In this update7
Full notes
Full OPEN FOR BUSINESS: Game & Movie Store Simulator update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Store
- Balance
- Fixes
- UI and audio
- Events
OPEN FOR BUSINESS: Game & Movie Store Simulator changes
Almost one month in Early Access
May 19 will mark exactly one month since OPEN FOR BUSINESS was released on Steam.
Yes, technically, the full month has not passed yet. But I already want to stop for a moment and share what we have managed to achieve during this time.
And I specifically say “we”.
Because I am not developing this game alone.
Every review, every bug report, every idea, every discussion on Steam, Discord, or the forum directly affects the development of the game.
Thank you to everyone who bought the game. Thank you to everyone who plays. Thank you to everyone who writes reviews. Thank you to everyone who reports issues. Thank you to everyone who suggests ideas and helps make OPEN FOR BUSINESS better.
And a separate thank you to my wife.
She believes in me, plays my game, constantly finds bugs, and helps notice things that I sometimes miss during development.
Some of the fixes that appear in updates were found thanks to her, even if I do not always describe that separately in the patch notes.
This is my first released game. I am developing it alone. But it already feels like we are truly building it together.
Over this almost first month, the game has changed a lot.
It did not just receive a few small fixes. It became more comfortable, more stable, clearer, and deeper as a store management simulator.
Below is a big overview of where OPEN FOR BUSINESS has arrived after its first month in Early Access.
The first day after release — fast changes based on your feedback
Right after release, it became clear that some things needed to be changed quickly.
So, on the very first day, several important changes were made:
changed the pacing of the in-game day
now 1 in-game hour = 1 real minute
a full in-game day lasts 24 minutes
removed hunger, thirst, and energy systems
the game became fully focused on store management
improved XP gain
progression became more enjoyable and faster
first-person camera became the default
third-person view remained available
This was a very important moment.
OPEN FOR BUSINESS should be a game about the store, customers, products, shelves, cash registers, business growth, and atmosphere.
So everything that got in the way of that focus started to be removed or reworked step by step.
Improving the core gameplay loop
During the first month, I worked a lot on making the core gameplay loop feel better.
Now it is easier for the player to:
open the store
buy products
fill shelves
work with customers
accept payments
grow the store
track income and expenses
understand what is happening in the store
The economy, XP, object interaction, customer logic, and overall store management were improved.
End of Day system
One of the major updates was the End of Day system.
Now, at the end of each workday, the player gets detailed statistics:
income
expenses
profit
number of served customers
total number of visitors
number of products sold
number of customers who left without buying
Now the player can see the result of the day and better plan the store’s development.
Store closing and checkout logic
The store closing logic was also improved.
Now:
new customers no longer enter after the store is closed
customers who are already inside can finish shopping
remaining customers can be served at an open checkout
you can safely close the store for restocking or maintenance
manual checkout opening and closing was added through the monitor
Loyal Client no longer appears when the store is closed
Loyal Client spawn frequency was reduced based on player feedback
This made closing the store much more logical and convenient.
Cash register and payments
The cash register system received many fixes and improvements.
Several issues were fixed:
change can no longer be given before the cash register is opened
fixed change display when the customer pays the exact amount
fixed money display in the cash register
improved cash payment handling
added hotkeys for the cash register
later, the hotkeys were changed based on player feedback
And in the latest update, the ability to rebind some keys was added.
At the request of player Dankyolo, rebindable keys were added for:
opening the cash register during cash payment
giving change
And based on feedback from player Mokum, it is now possible to rebind the Business Manager key.
Now, if the Q key is inconvenient for you, you can replace it with TAB or any other key.
This is not the final version of the key rebinding system yet, and some parts will still be improved. But the first step has already been made.
Build Mode and object interaction
One of the major reworks affected Build Mode and object interaction.
Previously, to move or sell objects, you had to enter Build Mode.
Now it can be done faster:
Shift + LMB — move or edit an object
Shift + RMB — sell an object
This significantly sped up store management.
Large and intrusive hints were also reduced, the interface became cleaner, and the controls became more natural.
The K key shows the list of main key bindings, so new players can understand the controls more easily.
Tutorial and first-time player experience
A full tutorial was added to the game, available from the very beginning of a new game.
It helps players understand faster:
how to buy products
how to place shelves
how to work with the cash register
how to open the store
how to progress further
Later, the tutorial messages were reworked.
Now they appear in the bottom-left corner, do not block the main text, and do not interfere with gameplay.
It also became possible to hide the hints with Shift + Z.
Product cards and storage management
Product cards were fully reworked.
Now, in Buy Products and Manage Products, you can see:
how many products are on shelves
how many products are in storage
This made purchasing and restocking shelves much clearer.
Saves, loading, and Cloud Saves
During the first month, several serious save-related issues were fixed.
One of the most annoying problems was related to price saving.
Previously, prices could reset after loading a save.
