1. Loot Shop Simulator
  2. News

Loot Shop Simulator News

Major Update! Guild Hall Specialization

[p][/p][p]Hello shopkeepers! [/p][p][/p][p]We are happy to announce that the Guild Hall Specialization is now available![/p][p][/p][p][/p][p][/p][p][/p][p]This update introduces a new wall decor item called the Guild Quest Board which will allow you to recruit guild members, accept guild quests, and select which party members to send![/p][p][/p][p][/p][p][/p][p]Adventurers may have different Classes, Stats (Str, Dex, Int, Con), Aptitudes (Tank, DPS, Support) and Skill Tags. Their Power Score is determined by the rarity of their class and their equipment (but equipment will be introduced in an upcoming update).[/p][p][/p][p]The fundamental aspect of guild quests is choosing adventurers suited to the task at hand. Each quest can have different tasks: from a simple Locked Door, to Combat, or even a whole Escort mission. By sending party members with the right Skill Tags, your party can fulfill all of the Skill Checks (or, 'Quest Steps' as we call them) and solve the quest![/p][p][/p][p][/p][p]After the party returns from a quest, you can open the Guild Quest Board and select the "!" button to view the next Quest Report. These reports will detail each quest step, how it was solved, and which adventurer solved it. You'll also see whether your party successfully completed the quest.[/p][p][/p][hr][/hr][p][/p][p]Now, it's important to mention that the Guild System will be released in parts. After considerable thought, we have decided to break this system into multiple updates that we will deliver over the next few weeks as we test and polish each of the systems.[/p][p][/p][p]We are launching the Guild Hall update with 14 playable quests: seven common 1-star quests, and seven rarer 2-star quests. There are also ten distinct adventurer classes. At first, your Guild will not be able to level up. We plan on unlocking the ability to level up starting from the next update, as we begin to deliver new content in parts. Here are the releases that we have planned:[/p]
  • [p]Initial launch: Guild Quest system & Recruiting adventurers[/p]
  • [p]Guild Levels Unlocked: Levels 1 - 8 (Equipping adventurers unlocked)[/p]
  • [p]Guild Levels Unlocked: Levels 9 - 14 (New Minigame)[/p]
  • [p]Guild Levels Unlocked: Levels 15 - 20 (Endgame content / Rival guilds)[/p]
[p][/p][p]We are not yet sure how long each update will take, but we expect to get a lot done during September![/p][p][/p][p]As for the minigame...we have something very interesting in mind. If you've played Umamusume: Pretty Derby you might be familiar with the roguelike mode to train characters. We loved this concept, and we decided to incorporate a similar "training" minigame using dominos as a base, but with multipliers akin to Balatro! It is a very unique design, and we're still ironing out the details, but our upcoming Dev Logs will contain more information since that is the system that we'll be working on next![/p][p][/p][p]If you have any ideas you'd like to contribute, feel free to post them in the Steam Discussions, or join us on Discord![/p][p][/p][p]And without further ado, here are the patch notes![/p][p][/p][hr][/hr][p][/p][p]v0.2.2 Patch Notes[/p][p][/p][p]Game Design[/p][p]-The Guild Hall leveling system has been fully structured with balanced progression from level 1-20[/p][p]-Designed 10 classes & 30 unit tags for the Guild Hall system[/p][p]-Added fourteen new Guild Quest Step Solutions[/p][p]-Added seven new 1-star Guild Quests[/p][p]-Added seven new 2-star Guild Quest[/p][p]-Added three new 3-star Guild Quest[/p][p][/p][p]Art[/p][p]-Designed Guild Quest Board menu[/p][p]-Designed Guild Management menu[/p][p]-Designed Guild menu toolbar[/p][p]-Added art for Specializations menu button[/p][p]-Added art for Guild Hall shop sign[/p][p]-Added artwork variants for Guild Quest Board's quests (1-5 possible quests at a time)[/p][p]-Added 400 more NPC variants to the NPC pool[/p][p]-Added chest & lock artwork for new item set related to the Guild Hall[/p][p]-Added art for Guild menu toolbar[/p][p]-Added art for 10 quest steps[/p][p]-Designed active guild quests frame[/p][p][/p][p]Writing[/p][p]-Adjusted Cutscene 2 to introduce Specializations[/p][p][/p][p]Code[/p][p]-Improved performance through a number of code optimizations[/p][p]-Added Specializations menu button unlock during Cutscene 2[/p][p]-Upon loading existing save files, if Cutscene 2 has already been seen, Specializations menu button will be unlocked automatically[/p][p]-Unlocked 'Specializations' page in Compendium once the feature becomes available[/p][p]-It is now possible to purchase the Guild Hall specialization[/p][p]-Dynamic sprites will no longer generate the same NPCs that have been recruited to the guild Rare chance of duplicates may still occur, but it's not a duplicate generation, just a doppelganger[/p][p]-Added popup to display specialization item unlock when a specialization is purchased[/p][p]-Added Guild Quest menu with clickable quests[/p][p]-Added tooltips to Guild Quest menu[/p][p]-Added Guild Management menu[/p][p]-Added function to build NPCs for Guild recruitment[/p][p]-It is now possible to send parties out on guild quests[/p][p]-Day/Night cycle now has integrated logic to verify for guild quest completion[/p][p]-Added full quest processing with a detailed log (combat placeholder for now)[/p][p]-Added Quest Report screen[/p][p][/p][p]Sound[/p][p]-Added sfx for specialization item popup[/p][p]-Added sfx for the Guild Quest system[/p][p]-Added sfx for sliding tab[/p][p][/p][p]Bug Fixes[/p][p]-Fixed a bug where character wouldn't always move to the right tile when interacting with Mirror On The Wall[/p][p]-Fixed a bug where exiting window view would not cause sprites and objects to reappear[/p][p]-Fixed a bug related to player sprite soft locking when spam clicking Mirror on the Wall & Checkout Counter repeatedly[/p][p]-Clicking the Window to look outside (shop expansion #3 and on) now causes player's sprite to stop moving[/p][p][/p][p]Misc[/p][p]-Activating window view now closes any other game windows (checkout, character creation, build, etc.)[/p][p]-Updated Pause menu with new development plans for next update (i.e. the update after Guild Hall, v0.2.2b)[/p][p][/p][hr][/hr][p][/p][p]Finally, here is a short list of the Known Issues that we are currently investigating and will solve in future updates:[/p][p][/p]
  • [p]Wall decorations cannot be moved (we're fixing this in one of the upcoming updates, or changing the sell value to match the buy character)[/p]
  • [p]Cannot yet dismiss Guild Members (we're adding this in the next update)[/p]
  • [p]Sets' image borders vanish in Cash4Cache menu (we will be adjusting border sizes in an upcoming update)[/p]
  • [p]Mendel accepts potions all the time (supposed to say he had this one already and stop appearing once 3 distinct potions are sold, we will be finishing this quest once a 3rd potion is implemented)[/p]
[p][/p]

