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Winkeltje: The Little Shop News

Hotfix Patch 3154

Hey Shopkeepers,

Over the last few days we’ve been hard at work fixing various issues that popped up once you all started using the new features. Thank you so much for your diligence in reporting these issues both on the Steam forums and on the discord!

Controls
  • Removed spacebar as an interact button as it was not intended to be supported and caused errors in some cases. Please let us know if you used this often.


UI
  • Added an animation when an item appears in the restock UI inventory
  • Made the animation on the unlock button in the options radial more noticeable.


Bug Fixes
  • Having a corrupted save file will no longer make the load menu unusable
  • Placing an item after selecting a slot with a quality item would sometimes cause an error.
  • Clicking on the events or upgrade reminder at the top of the screen should now close the restock UI if it was open
  • Selecting an item quality with controller in the restock UI should keep your quality selection if you have more of that quality.
  • It was possible to walk around while the options menu was open
  • Closing a menu by clicking outside of it did not always resume time
  • The unlock icon pulse now animates in unscaled time so should still animate even when time is stopped.
  • Fixed an error that occured when trying to change quality without an item selected in the restock UI
  • Playstation controller was showing the wrong prompt for the restock feature in the restock UI
  • The restock UI scroll bar should now only be visible when it's needed
  • Pressing options or game menu while opening the restock UI could show both
  • Fixed an issue that prevented opening the options menu after using the restock UI
  • Added checks to prevent an error when removing a UI in the same frame that one is created
  • Updated collisions of Sunflower Bouquet and Tulip Bouquet so they fit under paintings properly.
  • Lucas should now walk faster, coming closer to his original delivery times.
  • Restock UI slot icon did not update when the UI was open while a customer buys an item from that slot.
  • Ordering from Lucas will now update the inventory of the restock UI when the delivery arrives.
  • Crafting resources cost should now update when Lucas delivers his goods.
  • Selecting the last of an item will keep the selection the same for controller.
  • Using a controller, then clicking with a mouse, and switching back to the controller would lose the item selection.
  • Clear button in resstock UI should no longer show a controller prompt for mouse + keyboard.
  • Updated colliders of paintings to prevent issues when placing them at the edge of the map
  • Inventory HUD would not show correct values when loading in a save or starting a new game.
  • You can now rotate the camera when placing wall mounted furniture
  • Added an indicator on the ground when placing wall mounted furniture with a controller


Update 3119: Shelves, Paintings, Restock UI, Languages, and Reworked Progression

Hey Shopkeepers!

It’s been a little while since we last gave you an update, so we would like to take a moment to talk you through some of the more impactful changes coming to Winkeltje today with patch 3119. For the full patch notes, please check below.



Unfortunately due to the many changes in this patch your old save files will not continue to work. While we try to avoid breaking save files whenever we can, there were a few core changes that did not allow us to continue the usage of old save files. If you'd like to continue playing on the old version, we explain how to change to that version on the forum over here: Link

Simplified Chinese, Finnish & Hungarian translations supported

With the help from the amazing community on Discord, we have added support for Simplified Chinese, Finnish, and Hungarian community translations. The game now supports 14 languages in total! Please see the Winkeltje store page to see if your language is supported or check out this post to see how you can help support your language. (https://steamcommunity.com/app/949290/discussions/0/3774483849440676174/)

New Restocking UI

We have redesigned restocking from the ground up. This means that, unfortunately, we have to say goodbye to the item bubbles and radial menu. These systems, while really cool, did not work as well with controllers as we would like and provided issues when presented with the amount of items we envision for Winkeltje’s future.

Of course, that scalability could have been mostly fixed with other solutions (such as item categories) but the problems for controller users would have persisted. We did not feel this was acceptable or representative of the experience we want to offer you.

