Update log
Full Loot Shop Simulator update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello shopkeepers! We are excited to announce that Early Access launch is within the hour! With this launch we have a few other announcements to make, so let's get started!
Extracted changes
- Gameplay
- Store
Working On The Next Update!
We are already working on the first update! The main feature that many people have requested, an Improved Tutorial, is currently in the works and will be part of the first update. We don't have a specific date but we will be structuring the development in order to be able to release updates periodically, every 2-4 weeks, depending on the amount of content.
Here are some other features that will be coming in the first update:
Tooltips when hovering things like Categories, Sorting options, and Menu buttons
A System button on the bottom-right Menu panel
The ability to place Wall & Floor furniture
New Wall & Furniture items
Most of these features are partially implemented, but we're still undergoing final testing and improvements.
Starting Tips
Since we are still working on the tutorial system, here are a few useful tips to start!
Clients won't pay more than 10% markup at the start of the game. Your shop needs more Prestige!
You may be tempted to list your most expensive items at the start. Make sure you also list cheaper items. Clients have a Rarity just like items, and it determines their wallet size among other things. So, not every client can afford that item worth 1g, but it will eventually sell...
Clients have larger wallet size with higher Prestige, and their wallet size gets a buff when they admire items on Display Tables. Try displaying at least one item on a Display Table to benefit from this!
Once you have expanded the shop enough to have windows, try clicking them...
The First Specialization
In one of our previous announcements, we mentioned the specialization system and that we would be discussing the first specialization that we will be working on. Well, we have decided and that specialization will be the Guild Hall!
If you ever watched anime like KonoSuba, you probably have noticed the Adventurer Guild trope, where adventurers take quests from a quest board. We will be implementing this type of Shop Specialization into Loot Shop Simulator!
Our goal is for players to run their own guild, recruit adventurers, gear them up with equipment and send them out on quests! But be aware, other guilds exist and are out to complete those quests before you! Will your guild climb the rankings and become number 1?
As development continues, we'll be releasing more info about the Guild Hall specialization, so follow and stay tuned! We post small updates on X and we're available throughout the week if you have any questions!
Dev Notes v0.2.0
Here are the changes from the demo version that was launched during the Next Fest.
New Content:
-It is now possible to unlock furniture blueprints from loot caches
-Added Wares Table B and Wares Table C to the Dragon set loot pool
-Witch set is now available after shop day 6
-Added Display Stand to Build Menu
-Added AI logic for browsing items on display tables
-Items on display tables now boost npc's wallet size (preference + high rarity = 40% boost, just preferences = 20% boost, otherwise 10% boost)
Adjustments:
-Customers of 'Common' rarity now have wallet sizes ranging from 5-20 copper (up from 2-20)
-Doubled base chance for clients to spawn and number of clients per day
Note: Number of clients
Source
