Loot Shop Simulator
Steam News 11 August 20259mo ago

Dev Log #5

Hello shopkeepers! Today we're sharing some of the first details regarding the Guild Hall Specialization! As we mentioned before, Specializations will allow you to change how your shop functions. We have many specializa…

Update log

Full Loot Shop Simulator update

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Hello shopkeepers!

Extracted changes

0 fixes3 additions3 changes0 removals
  • Store
  • Balance
  • Gameplay
  • UI and audio
changedThat is precisely the Guild system we have planned for Loot Shop Simulator! We are introducing the first Specialization item, the Guild Quest Board.
changedEvery day in-game, the quest board will be populated with a random number of quests. Quests will vary in difficulty (indicated by the stars at the top-right) as well as duration and party limit. Each quest will have specific "Quest Steps" which are effectively different Points of Interest throughout the party's journey. Quest steps will include things like, obstacles blocking a path, combat situations, shops for adventurers to have a break in the action, camp sites for the party to rest, and more.
addedThat's not to say that the system itself won't be rewarding! Each in-game morning you'll have something to look forward to as the parties you send out complete their quests. In fact, you'll be running your own Guild and recruiting these adventurers yourself! You will be able to gear up each of your adventurers with the loot you obtain in the base gameplay. So, you'll now have to determine if you want to sell that Epic Amulet, put it on a Display table for the prestige, or give it to your favorite adventurer!
addedWe are still working on the UI elements for this update, but here is a quick preview of the Guild Management menu. Here you'll be able to assess your adventurers, their traits, and even select which new applicants you'd like to recruit.
changedQuest skill checks will be determined by a 'Tag' system, similar to the tags we currently have on items. For example, 'Dual Wielder' will allow you to equip two weapons on a character, thus improving their chances of fulfilling combat encounter skill checks. 'Breacher' will allow the adventurer to break down locked doors or even tear down obstacles that would otherwise end the quest prematurely resulting in less loot.
addedAs your Guild completes quests, it will rise from level 1 to level 20. We have designed this progression to be fluid and rewarding. Rather than force a grind, you should be seeing frequent levels and new unlocks such as slots for additional party members every few in-game days. You'll also unlock things such as the ability to send out more parties at once and much more.

Today we're sharing some of the first details regarding the Guild Hall Specialization! As we mentioned before, Specializations will allow you to change how your shop functions. We have many specializations planned, but the first one we decided to produce is the Guild Hall.

If you've watched anime shows like Goblin Slayer or Konosuba, then you are familiar with the concept of the Adventurer's Guild. Generally, this involves a Quest Board on the wall of the guild where adventurers can visit and choose which quest they would like to undertake.

That is precisely the Guild system we have planned for Loot Shop Simulator! We are introducing the first Specialization item, the Guild Quest Board.

Every day in-game, the quest board will be populated with a random number of quests. Quests will vary in difficulty (indicated by the stars at the top-right) as well as duration and party limit. Each quest will have specific "Quest Steps" which are effectively different Points of Interest throughout the party's journey. Quest steps will include things like, obstacles blocking a path, combat situations, shops for adventurers to have a break in the action, camp sites for the party to rest, and more.

Now, it's important to be clear, from the player's perspective, you only get to choose which characters go on these quests. This is an idle activity and quest results are simply reported on the mornings when the party arrives. If you've played Path of Exile's"Settlers of Kalguur" league, then you have a bit of an idea what we're aiming for with this system.

That's not to say that the system itself won't be rewarding! Each in-game morning you'll have something to look forward to as the parties you send out complete their quests. In fact, you'll be running your own Guild and recruiting these adventurers yourself! You will be able to gear up each of your adventurers with the loot you obtain in the base gameplay. So, you'll now have to determine if you want to sell that Epic Amulet, put it on a Display table for the prestige, or give it to your favorite adventurer!

We are still working on the UI elements for this update, but here is a quick preview of the Guild Management menu. Here you'll be able to assess your adventurers, their traits, and even select which new applicants you'd like to recruit.

Quest skill checks will be determined by a 'Tag' system, similar to the tags we currently have on items. For example, 'Dual Wielder' will allow you to equip two weapons on a character, thus improving their chances of fulfilling combat encounter skill checks. 'Breacher' will allow the adventurer to break down locked doors or even tear down obstacles that would otherwise end the quest prematurely resulting in less loot.

As your Guild completes quests, it will rise from level 1 to level 20. We have designed this progression to be fluid and rewarding. Rather than force a grind, you should be seeing frequent levels and new unlocks such as slots for additional party members every few in-game days. You'll also unlock things such as the ability to send out more parties at once and much more.

We have some more plans for this update, such as rival guilds who can compete against your guild for the same quests! However, since we're still in the design phase, we'll be sharing more details of those systems at a later time.

Given the depth of this update,

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Steam News / 11 August 2025

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