The new UI consists of quite a few features, so we’ll go over them one by one.
  • Selecting your display: Much like in the old system (if you played without quick restock), you can select a display by walking up to it and clicking on it. If playing with a controller, the game will highlight the closest display. You can then select it with A/X depending on the controller type. You can now also use the D-pad to switch selection of your displays so you select those hard to reach displays.
  • The Display Name: The first thing you might see is the display’s name, found at the top.
  • Upgrading: Below the name you will find the display’s level and appeal. If you have unlocked a higher upgrade level, you will also see a little star. Click this to see what you need to spend to upgrade the display so it can give more appeal!
  • The Restock Button: If you have pinned items (more on this below), the restock button will probably become your best friend. Clicking it will fill the display with the pinned item type. This means that, if you have the items, you can re-stock a display with a single click!
  • The Display Slots: The display slots, found in the middle of the new UI, shows what items are currently placed in the display. Click an item once to select it (and its counterpart in the Item Grid), double click to remove it, or click the little circle in the top left to pin the item so the display remembers your preference for that slot.
  • The Inventory is found below the Display Slots: Here you can select items to be placed in the highlighted slot on the display. In the top left of the inventory grid you will also see a big X, this lets you remove one or several items from the display if you click or hold it respectively. You can also fill the entire display with one item type by holding the mouse or controller button.
  • Quality Levels: As you all know, not all items are crafted equal. Now, you can see how much you own of each quality at the bottom of the new UI. All items are stacked together, and if clicking in the item grid the the system will always try to place the highest quality you own (for that sweet, sweet profit). If, for some reason, you want to get rid of your lower quality items, you can always click on the number. This will place one of the items from that quality instead!


Wall Mounted Furniture

This patch brings 22 new pieces of furniture; ten paintings (decorations) and 12 shelves (displays) for you to place into your shop. Unlike other types of furniture, these can only be placed against (certain) walls, so keep an eye out for the white anchor points when trying to place them!



Unlocking Furniture

We determined that having to pay to unlock furniture without getting anything for it wasn’t fun, so we removed that feature. You will now unlock furniture directly when leveling or completing the relevant objectives.

Increasing Appeal Level

Appeal is now capped in tiers. Every once in a while (about every 5 levels) you will be able to unlock a new Shop upgrade. This will give you access to new walls, allow you to upgrade your displays 1 tier further, and upgrade your maximum appeal by five levels.

Maximum Level Increase

With the new furniture coming in, we have increased the maximum shop levels to 30 to spread out the unlocking a bit more. The appeal cap will be increased in a future patch.

Difficulties

You now have to select the difficulty of your shop when you start a new game. This uses our Scenario system mentioned in week 1, and we'll be seeing how it performs before expanding on it in the future.



Highlights
  • Support for three new languages! Simplified Chinese, Finnish and Hungarian!
  • New restocking UI. You can now restock your shop more easily by adding default items to slots to restock even the largest cupboard with a single button press, more easily selecting items from stock, and sorting items based on category!
  • Added twelve new shelves and ten paintings for you to unlock and fill your shop with!
  • Complete balance pass: Furniture, decorations, and item unlock time and pricing changed! You can now also reach shop level 30.
Language
  • Added support for Simplified Chinese, Finnish and Hungarian.
  • Updated translations for all 14 languages.
Features
  • New restock UI!
  • Difficulty modes now have a more varied impact on gameplay, from debt size to item pricing and crafting time.
  • Pressing left shift while having a paid furniture piece in hand will clone the furniture while retaining its original state.
  • Your maximum appeal is now limited by shop upgrades. Upgrading one of these levels will unlock a wall level and increase your maximum appeal by 5 levels.
  • Customers will now wait a few days before requesting an item that was just unlocked (unless you obtained the item by crafting or buying it).
Balance

