1. Megastore Simulator
  2. News

Megastore Simulator News

Prologue Approved — New Departments Update + EA Timeline

[p]Hello everyone,

The Prologue page is finally approved. The Prologue will include more content and extra features compared to the demo, and I’m planning to release it later this month. Getting wishlists quickly is extremely important for Steam visibility and the overall success of the game, so your support genuinely makes a big difference. If you can, please add the Prologue to your wishlist; it helps a lot with the launch momentum.

Prologue page:
[dynamiclink][/dynamiclink]
[/p]
What Will Be Different in the Prologue?
[p]In the Prologue, you’ll be able to try some systems that are not available in the demo, in a limited form: [/p]
  • [p] Hiring employees (limited scale) [/p]
  • [p] Testing the warehouse up to a certain level [/p]
  • [p] Full access to utility features, such as snapping [/p][p][/p]
[p]A detailed breakdown of Prologue features will be announced soon. [/p]
New Departments: Sports, Electronics, Music
[p]With Early Access, three new departments are coming: Sports, Electronics, and Music.

In total, for these departments, I’ve added:

8 new shelf types

~150 new products

The variety is huge, from camping gear and golf equipment to smartphones and robot vacuums, and from music albums to electric guitars. This content will be available in the EA build.

[/p]
Early Access Timeline Update
[p]
I know many of you are excited for Early Access, and that honestly makes me really happy. However, I need a small delay to make sure the release is in the best possible shape.

Early Access is now planned for January. The exact date will be announced across all channels at least two weeks in advance. This January release is final, there will be no further delays. There are only a few remaining updates/tasks left, and after the Prologue hype wave, the game will move straight into Early Access. This short delay is important for two reasons: To avoid getting lost among the hundreds of holiday releases and DLCs around Christmas

To deliver a more polished game with a stronger foundation

[/p]
Post-EA Vision: Mod Support and Community-Driven Content
[p]
After Early Access, some major updates are coming. One of the first big updates will be mod support, allowing players to add their own departments. With this, I expect a lot of community-driven mods to appear.

I’m also planning to publish a comprehensive documentation for the modding system, and I may release an official example mod as a reference to help creators get started.

My goal is clear: over time, I want to bring the vision to life where anything that can be sold in retail can become sellable in the game.

For example, want to run a gaming store? You’ll just download a mod. You can use it as a single department inside your massive two-floor megastore, or dedicate an entire store to that department. The game will be flexible enough to support both.

The game will adapt to you — not the other way around.

Thank you again for the support.
Right now, the biggest help is wishlisting and sharing the Prologue. When it launches, we’ll push visibility together and build strong momentum toward EA.

[/p][p]For daily development updates and behind-the-scenes progress, feel free to join the Discord server:[/p][p]https://discord.gg/VmWrvzEX[/p][p][/p]

Megastore Simulator — Update v0.7 (Warehouse)

[p]Hey everyone! [/p][p]Today I’m excited to show you a major step for the game: the warehouse, new delivery options, and a full set of pallet-handling vehicles.[/p][p][/p][h2]1. Back-of-Store Warehouse[/h2][p]Once you unlock the warehouse, your store finally gets a true back-of-house area instead of just a couple of cramped backroom shelves. Classic trucks still pull up in front of the store and drop off loose boxes, but you can now redirect deliveries to a dedicated warehouse and handle stock like a real megastore. As your business grows, you can expand the warehouse up to 8 sections, add pallet racks, and design whatever layouts best fit your own logistics flow.[/p][h2]2. Loading Docks & Pallet Orders[/h2][p]With the warehouse unlocked, you can choose to send orders to the loading docks. These orders arrive on pallets instead of only box stacks. You can move a whole pallet directly to the warehouse racks in a single trip. Order screens in the warehouse let you track what is incoming, what has arrived, and at which dock it will be unloaded.
[/p][h2]3. New Vehicles: Pallet Jack & Electric Pallet Jack[/h2][p]To move pallets around, you’ll have access to a classic pallet jack and a faster electric pallet jack. The regular jack is simple and perfect for tight spaces, while the electric one covers longer distances more comfortably, with its own handling quirks. You’ll be able to buy them as you progress and decide how much you want to invest into warehouse speed.
[/p][p][/p][h2]4. New Vehicles: Forklift & Reach Truck[/h2][p]For heavier and higher operations, the warehouse adds a forklift and a reach truck. The forklift is great for loading dock work and lifting pallets to certain heights. The reach truck is designed for tall racks and deep storage, letting you really use the vertical space of the warehouse. Each vehicle has its own strengths and weaknesses in speed, manoeuvrability and reach.[/p][p]The physics system behind these vehicles will keep getting more polished and deeper over time, so driving and handling them should feel better with each update.
[/p][p][/p][h2]5. Empty Pallets & Future Pallet Stack[/h2][p] Empty pallets are fully interactable, just like boxes: you can pick them up, carry them around and throw them away if you don’t need them. During Early Access, there will already be a simple way to get rid of them so your warehouse doesn’t turn into a mess. After the EA launch, the plan is to add a dedicated pallet stack furniture so you can store empty pallets vertically in a realistic way and keep the warehouse nicely organised.
[/p][p][/p][h2]What this means for your store[/h2][p]You can keep using front deliveries with loose boxes, or grow into a full-scale warehouse operation with loading docks, pallets and vehicles – or mix both depending on your play style. This is the first version of the warehouse system for Early Access, and I’ll keep expanding it with more tools and features after launch.

