This development phase was focused on core systems that will scale in the future. First, the interaction system was reworked to make adding new interactive objects much easier.
Full notes
Full Russian Village Business update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes3 additions1 change0 removals
UI and audio
Store
Performance
addedThis development phase was focused on core systems that will scale in the future. First, the interaction system was reworked to make adding new interactive objects much easier. Based on this, contextual on-screen tooltips were added, showing available actions and object information.
changedThe main feature of this update is the shop. It is now a fully functional gameplay system: NPCs spawn in the village, walk between points and visit the shop to place orders. The player opens the shop, accepts orders at the checkout, collects items from shelves, delivers them to the counter and completes the payment. The cash register automatically calculates item costs, while change is currently handled manually, allowing for mistakes.
addedA pricing system was introduced. Players can set their own prices based on purchase cost and market value. High markups reduce demand, so finding the right balance is important.
addedSeveral small but meaningful interactions were added, including shop lighting, a trash bin for empty boxes and expanded item tooltips. On the technical side, Zenject, UniTask and Addressables were tested. While not all of them are fully used yet, they form a foundation for future optimization and content management.
Russian Village Business changes
addedThis development phase was focused on core systems that will scale in the future. First, the interaction system was reworked to make adding new interactive objects much easier. Based on this, contextual on-screen tooltips were added, showing available actions and object information.
changedThe main feature of this update is the shop. It is now a fully functional gameplay system: NPCs spawn in the village, walk between points and visit the shop to place orders. The player opens the shop, accepts orders at the checkout, collects items from shelves, delivers them to the counter and completes the payment. The cash register automatically calculates item costs, while change is currently handled manually, allowing for mistakes.
addedA pricing system was introduced. Players can set their own prices based on purchase cost and market value. High markups reduce demand, so finding the right balance is important.
addedSeveral small but meaningful interactions were added, including shop lighting, a trash bin for empty boxes and expanded item tooltips. On the technical side, Zenject, UniTask and Addressables were tested. While not all of them are fully used yet, they form a foundation for future optimization and content management.
This development phase was focused on core systems that will scale in the future. First, the interaction system was reworked to make adding new interactive objects much easier. Based on this, contextual on-screen tooltips were added, showing available actions and object information.
The main feature of this update is the shop. It is now a fully functional gameplay system: NPCs spawn in the village, walk between points and visit the shop to place orders. The player opens the shop, accepts orders at the checkout, collects items from shelves, delivers them to the counter and completes the payment. The cash register automatically calculates item costs, while change is currently handled manually, allowing for mistakes.
A pricing system was introduced. Players can set their own prices based on purchase cost and market value. High markups reduce demand, so finding the right balance is important.
Several small but meaningful interactions were added, including shop lighting, a trash bin for empty boxes and expanded item tooltips. On the technical side, Zenject, UniTask and Addressables were tested. While not all of them are fully used yet, they form a foundation for future optimization and content management.