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Winkeltje: The Little Shop News

Pathfinding Update

This update tries to properly fix the problem where customers and employees are getting randomly stuck. This has been a long-standing issue and has been around in one form or another since 2022. This problem was caused by a combination of simple issues in our code, which were easily fixed, and issues with the pathfinding solution, which proved to be incredibly problematic to solve.

[h2]Old Pathfinding - Unity Nav Mesh[/h2]
Winkeltje, as many have known it since early access nearly 5 years ago, uses the built-in navigation solution that is provided by the Unity game engine. This solution is also known as Nav Mesh pathfinding. Nav Mesh is short for Navigation Mesh. Unity is able to generate a Nav Mesh during gameplay which then returns a mesh surface area on which the agents, like customers, employees and the cat, can navigate. We use the term agent for any entity that uses the pathfinding system to navigate.

Here you see an old example of the Nav Mesh being regenerated when furniture gets moved.



Using the Unity Nav Mesh as our default pathfinding solution had several advantages:
  • It is the go-to solution for pathfinding in Unity.
  • It runs fast enough for Winkeltje.
  • It is easy to set up and implement.
  • It is easy to work with and adjust.
As recent years have shown, it also has some downsides:
  • It may cause agents to get stuck in seemingly random places without clear feedback as to why.
Here you see an example of an agent getting stuck when using Nav Mesh pathfinding. This occurrence is super rare with a very high negative impact to the player experience.


In games, when there is a static environment that does not move, it is relatively easy to fix issues when a pathfinding agent gets stuck on the Nav Mesh by manually adjusting the Nav Mesh. It is also common in static environments to cover up the issue by placing a random crate where the agent would get stuck. It is a blessing and a curse that Winkeltje provides players with a lot of freedom in building and decorating their shop. So it is not unthinkable that sometimes, a player creates a shop that sometimes just.. breaks.

We have tried a lot of things to try to get to the root of the problem where agents get stuck such as creating a higher resolution Nav Mesh, having the agent calculate a more accurate path, simply checking if an agent got stuck and probably about a dozen other things. Sometimes a week and a half would pass without any reported issues for this problem to pop up again. And on occasion, it would rightfully earn us a negative review.

Many of our attempts fixed the symptom of the issue in singular reproduction cases. But then the symptom would appear again in other reproduction cases. None of our attempts fixed the actual root of the issue, and we could not manage to dive into the black-box Nav Mesh pathfinding system that was provided by Unity.

A Nav Mesh is made up out of triangles and here you see an example of how an agent could very rarely potentially get into a pathfinding problem on a randomly generated sliver of a Nav Mesh splinter.


Obviously, it's madness to rely on such an unreliable pathfinding outcome with such a big negative impact to the gameplay experience. And so we made the tough decision to replace the entire pathfinding solution...

[h2]New Pathfinding - A* Grid[/h2]
A thought that gained more popularity as we got increasingly more frustrated with this problem, was to just throw the entire Nav Mesh pathfinding system out the window and replace it with something else. Internally, we have fought against this notion for a very long time, because replacing such an integral system of a live game that has shipped on multiple platforms after about 5 years of development is a very risky, substantially complicated, and potentially incredibly problematic idea.

After doing significant research for a solution that addresses our use case, we arrived at the very popular and effective A* pathfinding plugin. A* pathfinding has been around for a long time and has been used in hundreds of games. Fortunately, someone by the name of Aron Granberg has developed and maintained a Unity implementation of the A* pathfinding algorithm since 2017, which has been used by Unity games like Cult of the Lamb and Void Bastards.

Here you can see an example of how the A* navigation grid looks in a shop that we have created for testing the pathfinding replacement.


The biggest difference between the two systems is that the old implementation uses a mesh and the new uses a grid. This is currently proving to be much more consistent and reliable to work with and makes debugging generally a lot easier. Hopefully, this also results in fewer problems for us to solve in the future.

The main advantage that the A* package has over the Nav Mesh system is the reduction of complexity in the surface that an agent has to traverse. The A* grid squares simply have a certain size. If an object intersects with that square, that square simply can not be traversed by an agent. Smaller sized squares will increase pathfinding precision at the expense of computation speed. We have tried to find a middle ground between accuracy and performance with our current implementation.

You will notice the A* grid the most when you rotate rectangular pieces. In the example below, you can see how some areas in blue would previously be accessible using the old Nav Mesh system but are now blocked.


Replacing the pathfinding system can cause some shop interiors to become invalid depending on how dense players have designed their shop. Most shops that we have tested work just fine. But knowing Winkeltje players, some will certainly have pushed the building system to its limits and will find that those limits have shifted a little bit. All things considered, we believe this is an overall improvement to the gameplay experience when you consider that some players would sometimes lose a lot of progress due to a pathfinding agent soft-locking the game.