  • Rebalanced the costs of all items to be more consistent with each other.
  • Increased level cap to 30
  • Reworked the way clothing is unlocked. Unlock trousers, dresses etc. early on by becoming a tailor and completing the new tailor objectives, or later on by being a general store!
  • Added objective chain for blacksmiths. Unlock smithing things early by forging, or later on if you're a general store!
  • Increased the duration that notifications are shown on screen.
  • Items in Hard mode will now sell for less and are more expensive to buy.
  • Increased starting gold so players can complete the tutorial with the new furniture pricing.
  • New pricing & appeal calculations for furniture.
  • Increased the appeal of counters to match their cost better.
  • Slight adjustment to profit margins on crafted items
  • Changed the pricing calculation for new tiles.
  • Rebalanced various difficulties, added description text for them.
  • Walls are now free
  • Changing floor styles is now free
  • Expanding your shop is now cheaper for the first few tiles, but increases as you buy more tiles.
Changes:
  • Dpad now lets you cycle through in-range furniture. This was a must-have for selecting shelves placed above furniture
  • Removed difficulty sliders from settings menu, added difficulty selection before starting a new shop.
  • Creative mode now starts with a smaller shop.
  • Upgrade levels are now unlocked when unlocking a new structure kit.
  • Clothing now unlocks through crafting progression (or levelling really high.)
  • Changed the starting requirements of various objectives.
  • When a language string is not found, it defaults to English instead.
  • A new name for the delivery man: Lucas! Based on some lovely fan art : )
  • The unlock UI should now inform better on what shop upgrades/unlocks actually do.
  • Optimised highlighting system
  • Changed the alignment of text in the load screen so some languages fit better
  • A reminder to upgrade your shop will appear when you are at max appeal.
Fixes
  • The chance for a random event to start was not saved in the save file.
  • Going to or coming from maximum appeal should animate properly and no longer cause an error.
  • Lighting under certain angles showed some artifacts.
  • Furniture would be marked as invalid when buying new furniture and having it hover over the access points when spawned.
  • When using Shift to buy multiple furniture during the tutorial, the game could softlock.
  • When skipping the tutorial, the tutorial objectives will not be drawn and insta-completed.
  • Player would sometimes be overburdened when loading in a shop.
  • Delivery should now correctly reset when exiting the game.
  • Prices on the counter are now correctly influenced by events.
  • Upgrade costs & appeal are now correctly displayed.
  • Tutorial skip flag wasn't being reset correctly when going back to the main menu.
  • Shopkeeper's hairband and eyes were not using the character default shader and sometimes appeared using a debug material.
  • Crafting notification windows kept the game paused after closing it allowing for crafting without suffering any time penalty.
  • Event would not be disabled correctly when it was a scenario-only event.
  • Selling tiles now returns the correct amount of money.
  • Description would be translated twice.
  • Tutorial is now started when you click on the accept button in the confirmation prompt instead of shop level 1.
  • Fixed an error that occured when restocking the last of an item.
  • Planters should no longer show water drops when the crops can be harvested.
  • Fixed a pesky memory leak.
  • Fixed an issue where the game would attempt to use already deleted resources.
  • Various issues with the new restock UI.
  • Various issues with wall mounted furniture.
  • Cloning furniture should no longer mark it as invalid
  • Additional check to see if the "continue" button should be active or not
  • Upgrading furniture appeal should now update the selection label to reflect the level change.
  • Objectives will now start correctly when loading in from a save
  • Additional checks to safeguard against duplicate objectives starting
  • Spawning customers further away so it's out of sight of the player
  • The confirmation text before going to Discord was not being translated.
  • Main menu difficulty description height was not automatically expanding when overflowing.
  • Main menu difficulty description now has a fixed height so there will not be a jump in layout when the number of lines change.

Update 2893: Smart Shop Specialization, Improved Crafting UI, Rebalancing and Bug Fixes

Hey Shopkeepers,
A new week begins, and with it comes patch 2891! Check out the details below to see how the game will change once you download the patch.

For this patch we've mainly worked on fixing as many of the bugs that everyone reported (please keep reporting them, so we can fix them as soon as possible!). While your save files should still work with this patch, some of the events (mainly seasonal) may behave strangely until the event is completed and a new one has started.