Dev Log #6

[p]Hello shopkeepers! [/p][p][/p][p]We are still at work on the Guild Hall, the first of the Specializations that will be available to diversify how your shop functions! We've also been testing the latest release and have solved a few bugs that were found related to the Mirror on the Wall object. Thank you to everyone who sent in reports![/p][p][/p][p]For those who have expanded their shop multiple times and placed many objects, you may have noticed the game slow down a little. Well, we're happy to report that we've totally solved that lag with recent optimizations! These will also be available in the next update.[/p][p][/p][hr][/hr][p][/p][p][/p][p]We have also fleshed out the Guild Management menu a bit more since the previous Dev Log.[/p][p][/p][p]Each adventurer will now have their stats displayed explicitly. Instead of numerical values, stats will have tiers varying from F to A. Depending on your party's stats, tags, and equipment tags, the system will determine if the group is capable of passing the various skill checks associated with the quest in progress.[/p][p][/p][p]Some quests will be more difficult than others, with varied skill checks such as locked doors, obstacles, mini bosses, and more! If you send out a party that cannot clear an obstacle, then unfortunately that quest would end prematurely and you would see a reduction in the rewards. Downsides could even include adventurers becoming injured or retiring altogether! So, there is an element of permanently losing adventurers, but there will also be ways to mitigate that as you unlock more of the Guild Hall features.[/p][p][/p][p]On the other hand, if you excel at party selection and send the right specialists for the job, you may even see increased rewards beyond what the quest normally pays![/p][p][/p][p]All in all, the Guild Hall intends to add a new element to Loot Shop Simulator where, every morning in-game you have something to look forward to other than simply opening the shop. Parties will arrive and you'll be able to see full breakdowns of their adventures, the results of which are dynamically generated based on their setups.[/p][p][/p][p]Due to the depth of content for this update, we may end up dividing it into multiple releases, but we are still aiming to release the first by the end of August as we mentioned previously. Stay tuned![/p][p][/p][hr][/hr][p][/p][p]Finally, before closing, I'd like to mention that we will be posting our Dev Logs every 2 weeks instead of weekly.[/p][p][/p][p]Prior to the release of Loot Shop Simulator, I was able to work normally (as mentioned before, this game is mostly being made by myself with the help of a small handful of friends who test and toss around ideas with me). Unfortunately, within the last 45 days, my entire family was hospitalized for varying reasons, some quite serious, and my parents now require daily special care. So, I haven't been able to work as quickly as I used to.[/p][p][/p][p]However, I am still making steady progress and I have a lot planned for Loot Shop Simulator including more than half a dozen different Specializations each with their own minigames and challenges! For now, I am focused on getting the Guild Hall specialization done, so I hope all of you Loot Shop enthusiasts can bear with me even if it takes me a bit longer to deliver the full experience.[/p][p][/p][p]And remember, we're available on Discord daily, in case you have any questions or would just like to drop a few kind words.[/p][p][/p][p]See you next week! ːsteamhappyː[/p]