We hope to have given you a valuable glimpse into this issue that, until now, has plagued Winkeltje's shopkeepers and its developers.

[h2]Patch Notes[/h2]
  • Gameplay - Interact radius now increases up to double the starting value at max shop level.
  • Language - Updated all translations to reflect community feedback.
  • Pathfinding - Replaced old pathfinding system with a new system because agents would get stuck.
  • UI - The unlock menu would incorrectly show that unlocking walls at 30 appeal would increase the appeal cap.


[h2]Hotfix[/h2]
  • Cat - Relaxed the distance to destination requirement to address an issue where the cat could sometimes get stuck by not getting close enough to the target destination.
  • Controls - Click To Move works again.
  • Placement - Fix for all furniture becoming invalid.
  • Placement - Wall mounted displays can now be placed while their access point is inaccessible for easier redecorating.

Major Free Update & Cat Companion DLC

Hello dear shopkeepers,

We are thrilled to announce that the wait is finally over. The major free Winkeltje 1.1 update and paid
Cat Companion DLC is ready to be released on Windows PC and console editions. Let's have a look at what you can look forward to.


[h2]Cat Companion DLC[/h2]
With the paid Cat Companion DLC, you will get a cat basket, food, and water to place in the shop as furniture. By interacting with the cat basket, you can customize your cat. The kitty will subject your shop to a thorough inspection, check that you are diligently keeping you shelves stocked, and make sure that the customers are not up to any funny business. To reward the cat, you can interact with it to pat it on the head.

Cat Companion DLC Steam page!


A cat companion has been requested for a long time, and by obtaining the Cat Companion DLC for only €2.99 (or your regional equivalent), you can show your support for the games that we enjoy making. There is a lot of free content for everyone to enjoy in this update, but if you are a shopkeeper that would like to get something unique and help out the developers, this DLC is for you.

This furry source of inspiration is exhausted from all the posing but happy she can has her hooman back and looks forward to the noms this DLC might afford her. 😸


[h2]5 New structure sets[/h2]
This update almost doubles the structure sets increasing it from 6 to 11. The structure sets you can look forward to decorating your shop with are inspired by rennaisance, romanesque, timber framing, colonial, and industrial architecural styles.

[h2]2 new furniture sets[/h2]
By adding rounded and mediteranean furniture sets, you now have up to 8 furniture sets to customize your shop with.


[h2]3 New decorations[/h2]
A much requested decoration is a bed and night stand to create a more homely space for the shopkeeper to relax in. In addition, there is now also a water pump decoration.


[h2]4 New seasonal music themes[/h2]
With this update, there will now be 4 new seasonal music themes playing when you open the shop. This is in addition to the 4 seasonal music themes that play when the shop is closed.

[h2]New ledger menu[/h2]
The frugal shopkeepers among you enjoy counting coins and making sure the numbers add up. To help you keep track of income and expenses, you can now open the ledger menu and see where the coins are coming from and may confront you on your spending habits.

New pricing menu

A sorely missed feature of Winkeltje 1.0 was the ability to set item prices. In this update, you can now set item prices up to 80% above or below the default sell price of an item. Lower prices will make customers more likely to buy the item while high prices will have the opposite effect.


[h2]Time of day preference[/h2]
The new default time of day is now set to dawn. This makes the game look prettier overall. This is purely a cosmetic change and does not affect how much time you have to sell your goods. A full day and night cycle will still take place between opening and closing your shop. If you prefer a different default time of day, then you can customize this in the game settings.

[h2]Menu tips[/h2]
A common piece of feedback we received on Winkeltje 1.0 was the lack of explanations. Our design philosophy is to teach the basics and let the player figure things out at their own pace. Some of the more important concepts of Winkeltje 1.0 were not that easy to figure out unfortunately. To alleviate this, we have added menu tips which will show up when you open a menu for the first time. You can press F1 on the keyboard or the Start button on a controller while in any menu to bring up the tips again.

[h2]Shop level cap increased to 50[/h2]
The number of things that can be unlocked in this update has increased. This called for an increase in the shop level cap from 40 to 50. This change will result in less unlock spam and more unlock feel good moments. The unlock order has been redistributed to feel better and make more sense.

