Update log
Full King of Retail 2 update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Workshop
- Gameplay
- Store
Dear Retailers! In this post i will go through following topics: - Update progress - Geforce Now - Starter stores - Gameplay settings - Updated employee management - New storage and delivery units - More products - Workshop items - User created stores
February is already well underway, and it’s been a while since the last update, but we definitely haven’t been idle.
Unfortunately, we had a man down during January and February, which has a big impact when we are such a small team. When that happens, the additional workload falls on me, which naturally slows things down. That is just how it goes sometimes and, unfortunately it is out of our control, but it means that the intended February update will be pushed a bit.
The goal of this update has been to address many of the things you, the community, have been mentioning over the past period. So instead of constantly running forward and adding more and more features, it felt like it was time to take a step back, look at what is already there, and address the biggest pressure points. That is exactly what we have done, and we have improved a lot of different areas of the game.
--- Geforce Now ---
Many of you have requested over the past year that the game be added to GeForce Now. Now that cloud saving was added a few updates ago, we could finally move in this direction — and I am happy to say that those of you using this service can now play King of Retail 2 on GeForce Now.
--- Starter stores ---
Many of you have commented that the game is slow to get started — and we understand why. Setting up inventory, designing a store that does not feel like a bunker, selecting products, ordering them, unpacking, and delivering everything can take quite some time.
Sometimes you just want to get started and sell some products.
To support that, we are adding multiple starting scenarios. You can choose between stores of different sizes selling different types of goods. These stores are already set up, shelves are stocked, the HQ has the required rooms, and you can start making profits immediately.
We aim to provide a good variety, with both simpler and more complex starting stores.
--- Gameplay settings ---
Based on your feedback, we are introducing adjustable gameplay settings so you can better tailor the experience to your preferences.
Game day progression.
One of the most common pieces of feedback is that the day feels too long. We originally increased the length of the day to make mornings and evenings feel distinct, allow weather to matter more, and give each day more weight.
However, we understand the desire for faster pacing. You can now choose between multiple day lengths.
There are some obvious tradeoffs — for example, customers cannot realistically move twice as fast just because the day is shorter. Rent and wages are time-independent, meaning employees earn the same per hour regardless of day speed. We have balanced this so faster days do not simply make the game harder.
Simulation level
King of Retail is a deep simulation — deeper than most games in the genre. Some players love this depth, while others find it overwhelming.
To accommodate different playstyles, we are adding multiple simulation depth levels. You can choose how complex employee management and customer behavior should be.
The current gameplay remains the deepest simulation level. There will also be
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