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Faire Trade News

Grand Opening TODAY!

[p]The wait is over, shopkeepers:[/p][p][/p][h2]Faire Trade is available NOW on Steam in Early Access![/h2][p][/p][p]Watch the launch trailer: [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Today, you can open your shop doors and start discovering the world of Faire Trade.[/p][p][/p][p]This Early Access launch marks the beginning of an exciting development journey with you, the wonderful shopkeeping community. As with Winkeltje, we'll keep working on and developing Faire Trade throughout Early Access and build towards greatness. Your feedback and ideas will help shape new features and improvements as we work towards 1.0. [/p][p][/p][h3]What's in the game today:[/h3]
  • [p]The full shopkeeping loop where you can buy, craft, stock, and sell[/p]
  • [p]Character creation and customization[/p]
  • [p]Employees[/p]
  • [p]Shop customization and expansion[/p]
  • [p]Home customization and expansion[/p]
  • [p]Explore the village[/p]
  • [p]Farm your own crops[/p]
  • [p]Dynamic product pricing[/p]
  • [p]Room system[/p]
  • [p]Events[/p]
  • [p]Hundreds of products spread across categories like: tool/weapon/armor smithing, pottery, music, farming, resource trading, and swindling.[/p]
[p][/p][h3]What we're still working on:[/h3]
  • [p]The story[/p]
  • [p]Controller support[/p]
  • [p]New crafting specializations[/p]
  • [p]Reintroducing products and crafting of Winkeltje in exciting new ways[/p]
  • [p]And much more...[/p]
[p][/p][p]After launch we expect to roll out hotfixes and bug fixes to address issues that prevent people from playing. After that we'll focus on stabilizing the core experience with additional bug fixes to reduce friction in the player experience, improve performance, and polish where this is most needed. Once everything stabilizes we really need to catch up on a bunch of technical debt that accrued over these past months. Once all of that is done and dusted, we are very excited to start cracking on new content and features to add to the game. Of course, we'll keep you updated with progress. We hope to release a patch every month or so.[/p][p][/p][p]Thank you to everyone who wishlisted, playtested, and supported us so far. This milestone is all thanks to you, and we can't wait to see what you build.[/p][p][/p][p]Now go out there and build your dream shop![/p][p] [/p][h3]Join the community:[/h3][p]
Discord Reddit X / Twitter BlueSky Instagram Facebook [/p][p][/p][h3]Hotfix Version 14817[/h3][p]We've got a first round of fixes in from the first reports - there were 2 issues blocking gameplay that we wanted to get out as soon as possible. See the full patch notes below.[/p][p][/p][p]Tech[/p]
  • [p]King's Day Event products that were on display would not be removed when buying them[/p]
  • [p]Added an additional check to more gracefully fail an inventory creation error[/p]
  • [p]Fixed trader inventories not being generated for the King's Day event[/p]
  • [p]Increased product pool size for customers to avoid that going out of bounds[/p]
  • [p]Added an additional check in the patience timer to make sure it's removed from the action if it somehow bugs out[/p]
  • [p]Fixed a rare error message that could occur when a character fade happens during a game close[/p]
  • [p]Fixed issue with save files not deleting as expected[/p]
  • [p]Fixed bug reporter not working when there's no save file[/p]
[p]UI[/p]
  • [p]You were able to see events in the menu that you weren't supposed to. These secrets will now remain mine[/p]
  • [p]You can no longer open menus when in the character customization screen[/p]
  • [p]Added a null check to the character creator that probably fixes an error that we are seeing[/p]
[p]Balance[/p]
  • [p]Lowered the reward for the placing furniture tutorial to 37, and increased the reward for placing storage to 111 to prevent a soft-lock[/p]
[p][/p][h3]Hotfix Version 14828[/h3][p]Balance[/p]
  • [p]Lowered the cost of expanding domains, and changed the curve to be linear instead[/p]
[p]Tech[/p]
  • [p]Large/Medium Storage rooms were not triggering correctly[/p]
  • [p]Room shapes was drawing all over the place, rather than actually highlighting the room[/p]
  • [p]Fixed critical error when recreating a workshop room[/p]
  • [p]Fixed issue with the money label sometimes not animating when it should[/p]
  • [p]Added a try/catch to figure out a nullref that should have been fixed by now.[/p]
[p]UI[/p]
  • [p]Crafting menu amount selector was usable if no input was available.[/p]
  • [p]Added Money/Favor/Eggs text to the unlock windows[/p]
  • [p]Already unlocked objects would not be removed from the list when switching tabs, resulting in being able to unlock something twice[/p]
[p]ART[/p]
  • [p]Fixed the blue vertex channels on Eerde, Eersel, Eese, Eesterga which caused these displays to become invisible when hiding walls.[/p]
[p]Other[/p]
  • [p]Storage objects had the Storage tag applied twice[/p]
  • [p]Planter would not unlock when skipping the tutorial[/p]
[p][/p][h3]Hotfix Version 14835[/h3][p]UI[/p]
  • [p]Appeal level HUD could crash the game if you hit appeal level 30 and loaded in that save[/p]
  • [p]Products would show up in the unlocked list at the end of day multiple times[/p]
[p]TECH[/p]
  • [p]Sale price was not clamped correctly, which could sometimes have sale prices be negative.[/p]
  • [p]Fixed typo in node cost calculation that caused it to go negative in the farm[/p]
[p]OTHER[/p]
  • [p]Fixed a bug where banana pricing would go through the roof.[/p]
[p][/p][h3]Hotfix Version 14844[/h3][p]TECH[/p]
  • [p]Empty tiles were not counted towards bought tiles when loading a save file, which then broke the buy price of buying tiles and the achievements[/p]
  • [p]Fixed Armorsmithing not unlocking as expected. This should also unlock when loading in save files where it should've been available already[/p]
  • [p]When returning furniture with multiple child meshes through Build Mode, the PickUp & Sell functions were called twice[/p]
  • [p]Fixed Summer & Spring objectives not updating as expected[/p]
  • [p]Changed the tile cost calculation slightly so that it also works for the farm[/p]
  • [p]Fixed issue where saves made on launch day didn't have the Farming skill unlocked when skipping the tutorial or playing in creative mode[/p]
[p]BALANCE[/p]
  • [p]Increased the minimum requirements for some rooms[/p]
  • [p]Changed the requirements for the Weapon & Armor workshops and removed the storage requirements from the Trader Outpost, pending some new tags that need to be added.[/p]
[p]OTHER[/p]
  • [p]Added the missing WeaponSmithing & ArmorSmithing tags to some decorations\\r[/p]
  • [p]Calhoun was not unlocked in the ArmorSmithing tree[/p]
  • [p]Fixed Elkerzee display access points being too close to the display, causing it to always be invalid[/p]
[p]UI[/p]
  • [p]Fixed the room appeal modifiers visually stacking in the UI.[/p]
  • [p]Crafting menu 'Recipe' button should no longer be interactable in delayed crafting stations like the Smelter.[/p]
  • [p]Crafting menu amount selector could be used when one of multiple inputs was 0.[/p]
[p][/p][h3]Hotfix Version 14849[/h3][p]UI[/p]
  • [p]Fixed an out of bounds error that could occur when Farming reached level 9.[/p]
  • [p]Fixed the infinite craft bug.[/p]