Highlights
  • Customers now generate their wishlist based on categories (e.g. "Food" or "Tools") that you've historically sold. This should allow players to specialise into a certain shop if they want to, while also allowing them to play as a generic sell-it-all store.
  • Crafting can now use multiple types of resources. The crafting UI has been modified to allow for this change.
  • Farming Rebalance; vegetable unlock levels change. Sell, trade, delivery price changed. Most vegetables now give 2 instead of one when harvesting.




Balance
  • Farming Rebalance; vegetable unlock levels change. Sell, trade, delivery price changed. Most vegetables now give 2 instead of one when harvesting.
  • Increased storage capacity of pallets by 50%.
  • Changed level and appeal progression to work with more consistent formulas.
  • Rebalanced appeal. Earlier levels should be easier now, later levels harder.
  • Rebalanced level progression to be more consistent overall.
  • Carpet Rebalance: Cheaper with appeal to match.
  • Dress and Clogs crafting materials changed.


Improvements

  • Customer UI (name, happiness, item request) is now an overlay. This should prevent it from hiding behind furniture.
  • Long Carpet has a slightly smaller collider so that it's possible to align them into a longer carpet.
  • When selling a planter with a seed in it, the seed is returned to the player inventory.
  • Customer happiness limit has increased from 10 to 15. Due to this change customers will also have more money available at max happiness.
  • If customers buy something without having waited, they will gain double happiness.
  • Customers now generate their wishlist based on the historical (5 day) of your shop.
  • Removed the mention of 'Inventory' from the shop builder confirmation if furniture got in the way (the furniture gets sold, which confused a lot of players).
  • Reworked crafting radial menu to allow for more than 1 type of resource cost and give insight in chance of a lucky craft.
  • Added new floor type ‘smooth stones’.
  • Passing day 100 should now show the year count. Note that this will not work correctly with old save files that have passed year 1 already.
  • Increased the resolution on the round, square, and radial UI graphics


Bug Fixes
  • Storage count would not be correctly updated when a storage shop object would be removed through the shop builder.
  • Customers should now stop walking outside the shop.
  • Watering animation would not show up correctly while playing.
  • Returning to the Main Menu from a shop should now reset the seasonal appearance.
  • Crafting duration should now use unscaled time. This caused the crafting to get stuck sometimes.
  • Interaction with displays wasn't working when playing with controller and loading into a shop with Quick Restock enabled.
  • Furniture would sometimes incorrectly be marked as invalid.
  • Doors were interfering with the navmesh.
  • Customer happiness should no longer be stuck in its animation.
  • Highlighting invalid furniture should no longer appear as if you can interact with it.
  • Game should now longer freeze at some point when the shop is open.
  • Item slot bubbles on invalid furniture should no longer float all over the place.
  • CountObjective & CountResetObjective (Rotten Apples, Thank Me Trader, Craft Lottery) would not correctly update its UI when loading the game.
  • Fixed multiple issues for seasonal events not triggering correctly.
  • Furniture would sometimes not be marked as invalid when accepting the shop editor.
  • Access Points are now correctly green & red again when placing furniture.


Other
  • Optimized save loading by removing redundant checks.
  • Multiple performance increases when editing the shop.
  • Optimized NavMesh generation

Update 2816

Hey Shopkeepers,

Another day, another patch. Your game should be patching up to version 2816 soon! For this one we focussed on bug fixing, so your games should be a lot more stable now. Thank you all for playing the game and communicating your issues. Be assured that we read all of your many, many suggestions and are loving a lot of them!

Patch Notes:

Highlights
  • Farming now has particles, cursor graphics, and sound effects to make the experience better.
  • Rotating furniture using the keyboard ("") now also works with rotation snapping.
  • Q & E keys now also rotate the camera.
  • Many bug fixes! (see below for details)


Improvements
  • Farming now has particles, cursor graphics, and sound effects to make the experience better.
  • Rotating furniture using the keyboard ("") now also works with rotation snapping.
  • Q & E keys now also rotate the camera.
  • When at perfect crafting quality you will no longer see experience progression or have a chance for a better result.