Now prices save and load correctly.
Issues were also fixed with:
loading employees
loading opened parts of the store
saving ceiling lights
saving store sign images
extra customers after loading
notification spam after loading a save
Cloud Saves through Steam were also added.
Employees and bills
The employee system received a major rework.
Employees are now a full part of the store economy.
What changed:
reworked end-of-day billing system
if the player has 1 unpaid bill, employees refuse to work
salaries are now paid daily
salary depends on the employee’s level and the store size
the list of available employees refreshes every day
employees now have names
employees now have avatars
fixed employee issues after loading saves
fixed employee behavior when restocking shelves
employees throw away their own boxes
employees no longer touch the player’s boxes
Hiring employees now feels like a real part of store management.
Customers and their behavior
Customer logic was also gradually improved.
Several things were fixed and improved:
customers are now less likely to buy several identical products
fixed extra customers after loading
improved quest customer logic
increased the radius for accepting and completing quests
quest NPC now disappears faster after completing the task
improved quest customer spawn timing
customer text now appears correctly in all languages
added customer status icons
Status icons help players understand faster what is happening with a customer and why they are unhappy about something.
Localization
Localization was added to the game during the first month.
The game currently supports:
English
German
French
Russian
Simplified Chinese, Brazilian Portuguese, and Spanish were also added earlier, but they had to be temporarily disabled because of a technical issue with number formatting.
The problem was not just visual.
Prices, cents, and exact change are important in the game.
Different languages write decimal numbers differently: some use a dot, others use a comma. Because of this, issues could appear with price and change calculations.
For me, this is not a “small bug”.
If payment breaks, the core gameplay breaks.
So I decided to temporarily keep fewer languages, but make the game more stable.
I am not abandoning the disabled languages. If I find a stable solution, they will return.
Various interface translations were also fixed, and the Open/Closed sign is now correctly translated in all supported languages.
Interface and usability
The interface also changed a lot during the first month.
Several improvements were made:
money display was moved to the left side of the screen under the date and time
the interface became cleaner
unnecessary and oversized hints were removed
money and XP feedback was added near the cursor
quest windows can now be closed with RMB
Build Mode categories were fixed
product unlock notifications now work more correctly
tutorial messages were reworked
Discord button was added
The main goal of all these changes is to make the game clearer and more comfortable without unnecessary visual noise.
Economy and progression
The economy also received many changes.
Changes were made to:
product profit
rewards for throwing away empty boxes
Store XP gain
employee costs
prices of some decorations
unlock order of some objects
Buying build objects now gives Store XP.
Selling objects, on the other hand, reduces Store XP.
The average product margin was also increased so sales would feel more rewarding.
World, atmosphere, and visual improvements
I also worked on the atmosphere of the store and the environment.
During the first month, the following were improved:
night lighting
brightness of street lights near the store
lighting on product shelves
visibility of products without ceiling lights
map environment
some location design elements
decorative objects
additional visual elements
A new billboard system was also added.
Now products that the player owns a license for can appear on billboards in random rotation.
This is a small but important step toward making the game world feel more alive.
Sound and technical fixes
Various technical improvements were also made:
weather volume was reduced by around 30%
fixed a music bug
fixed lighting issues
fixed interface issues
fixed technical localization issues
fixed various small bugs
Not every fix looks big in the patch notes.
But it is exactly these details that gradually build a more stable game.
What is especially important
During this month, OPEN FOR BUSINESS became more than just “a game after release”.
It became a project that develops together with the players.
Many changes appeared directly because of your messages.
Someone wrote that the Q key was inconvenient — now Business Manager can be rebound.
Someone asked for key rebinding for the cash register — it has already been added.
Someone found a bug with employees after loading — it was fixed.
Someone reported issues with the interface, text, localization, cash register, customers, or saves — all of this is gradually being reviewed and fixed.
I read Steam. I read Discord. I read the forum. I look at reviews. I write down issues. I try to prioritize and fix the things that affect gameplay the most.
I cannot always reply to everyone right away.
But I really do read everything.
What’s next
OPEN FOR BUSINESS is still in Early Access.
That means there is still a lot of work ahead.
I will continue to:
fix bugs
improve stability
add new products
develop store management systems
improve employees
expand decorations and atmosphere
improve the interface
work on localization
add more content to the game universe
Right now, the main goal for me is not just to add new things for the sake of adding new things.
The main goal is to make the core game more enjoyable, stable, and interesting.
Thank you
Thank you to everyone who has been with the game during this first month.
Thank you to those who supported the release. Thank you to those who stayed after the first bugs. Thank you to those who write honest reviews. Thank you to those who help find problems. Thank you to those who suggest ideas.
OPEN FOR BUSINESS is a game about a store.
But for me, right now, it is also a story about how a small solo project is gradually growing thanks to the people who found it interesting.
Thank you.
This is only the beginning.
Source
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