[h3]And much more, such as...[/h3]
New Boy employee model
9 New hair colors
Support for 16 languages (on all platforms)
Performance optimizations
Bug fixes

[h2]Patch Notes[/h2]
Assets - The storage boxes in the Large Old Messy Cupboard were clipping through the back.
Audio - Added new spring daytime music.
Audio - Added new summer daytime music.
Audio - Added new autumn daytime music.
Audio - The post-bridge part of the winter night time music wasn't looping neatly.
Characters - Added new employee model options.
Characters - Updated the vertex colors and normals in the neck area of the female shopkeeper to fix a shading issue.
Console - The flag outline on the market entrance did not animate and looked broken.
Console - Fixed an issue where pushing the master volume slider farther left would ignore the volume setting.
Crafting - Fixed an issue where the quality of an item could exceed the cap, resulting in game breaking errors.
Crafting - Maxing out item crafting would not cap at a 100%.
Customers - Added an emoji popup when the customer finds something too expensive or a good deal.
Decoration - Added 3 new decorations.
Events - Blacksmith Convention did not affect forging materials.
Events - Tailoring Convention did not increase the prices of wool & leather
Farming - Selling a farming plot with seeds in them will now return the seeds (if the plants are not withered)
Furniture - Placing unique furniture using a controller would trigger the unique warning on placement when not applicable.
Furniture - Tweaked the Large Old Cupboard, Lavender, and Vegetable Stew as these could cause items to clip through the backside of this display.
Furniture - Displays now perform an item collision check to check if some sensible space around item spots are not colliding with anything which might invalidate it.
Gameplay - Lowered the snapping distance from 1/8 to 1/32. This should make it easier to snap furniture close to a wall.
Input - Letting go of the furniture rotation snapping will now reset the rotation velocity which should get rid of the annoying jerky spin.
Language - Updated all languages, font assets, and credits section.
Levels - Added 10 more shop levels to spread out the reward unlocks.
Movement - Controller movement speed is now gradual which allows for variable walking speeds.
Objectives - Removed the "Customer is King" objective since it's no longer relevant.
Other - Increased crafting speed at night from, from 1s down to 0.5s
Pathfinding - Inaccessible access points on displays will now make furniture appear invalid when placing them.
Performance - Optimized NPC material generation which should result in less spikey performance during day time.
Performance - The customer name plates, item requests, and happiness icons have been refactored. This should result in less spikey performance during day time.
Performance - Fixed an issue that could cause the crafting point notification window to slow the game down to a crawl.
Scenario - Fix for when the scenario grid size changed compared to the save file.
Settings - The 'Run in background' setting will now be correctly applied when the game boots up.
Structure - Improved the readability of hard to read wall anchor points.
Terrain - Updated the terrains to split them from lighting and fix seasonal effects.
Traders - Changed the pricing range of crafted items for the trader, increasing the probability of getting better deals
UI - The Display Menu should now also let you use the right stick to switch between display slots.
UI - Fixed an issue where the background of the money GUI in the bottom right corner wouldn't update if this went exactly from one number of digits to another.
UI - Fixed the feedback on the crafting repeater buttons in the Crafting Menu for mouse and controller.
UI - The random item rotation setting was not applied on shop load.
UI - The farming popup will now indicate the quality of the seed that was planted. This also works with the quality numerals preference in the settings menu.
UI - The trader menu can now sort by the amount that the player has of an item. This should make it easier to find and buy items that you do not have in stock.
UI - Fixed an issue in the character creator that caused the randomization button to not properly randomize the options.
UI - Potential fix for the occasional empty trader menu.
UI - Controller navigation in the crafting menu is now restricted while crafting is in progress as this could cause issues.
UI - Added the 'upgradable' property to the unlock menu and buy menu to indicate that some furniture can be upgraded.
UI - Moved the consent message at first startup to trigger after the scene load to ensure the confirmation background size is correctly updated.
UI - Clicking on an item with nested options in the Catalog Menu now shows the nested options by default. This change also removes the item settings options.
UI - Fixed an issue where unlocking walls below the scroll fold would not refresh the layout.
UI - The walls in the unlock menu have been reordered to make more sense.
UI - Quickly moving the cursor over planters could leave the relevant items pulsating in the inventory overview.
UI - The details panel in the manage tab of the employee menu will now indicate if an employee's happiness is increasing or decreasing with the salary the employee is receiving.
UI - Fixed an issue in the employee menu where navigating downwards in the panel using a controller could cause the panel options to disappear.
UI - Added position and rotation snap increment settings.
UI - Updated the default and large terrain preview images.
UI - Employee name plates now indicate if happiness is increasing or decreasing.
UI - Added an accessibility option to change the default cursor to a brighter version.
UI - The PlayStation d-pad left prompt had a minor offset in the atlas which looked jarring when comparing it directly to the other d-pad prompts.
UI - New ledger menu where you can see a history of your income and expenses.
UI - Added tooltips to the buy menu furniture properties.
UI - Display menus now go up to 8 slots.
UI - Fixed an issue where changing to a different character type in the character customization would show the model in a t-pose for the one frame.
UI - Added menu tips. These tips can seen by following the tutorial or by pressing F1 on PC, or the START button when using a controller, when in a menu.
UI - Gaining a crafting skill point while the radial menu is open will now delay the skill point message until after the radial menu is closed.