Dev Log #5

[p]Hello shopkeepers! [/p][p][/p][p]Today we're sharing some of the first details regarding the Guild Hall Specialization! As we mentioned before, Specializations will allow you to change how your shop functions. We have many specializations planned, but the first one we decided to produce is the Guild Hall.[/p][p][/p][p]If you've watched anime shows like Goblin Slayer or Konosuba, then you are familiar with the concept of the Adventurer's Guild. Generally, this involves a Quest Board on the wall of the guild where adventurers can visit and choose which quest they would like to undertake.[/p][p][/p][p]That is precisely the Guild system we have planned for Loot Shop Simulator! We are introducing the first Specialization item, the Guild Quest Board.[/p][p][/p][p][/p][p][/p][p]Every day in-game, the quest board will be populated with a random number of quests. Quests will vary in difficulty (indicated by the stars at the top-right) as well as duration and party limit. Each quest will have specific "Quest Steps" which are effectively different Points of Interest throughout the party's journey. Quest steps will include things like, obstacles blocking a path, combat situations, shops for adventurers to have a break in the action, camp sites for the party to rest, and more.[/p][p][/p][p]Now, it's important to be clear, from the player's perspective, you only get to choose which characters go on these quests. This is an idle activity and quest results are simply reported on the mornings when the party arrives. If you've played Path of Exile's "Settlers of Kalguur" league, then you have a bit of an idea what we're aiming for with this system.[/p][p][/p][p][/p][p][/p][p]That's not to say that the system itself won't be rewarding! Each in-game morning you'll have something to look forward to as the parties you send out complete their quests. In fact, you'll be running your own Guild and recruiting these adventurers yourself! You will be able to gear up each of your adventurers with the loot you obtain in the base gameplay. So, you'll now have to determine if you want to sell that Epic Amulet, put it on a Display table for the prestige, or give it to your favorite adventurer![/p][p][/p][p][/p][p]We are still working on the UI elements for this update, but here is a quick preview of the Guild Management menu. Here you'll be able to assess your adventurers, their traits, and even select which new applicants you'd like to recruit.[/p][p][/p][p]Quest skill checks will be determined by a 'Tag' system, similar to the tags we currently have on items. For example, 'Dual Wielder' will allow you to equip two weapons on a character, thus improving their chances of fulfilling combat encounter skill checks. 'Breacher' will allow the adventurer to break down locked doors or even tear down obstacles that would otherwise end the quest prematurely resulting in less loot.[/p][p][/p][p]As your Guild completes quests, it will rise from level 1 to level 20. We have designed this progression to be fluid and rewarding. Rather than force a grind, you should be seeing frequent levels and new unlocks such as slots for additional party members every few in-game days. You'll also unlock things such as the ability to send out more parties at once and much more.[/p][p][/p][p]We have some more plans for this update, such as rival guilds who can compete against your guild for the same quests! However, since we're still in the design phase, we'll be sharing more details of those systems at a later time.[/p][p][/p][p]Given the depth of this update, we may break it into more than one update, but we're working hard to have the first available by the end of August![/p][p][/p][p]If you like what you see here, stay tuned for more development! Wishlist Loot Shop Simulator so you can get notifications of our Dev Logs! And if you would like to support the development, consider purchasing the game from now (but please note that there's only a few hours of content currently, as our Early Access roadmap is fully dedicated to working on these Specializations and this is the first one).[/p][p][/p][p]And finally, don't forget that you can always join our Discord server if you have any questions or just want to chat![/p][p][/p][p]Thanks for checking out our 5th dev log! See you next week! ːsteamhappyː[/p]

