Early Access launches on June 26th!
[p]Hello, shopkeepers![/p][p][/p][p]Next Fest was our first outing for Loot Shop Simulator, and we're overjoyed with the results: 350 wishlists and loads of constructive feedback! For a studio run by a solo dev (plus a few like-minded friends cheering and testing in the background), we view this as a promising start for our second title![/p][p][/p][h3]What we’re polishing before — or shortly after — Early Access[/h3]
- [p]Faster shop flow: More customers will now enter instead of wandering off. [/p]
- [p]Customers have preferences based on item types, and there are too many items types currently. So we're adding additional filters to ensure at least 80% of customers have preferences aligned with the types of products you have for sale right from Day 1.[/p]
- [p]Customers' buying decision still depends on your markup and their coin-purse, but overall you should expect a busier counter![/p]
- [p]Catalog system (tutorial 2.0): Our current tutorial system is too bare-bones. Based on feedback from the demo, many players agree that having an in-depth guide to explain things would be much better. So, we're already working on this! While it may not be complete for the Early Access launch, we expect to have it implemented in the first update![/p]
- [p]Bug Fixes: We're also squashing the nastiest bugs you spotted![/p]
- [p]Game crash and pathfinding issues related to furniture (wares tables, crates) placed on the bottom row of the shop.[/p]
- [p]Quest revenues not displayed on Sales Report[/p]
- [p]Cosmetics will no longer drop multiples from the same cache[/p][p][/p]