In this update6
Full notes
Full Megastore Simulator update
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What changed
- Store
- Gameplay
- Balance
- Fixes
- Compatibility
- UI and audio
Megastore Simulator changes
π§ Realistic Customer Decision System
Customers now shop with limited budgets.
There are 3 hidden customer tiers, each with different purchasing power. Customers will:
Evaluate prices
Add products to their basket based on affordability
Stop shopping once their budget is reached
This prevents unrealistic behavior such as:
Buying three phones at once
Purchasing five laptops in a single visit
Stacking multiple high-ticket electronics unrealistically
Customers now behave in a more economically rational way. The system is built around real retail principles:
Budget constraints
Tiered purchasing power
Department-based price elasticity
Store variety influences customer quality
As your product variety increases, higher-budget customers begin to appear β similar to how larger real-world stores attract stronger purchasing segments.
The goal is to simulate real-life retail dynamics more accurately while keeping gameplay balanced and strategic.
π Department-Based Price Elasticity
Each department now reacts differently to price changes.
Some categories are more price-sensitive, others are more tolerant. Overpricing and underpricing will no longer produce the same effect across all departments.
Pricing is now a strategic management tool rather than a simple global multiplier.
π» New Price Adjustment Window
You can now adjust product prices directly from the computer via the new price management window.
For all unlocked products:
Prices can be modified
Their effects can be observed
Strategic pricing decisions are easier to manage
π Early Game Balance Adjustments
Starter departments (their initial licenses) have received market price adjustments.
Early game progression is now approximately 15β20% easier overall to improve accessibility and pacing for most players.
Further economic balancing may continue as needed. Market prices are adjustable variables, and additional tweaks may happen based on feedback and data.
π Bug Fix
Fixed a rare issue where the loading screen would not close properly.
π Next Update
I know many of you are waiting for proper controller support.
While the game is technically playable with a controller right now, the UI is not fully reactive and still requires occasional mouse interaction. My goal for the next update is to make the entire experience fully controller-friendly β meaning no mouse input should be necessary.
The next update will focus on:
General bug fixes
Full controller support implementation
As a solo developer, your feedback and patience mean a lot. Thank you for continuing to test, report issues, and support the project.
See you soon with proper controller support.
Source
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