Preview: Huge Free Update and Cat Companion DLC

Dear Shopkeepers,

We are excited to share that a big free update and a small Cat Companion DLC (downloadable content) is coming to Winkeltje. We are now in the final testing stage where we would like to invite you to try it out. The purpose of trying out this new update is to find issues that we can fix before we go through the arduous task of deploying to all stores and gaming platforms.



This big free update contains new features, content, and quality of life improvements such as:
  • Ledger menu
  • Pricing menu
  • 10 additional shop levels
  • Better level unlock distribution
  • New furniture and structure pieces
  • New music during shop opening for each season
  • Early morning as the new default lighting
  • New boy employee model
  • New hair styles
  • Several new hair colors
  • Performance optimizations
  • And much more...
Cat is out of the bag


The Cat Companion DLC is going to be our very first DLC for a small, yet to be determined, price. As you may know, we develop and publish our own games and updates across PC and gaming consoles. As our first ever DLC, this is both exciting and daunting. To try our best to deliver a smooth deployment, we are going to make the cat DLC free to try out on Steam for a week as of this posting. This will help us find and fix any issues, and give you a chance to enjoy a furry feline in your shop. Once a week has passed, the cat feature will be disabled again. From that point you will have to be patient until the big free update is deployed and the Cat Companion DLC will officially be made available on all platforms. You can wishlist the DLC over on its store page over here.



How can you you participate?

Trying out the new update is easy!
Just head over to Steam and find Winkeltje: The Little Shop in your Library.

From there:
  1. Find the settings button or right mouse click on Winkeltje: The Little Shop
  2. Go to 'Properties'
  3. Go to 'Betas'
  4. Select 'Unstable'
  5. Play Winkeltje

To automatically notify us of error messages and crash data please opt-in to sending data in the settings menu. For any other issues or feedback, we are very active on Discord at: https://discord.gg/winkeltje
On Discord, hit the "Click Me!" button to become verified. This obstacle is unfortunately necessary to make it harder for spammers and scammers to join.

This is also an excellent moment to update the community driven translations.
Click here to find out how you can participate in community driven translations.



We hope you will enjoy the update and very much look forward to hearing your thoughts.

What's in Store?

Hello dear shopkeeper.

With this post we would like to give you an update on what the future holds for Winkeltje and let you know that we have not forgotten about this game. It has been a little over a year since Winkeltje: The Little Shop has launched on PC and console. The community has been great and the reception truly heart warming.

Post-launch, our focus has been on fixes and performance improvements across all platforms and regions. Subsequent updates were an attempt at introducing unique scenarios with the Halloween event and the Winter event which introduced a couple of new assets and outfit recolors. But meanwhile, we have been chipping away at a larger update which is shaping up nicely.

There are a lot of cool things coming and It is still a while before we can go into full testing for this update or go into more detail about its exact contents. But rest assured, it's coming. :)

Winter Season Update

Happy holidays, Shopkeepers!

For this holiday season, we cooked up something special for you. In this update you can try out a new playable scenario called 'Saving Winter's Spirit'. In this update, you manage a winter shop with a solstice tree as the center piece. Grow the tree in size by making offerings to save the Winter's Spirit and unlock new cosmetics that fit the season!

Stay frosty and happy holidays! 🕯️🎄

[h3]Saving Winter's Spirit[/h3]

In this custom scenario you are tasked to provide the solstice tree with offerings to help it grow.

[h3]Earn Outfit Colors[/h3]

Complete objectives in Save Winter's Spirit to earn new outfit colors.

[h2]Change Log[/h2]
  • Audio - Added day time winter music.
  • Audio - Replaced the night ambient sound.
  • Audio - Fixed an issue where the first looping bit in the closed shop winter music would transition awkwardly.
  • Input - Using the Dpad/Left Stick in the Trader Menu or the Right Stick in the Crafting menu would sometimes not register input correctly.
  • Scenario - Added a new and frosty Christmas game mode. Enjoy the winter holidays!
  • Scenario - Some of the bushes in the Halloween terrain were not updating their seasonal appearance.
  • UI - The crafting target side menu will now show how many of this item you have in your inventory.
  • UI - Both crafting side menus will now show how many items you have displayed in your shop if this option is enabled in the settings.
  • UI - Poor item quality color is now brown instead of grey.
  • UI - It's now also possible to use the right stick to add/remove items to the shopping list.
  • UI - The Employee Menu would not correctly reset back to the Hire tab when reopening the menu after leaving it on the Manage tab.