [/p]
  • [p]Customers are more proactive with their shopping behaviors, adjusting where they go based on their needs, preferences, and if the store is available to cash them out.[/p]
[p]My work on improving AI is never finished, as we’ll be adding new updates and features which will invariably add to the complexity of the AI. 
[/p][h3]Multiple Stores & Team Management[/h3][p][/p][p][/p][p][/p][p]The features I’m personally most proud of this year, just because of how much its opened up for future development. Multiple Stores & Team Management are two features which will get some adjustments in the near future, as the complexity of how these features are simulated will likely grow.[/p][p]The idea of “managing a retail empire” has been a primary feature of King of Retail 2, and something that comes about more through a series of features rather than a single mechanic that allows it. Our Macromanagement update, released in September, is the first step to make that reality, but there will be more to come to complete that feature.[/p][p][/p][h3]Community Features[/h3][p][/p][p]The Community has always been an important part of the game, but also to me personally as a developer. You have been the sober second thought and my words of encouragement. Integrating community features was an easy decision to make because I knew so many of you would take to it easily. And you have![/p]
  • [p]Community Workshop Integration [/p]
  • [p]In-Game Leaderboards / Global Rankings[/p]
  • [p]Integrated upload/download of community assets into the game.[/p]
[p]I want to focus on making features as accessible as possible, and I’m surprised and touched by the creations that have been made already.[/p][p][/p][h3]New Products![/h3][p][/p][p]When we launched in May, the main offerings for stock and articles were men’s clothing and groceries. Since then, we’ve added expanded inventory in both categories while introducing Beauty Categories and Electronics dropping more recently.
[/p][p]Here’s a gallery of some of the designs that launched since then.[/p][p]
[/p][carousel][/carousel][p][/p][p]Ongoing product categories are still a big focus for development, and we plan to continue updating with new products, either standalone or as part of larger content updates. Rollout of new products will generally remain consistent, but I may move up or hold off depending on what else we have planned for updates.
[/p][h2]What Comes Next in 2026?[/h2][p][/p][p]A few months ago, I alluded to our development plans for King of Retail 2 being to “build wide before we build tall”, which I reflected in my approach to building out core AI interactions alongside new features, or the stages we’ll be rolling out the simulation of “offline” stores. [/p][p]As 2026 dawns, we’ll be looking at additional features and getting back to adding that upper crust to the game with a greater eye towards simulation.[/p][p]Look forward to:[/p]
  • [p]Redevelopment of the HQ function, and putting executive spaces to work.[/p]
  • [p]Enhanced features for Team Management, including a deeper development of Employee learning, allowing them to inherit, pass on, and develop their skills and attributes.[/p]
  • [p]Marketing tools, including physical billboards to broadcast your brand.[/p]
  • [p]Talent trees for your concepts as you develop your businesses.[/p]
  • [p]Additional Leaderboard and Ranking types.[/p]
  • [p]And many, many more product updates to come.[/p]
[p]2026 overall will be a big development year for core gameplay as we continue to widen out the simulated factors of Big Retail. I’m excited to share particulars on development in the New Year.
[/p][h3]A Very Special Thank You[/h3][p]Finally, I wanted to extend a sincere thank you to the entire community for your work in supporting, testing, and generally being a positive force in the ongoing development of King of Retail 2. [/p][p]I won’t lie that developing a title in Early Access is difficult. I have my support structures in place from a development and personal standpoint, but the final product is always in front of you - or at least as much as I can make available. That includes early features but it also includes challenges, struggles, setbacks, and the core reality of game development. It’s hard work. [/p][p]Release was perhaps the most challenging, and there was a lot of technical and design debt that became apparent on release that we needed to address before we could start adding new features. I’m happy to say that we’ve overcome so much of that, and I credit the community for supporting me through the tough times.[/p][p]I’m proud to say that the game is in the best state yet, and only going to get better in 2026. Thank you, everyone.[/p][p]Join the community and see what’s in store for 2026 by joining the King of Retail 2 Community Discord. I’ll be scheduling one last livestream before the year is out, so catch me every other Friday on my Twitch channel. [/p][p][/p][p]Until 2026, happy sales,[/p][p][/p][p]-Daniel[/p][p]
[/p]

Hotfix

- Fixed a bug that prevented progress on second tutorial
- Removed text saying tutorials are mandatory

Hotfix for the latest update 0.3.4.0, Tutorialization Fixes

[p]Dear Retailers, [/p][p][/p][p]Based on player feedback, we’ve adjusted how tutorials are handled. While the intention was to help new players get started and ensure core systems weren’t missed, feedback on the requirement to access the tutorial was quite insistent. As such, we’ve removed the requirement for Tutorials and baked some “Day 1” tutorialization into first playthroughs.[/p][h3]Tutorial Changes[/h3]
  • [p]Tutorials are now fully optional again[/p]
  • [p]Added a Day 1 Guide featuring step-by-step tutorial videos for the City, Store, and HQ[/p]
  • [p]The Day 1 Guide can be collapsed at any time if you prefer to explore freely.[/p]
[p]We wanted to make sure that essential tutorials aren’t missed by new players, and recognize that returning players shouldn’t/wouldn’t necessarily need that. I tried to strike a balance between both, while leaving all engagement with the Tutorial fundamentally optional.[/p][h3]Other Fixes[/h3]
  • [p]Addressed several minor issues to improve overall gameplay stability[/p]
  • [p]Fixed an issue where Electronics products were not properly reflected in reputation data in existing saves, allowing them to be sold correctly
    [/p]
[p]Tutorial feedback is still very welcome, as I see this a constantly-refining process and will remain a key area of focus up until 1.0 release.[/p][p]Thanks for the quick feedback, and enjoy the holidays!
[/p][p]Until next time, happy sales.[/p][p][/p][p]-Daniel[/p]