Bug Fixes
  • German 'in development' disclaimer in the settings window of the main menu was blocking the back button because it lacked line breaks.
  • Objective triggers for the "Sell 100 resources" had a typo and would not correctly update.
  • Plants would always wither 1 day after reaching the "harvestable" state instead of adhering by the values in the data sheet.
  • When the shop builder would remove a pallet, it would cause a critical error.
  • Carpets should no longer be sold when making a change to the shop layout (unless they actually intersect with a wall!)
  • CountObjective would not check for its progress when the game loads a save file.
  • StorageObjective was missing 2 update triggers.
  • Crafting time will now correctly use the time from the data sheet.
  • Night Time crafting is faster.
  • Customers should now stop ignoring higher quality items when it's just outside their budget range.
  • Maximum shop level will now show correctly as level 25 instead of a full bar of level 24
  • Season appearance value did not loop beyond day 100
  • Updated objectives should now use the new data when loading a save game.
  • The amount of money shown after picking up a lot of coins should now be correct.

Update 2776; Languages, Difficulty and Fixes

Hey Shopkeepers!



It has been 2 days (and a few hours) since we released Winkeltje for you to play. Since then, over two thousand of you have joined us in building shops, satisfying customers, paying off debts and crafting items! Thank you so much.

You’ve been incredibly active since the release, and we’ve been taking your feedback to make the game better! Because of this, the game is being updated to v. 2776 and should arrive on your Steam soon! See the patch notes below:

Highlights
  • New Languages supported! Spanish, Polish, German, Brazilian-Portuguese, Czech and Turkish!
  • Difficulty slider! Reduce (or completely remove) the effects of debt by changing the difficulty in the settings menu!
  • Night Deliveries! Deliveries can now be done at night, arriving instantly to allow you to restock your shop and craft!


UI
  • The quality of an improved craft should now also be translated
  • Crafting in the crafting stations should now also be translated
  • Added a difficulty slider to the settings


Language

Special thanks to everyone who helped out translating!
  • Added Spanish Support.
  • Added Polish Support
  • Added German Support
  • Added Brazilian-Portuguese Support
  • Added Czech Support
  • Added Turkish Support


Graphics
  • Added support for less common resolutions (such as 3440 x 1440)


Balance Changes
  • Day length is now slightly longer (from 55s to 70s)
  • Higher quality items now sell for 20% extra per quality increase (up from 10%)
  • Customer arrival time should vary more.
  • Poor quality items now sell for 80% of the base price (up from 50%)
  • Recession event weighting lowered, now has a 4% chance of happening (down from 11.2%)


Bug Fixes
  • Fixed multiple issues in the tutorial if the player would save and load during it.
  • Shadow rendering had a strange shutter effect in the opening animation.
  • Seasons would not correctly turn on and off when they should. Note that this change will not take effect until the end of your current in-game season.
  • Removed season lead-up and build-off, as this was rather confusing
  • Incorrect text would appear when paying off your debt fully
  • Events would be updated twice upon starting
  • Opening the settings window could update the appeal level using the shop level.
  • Item deliveries are now correctly saved & loaded
  • Adorned Cupboard was not in the list of unlockables. This is now unlocked when reaching shop level 8
  • Fixed issue where in some cases you could have furniture outside by removing the floor
  • Planter label would not update correctly when moving to the withered or final state.
  • Blocking the entrance would not always correctly mark displays as inaccessible
  • When you went back to the main menu from the game, it would not correctly load the save files in the "Load Game" menu.
  • "Continue" is now correctly unusable when first booting up the game and no save-file is available.
  • Fixed an issue where 'Crafting Options' was not changed to a different language after selecting it.
  • Footstep sounds now play while running.