Grand Opening in 7 Days!

[h3]Hello shopkeepers![/h3][p][/p][p]We've hit the 7-day countdown to Faire Trade releasing in Early Access! [/p][p]That means it's just one week until you can open up your shop doors![/p][p][/p][p]We're so excited to get this game out to you. Here's what you can look forward to:[/p]
  • [p]Explore the town, including other establishments, the town square, and your own home plot[/p]
  • [p]Farm and craft products to sell[/p]
  • [p]Customize your character with hundreds of clothing and cosmetic options[/p]
  • [p]Mod support![/p]
  • [p]A dynamic market pricing system[/p]
  • [p]Build, expand, and decorate your shop, farm, and home[/p]
  • [p]Interact with the characters to learn their stories[/p]
  • [p]& more![/p]
[p][/p][p]There's still a lot we'd love to add and develop, so we'll be working on the game throughout Early Access along with your feedback. Whether you're a Winkeltje veteran or a Faire Trade fledgling, we can't wait to see what you think.[/p][p][/p][p]Make sure to set a reminder. Wishlisting would mean the world to us too ^_^
[/p][p]See you on the 16th![/p][p][/p][p][/p][h3]Join the community:[/h3][p]
Discord Reddit X / Twitter BlueSky Instagram Facebook [/p]

Early Access Launch Date

[p]Hey dear shopkeepers,
[/p][p]We are happy, excited, and little nervous to reveal the launch date for Faire Trade on Steam Early Access![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]That's right! On October 16th you can get your hands on Faire Trade as it is launching into Early Access and join in our exciting venture of creating a super duper great shopkeeping game. The game is still very much in development but also very much in a state where you can play around with it.[/p][p][/p][p] [/p][p]With Faire Trade, we have set out to rebuild the fundamental architecture from Winkeltje in order to create a better foundation for a new and improved shopkeeping experience. This means a complete overhaul of pretty much everything that has gone into Winkeltje.