Thanks a lot for reading and for your support.
This update won’t be added to the current demo – the warehouse system will arrive with the upcoming Early Access version of the game. The full release isn’t out yet; we’re building toward it step by step, and your feedback along the way is incredibly valuable. Let me know what you think about the new vehicles and what kind of warehouse features you’d like to see next![/p]

Megastore Simulator — Update v0.6

[p]This is the first weekly update announcement following the name change from Urban Supermarket Simulator to Megastore Simulator![/p][p]To clarify, the game remains exactly the same, only the name has changed.[/p][p]As we approach the Prologue announcement, we’d like to share the latest feature updates from the past week. [/p]
🧑‍💼 1. Staff System
[p]
You can now hire, manage, and organize your employees!
Each day, you’ll receive job applications for available positions such as Cashier, Bakery Staff, and Restocker. Review their stats, compare candidates, and build an efficient team.

Each staff member works 8-hour shifts — Early (06:00–14:00) or Late (14:00–22:00) — which you can adjust at the end of each day or when hiring. Cashiers can also be assigned to specific checkout desks.
The number of employees you can hire depends on your megastore level; the capacity is visible in the hiring window.

At the Staff Management Screen, you can change shifts, reassign checkouts, or fire employees. The wages are automatically paid at the start of each day. Be careful, if you are unable to pay wages, staff will quit and leave your store! Keep them motivated and paid, as employees with higher stats can work up to 50% more efficiently compared to those with lower stats.

[/p]
🧱 2. Furniture Snapping System
[p]You asked for it, and here it is!
You can now snap furniture while placing by holding Shift. Objects automatically align to nearby corners, making layout design smoother and faster.

You can rotate around snapped corners to preview your layout right away.
And that’s not all, you can now start new placements instantly with a right-click (no need to hold for 2 seconds). Perfect for large-scale builds!

[/p]
🛒 3. Closing Checkouts
[p]
We’ve added checkout barriers to every register!
You can now close specific checkouts to control where customers queue, ideal when you want only your hired cashiers to operate while you manage other tasks.

Just remember: you can’t close checkouts while customers are in line or approaching.
We recommend doing it when your store is closed for smoother management.[/p][p][/p][p]Stay tuned for next week’s update; more new features are on the way as we move closer to the Prologue release![/p]

🏷️ Name Change Announcement: Urban Supermarket Simulator → Megastore Simulator

[p]Hello everyone! 👋

We’d like to let you know that Urban Supermarket Simulator has been renamed to Megastore Simulator. We believe the new name “Megastore Simulator” better reflects the game’s true scale and features, is easier to remember, and helps establish a stronger, more recognizable brand identity.

This is only a name change; there are no changes to gameplay, content, or the roadmap.

Your progress, wishlists, and demo access remain unchanged.
Thank you all for your amazing support. We’re excited to keep growing this megastore together! 🏬💙

✨ Coming soon: We’ll announce the Prologue — a more advanced version of the demo — and you’ll be able to continue your demo progress there![/p]

Urban Supermarket Simulator — Update v0.5

[p]We’re gearing up for Steam Next Fest starting Oct 13, 2025. This update showcases the full-scale warehouse (demo display), adds flexible checkout/PC placement and a staff-only service corridor, expands the exterior, introduces 100+ NPC variants and talking behavior, and delivers audio/QoL polish. Jump into the demo and share feedback so we can prioritize before the Fest! [/p][p][/p][p]💻 Flexible Checkout & PCs You can now reposition the checkout and move computer stations to fit your layout.[/p][p][/p][p] 🏭 Full-Size Warehouse (Display only in demo) See the warehouse at its final scale in the demo.
(In the full release, you’ll start smaller and expand over time.)[/p][p]🛠️ Service Room (Staff-Only)A dedicated corridor now connects the store to the warehouse. You’ll also access the warehouse from the second floor. Use this room to place the computer and utilities to keep things tidy.[/p][p][/p][p]🏙️ Bigger Exterior & Layout Tweaks
The exterior has been expanded to match the megastore scale and to fit the full-size warehouse.
Later, you’ll be able to rename “Urban” and change the signboard color.
[/p][p]👥 More NPC Variety
100+ unique characters now populate the store.[/p][p][/p][p]📦 Box Interaction Fix
The box interaction bug is fixed, and all previously missing boxes are restored.
You’ll find them on the storefront when you launch.[/p][p][/p][p]🗣️ Talking NPCs
NPCs now greet you, complain if kept waiting, and react to price changes mid-grab, with more occasions coming. We will also localize their lines into major languages.[/p][p][/p][p]🥐 Bakery Flow
Bakery items are now packed into paper bags on the checkout belt.[/p][p][/p][p]🎵 Music & Settings
New background music with an in-game volume slider.[/p][p][/p][p]🐞 Fixes & Polish
Various stability, UX, and quality-of-life improvements across the board.

Join our Discord channel to leave feedback and catch updates before they land.
[/p]