Wall & Floor Decor - Patch Notes

[p]Hello shopkeepers! [/p][p][/p][p]We are happy to announce that the first update for Loot Shop Simulator, version 0.2.1, is now live! This update covers a number of improvements, bug fixes, and includes new Wall & Floor decoration items.[/p][p][/p][h3]New Tile Systems[/h3][p]The Wall & Floor Decor update features two new tile systems that were developed this month. These tile systems work independent of one another, meaning that bugs that may affect one system will not affect the other systems.[/p][p][/p][p]The data for wall objects and floor objects is also separate from the data for NPCs and Furniture. Since NPC/Furniture require dynamic layering, separating the data means that the real-time processes for dynamic layering do not have to go through a bunch of data for items that won't ever change layers.[/p][p][/p][h3]Compendium[/h3][p][/p][p]We have also added the Compendium in this update. Here you can find information such as markup thresholds and the meanings behind NPC emojis. This was a highly requested feature in the demo, and we are happy to finally have this information organized and available right in the game! We'll be building upon the Compendium with every update as we add more features.[/p][p][/p][h3]Wall & Floor Decor and Shop Stats[/h3][p]Currently, Wall & Floor items only function as decorations. However, starting with the next update we plan on balancing 'Comfort' and 'Attractiveness' gains for each unique wall/floor item in the shop. These shop stats are already implemented, but there haven't been reliable ways to raise them because we're still working on the overall progression. We'll be balancing and developing these systems further with every update moving forward.[/p][p][/p][hr][/hr][p][/p][h3]v0.2.1 Patch Notes[/h3][p][/p][p]Art[/p][p]-Added new artwork for various items[/p][p]-Added new chest & lock art for the Witch set[/p][p]-Created the new tutorial GUI design[/p][p]-Created New Tutorials: Shop Management, Customer Behaviors[/p][p][/p][p]Code[/p][p]-Tweaked refresh rate during checkout minigame[/p][p]-Added inventory menu tooltips[/p][p]-Added main menu button tooltips[/p][p]-Added tooltips for the tools panel buttons[/p][p]-Added new Witch set items[/p][p]-Added new chest opening animation for the Witch set[/p][p]-Reworked hover detection for main menu & tool buttons[/p][p]-Added tile system for Wall Decor placement & data management[/p][p]-Wall Decor can now be sold the same way as other furniture items[/p][p]-Added Mirror On The Wall blueprint to Witch set[/p][p]-Added Mirror On The Wall item in Build menu[/p][p]-Added placeholder tutorials for upcoming Specializations (Guild Hall, Restaurant, etc.)[/p][p]-Added 'Compendium' button to the menu panel & various compendium menus[/p][p]-Added safeguard to prevent spam clicking from stacking interactions while a game is being loaded[/p][p]-Torch can no longer be turned on/off while an item is selected in Build mode[/p][p]-Adjusted tooltip positions[/p][p]-Added new Build menu category: Rugs[/p][p]-Changing Build menu categories now clears the current selection[/p][p]-Opening a menu (such as Checkout) during Build mode now clears the current selection[/p][p]-Build mode tiles now display for the new Rugs category[/p][p]-Created 'Sell' button for the new Rugs submenu[/p][p]-'Unique' items can now only be placed once[/p][p]-Mirror On The Wall is now listed as a Unique item[/p][p]-Added new wall & floor decor items for the Dragon and Witch sets[/p][p]-Added 2 new floor items for the Dragon set[/p][p]-Added 2 new wall items for the Dragon set[/p][p]-Added 7 new wall items for the Witch set[/p][p]-Torch is now layered on top of Wall Decor items[/p][p][/p][p]Bug Fixes[/p][p]-Patched 2 cases where it was possible to access inventory menu before the menu button was available[/p][p]-Solved a bug where player sprite could occasionally walk on top of tables[/p][p]-Save games now properly display shop name and shop level[/p][p]-Fixed coin bag icon alignment with item's 'Worth' value in the information panels[/p][p]-Build menu now properly displays currently selected category[/p][p]-Fixed apostrophes in some item descriptions that were not displaying properly[/p][p]-Fixed a bug where AI would override cutscene causing anomalous behavior...[/p][p][/p][p]Misc.[/p][p]-Added new beta branch for testing development builds moving forward[/p][p]-Partially restructured data to facilitate localization in the near future[/p][p]-Updated game credits[/p][p][/p][p][/p][p]If you experience any bugs, feel free to post it in the 'Bug Reports' section in the Community Hub. Alternatively, you can join our Discord server and report it there. We check messages daily![/p][p][/p][hr][/hr][p][/p][p]We are already working on the next update, with the first Specialization: the Guild Hall! We plan on sharing more information about this update in our next Dev Log on August 11th.[/p][p][/p][p]Stay tuned![/p][p][/p][p]The Loot Shop Simulator Team[/p]

Dev Log #4

[p]Hello shopkeepers![/p][p][/p][p]We're happy to announce that the Wall & Floor Decor update will be available this Thursday, July 31st! We're adding the final touches now and running our last tests.[/p][p][/p][p]Last week we mentioned that next month's Guild Hall update will add over a dozen hours of content. The good news is that the full progression is now mapped out! As soon as the decor update is live, we'll dive straight into the art and code that will bring the Guild Hall to life.[/p][p][/p][p]With Thursday's update and patch notes announcement, we're skipping next week's Dev Log. Dev Log #5 will be available on August 11th and will cover Guild Quests, the ranking system, NPC recruitment, and more.[/p][p][/p][p]Thanks for all your support. See you on patch day![/p][p][/p][p]The Loot Shop Simulator Team[/p]