You can look forward to new areas such as a farm and home domain in which you can build. But also new areas to explore, such as the village and visit some of its interiors.[/p][p][/p][p][/p][p]A lot of you have wondered why we wouldn't just improve Winkeltje instead of creating Faire Trade. And there are some very good (mostly technical) reasons for this. Let us dig into this reasoning with a list of some of the things that we would like to have in our ideal shopkeeping game.[/p][p][/p][p]We fantasize about a shopkeeping game with:[/p][p]- Mod support.[/p][p]- Better performance.[/p][p]- Better supply and demand mechanics.[/p][p]- More (interesting) crafting options and avenues.[/p][p]- The ability to leave the shop.[/p][p]- A home for the shopkeeper.[/p][p]- A farm for the shopkeeper.[/p][p]- Employees that can do more than just restock the shop.[/p][p]- Other places to explore like a village.[/p][p]- Events that actually take place somewhere.[/p][p]- More interesting products to sell and shop styles to create.[/p][p]- More and prettier assets (products, furniture, walls, etc...)[/p][p]- More and prettier characters with physics.[/p][p]- More character customization options.[/p][p]- Sustainable art development, significantly reducing project bloat.[/p][p]- An interesting story with rich characters.[/p][p]- Better terrain with flowy grass and water.[/p][p]- Controller support.[/p][p]- Input remapping.[/p][p]- Multiple languages.[/p][p]- Wonderful music and sounds.[/p][p]- And much much more...[/p][p][/p][p]Several items on this wish list of things would require us to completely change the underlying foundation that Winkeltje was built on. Which essentially would mean tearing down the whole game and rebuilding it from the ground up. Over the years, we have gotten intimately familiar with the technical limits of Winkeltje and have dreamt of a new shopkeeping game where many of these limits would be a thing of the past.[/p][p][/p][p]It is sobering to realize is that when we started making Winkeltje in 2017, we didn't even know if there would be an audience for this type of experience. So the scope of Winkeltje had to be kept small and manageable to even get the game released. Let alone support several more years to get it to where it is right now.[/p][p][/p][p]So let us consider what we don't want.[/p][p][/p][p]We don't want to ruin the Winkeltje experience as it currently is. And history has shown that fans of any game get rightfully upset when their beloved experience gets "improved" and replaced with no way replay as it was. So with Faire Trade, we have set out to try and make a shopkeeping game that can reach greater heights by rebuilding it from the ground up with the things we have learned from having developed Winkeltje over a span of 5 years.[/p][p][/p][p]If that is something that excites you as much as it excites us, then we would be thrilled to have you join us in our journey to make this into the best shopkeeping game out there.

It would help a lot of you could wishlist Faire Trade and join the discussion on Discord where you can help shape the future of Faire Trade.

[dynamiclink][/dynamiclink][/p]

Feature Highlight - Farming

Greetings Shopkeepers!

Today we’d like to go into some more detail on some of the changes we have for you in Faire Trade. Some of you were wondering how much Faire Trade is different from Winkeltje, and we thought it would be nice to lift the veil a little to go over some of the new features we are working on.

Plants. A lot more plants.
In Winkeltje we had 9 farmable plants. In Faire Trade we have, as of writing, 31!

We split up farming in 3 separate categories:
[h3]Regular plants[/h3]
You plant them, you harvest them, and that’s it. This is exactly like what you’re used to.

From left to right: Kale, Corn, Sugarcane, Cauliflower, Asparagus, Artichoke, Potato, Grain, Carrot, Watermelon, Pumpkin

[h3]Perennial plants [/h3]
You plant these once and you can harvest them multiple times, but they will still wither once an unfavorable season sets in.

From left to right: Bean, Strawberry, Tomato, Hop

[h3]Trees! [/h3]
A much requested feature is now here. You plant these once and once they’re fully grown they will continue to provide produce until you decide to remove the tree.

From left to right: Apple, Cacao, Plum, Pear.

Not depicted in the image above (because getting them all on screen was difficult!): Blueberry, Cherry, Lemon, Tea, Guelder Rose, Banana, Peach, Orange, Nut, Gooseberry

Farming is also a little bit more involved this time around, with plants only growing in certain seasons. Beans, for example, will only grow in Spring & Summer, and the plant will wither once Fall sets in.

This means you will need to plan your farming needs more carefully, as prices will also fluctuate based around the seasons. Those beans may be worth more in Winter, but that also means you have to store them for a while before you can turn a profit.

The separate farm plot

Another change is that you’ll have a separate plot to farm on. This allows you to dedicate your shop for actual shopkeeping, and gives you enough space to do some serious farming for those of you that want to. This is also the space where you will be able to hold your future animals. These take up a large amount of space, so make sure to choose wisely!

That’s it for today! We hope to see you next time, where we’ll reveal more about the new Rooms System!

Don’t forget to wishlist Faire Trade if you haven’t done so already, and join our Discord to get involved with the community and development process.

Wishlist Faire Trade now!

Until next time,
The Sassybot Team