在澳大利亚内陆经营一家物品商店。出售剑、药水和鸸鹋蛋。探索15个地牢获取战利品。你的顾客们工作赚钱,然后在你的商店消费……前提是你能保证供货。

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即将开启抢先体验

此游戏的开发者打算发行仍在制作中的游戏,根据玩家反馈进行开发。

注意:处于抢先体验的游戏内容尚不完整且也许会发生变化。如果您不是特别想玩当前这个状态下的游戏,那么您应该等待一段时间来观察游戏的开发进度。了解更多

开发者的话:

为何要采用抢先体验这种模式?

“We need to figure out what direction to take the game, and which mechanics to implement.

Do people like running the shop itself, or is it too slow-paced? Do they prefer running dungeons, or are they too hard / not rewarding enough? Does everyone ignore the crafting system, because the profit margins are too low? Which parts of the game are resonating with people, so we can spend more of our energy on that?

There are plenty of unfinished or underbaked features. We plan to incorporate player feedback and ask the community for direction.

Things like the user interface, combat balance, and enemy behaviour are rough around the edges. It's the kind of thing we need to put in front of people and hear what's wrong specifically before we can improve it.”

这款游戏的抢先体验状态大约持续多久?

“We anticipate taking 6 to 18 months for a fully polished 1.0 release. We want to focus on the missing mechanics first, then flesh out more cosmetic stuff like monster visual variety.”

计划中的完整版本和抢先体验版本到底有多少不同?

“Compared to our ideal 1.0 release:

=Missing Mechanics=
- NPC Employees
- Farming
- Fishing
- Pet training (you can tame them now to simply follow you around; eventually we would like to allow you to give them commands and use them in combat)
- Ideas to be suggested by the early access playerbase!

=Missing Content=

The dungeons are missing a lot of content, as we were focused on getting the game mechanics in place for the alpha.

- Each of the 15 dungeons has at least one unique monster; most of them have a unique boss, a couple use a placeholder goblin boss.

- Each dungeon currently has a unique environment -- e.g. the Vampire Lair has spooky a red skyline and wooden walls, while the Goblin Cave has damp rock walls and floors. All the dungeons have unique loot lists: you find blood in the Vampire Lair, potions in the witch hut, etc.

- We have 5 of a planned 12 non-monster animals implemented.

- Various items. There are over 150 items, most of them having some kind of function to you, the player.

=Needs Balancing=

- The base prices of items. We need to hear testers' input about this. What feels fun? What feels like a slog? What's so good you can't avoid it, and so bad you never use it?

- Progression in general is kind of all over the place. We need to figure out how long players stay in the "every copper coin matters" stage, when they should feel like "I want an npc employee RIGHT NOW and I should be able to afford it", and so on. This is not something we can figure out on our own - every person is different, we can't balance it based on our own opinions.

- Combat. This is the roughest part of the game right now, for sure. Personally, I find it fun, but I need to know if other people do, and what needs changing.

- UI/UX/Control scheme - Some inputs feel very awkward, and we'd like feedback.

- Balanced things like enemy health, weapon damage, item base pricing, etc. based on player feedback.

- Attempt to make better visuals - particles, shaders, meshes, textures, lighting.

- Attempt to improve multiplayer netcode. It works great with low latency, but there's currently no rollback or clientside prediction, so high-latency games are untenable.

=Other=
- More clarity and insight into how NPCs work. There's actually a very cool, simulated mini-economy powering the game, but I've left that information too obfuscated to be useful or interesting to the player right now.”

抢先体验版本的现状如何?

“Playtesters say the fun is there! The core game loop works, but not every game mechanic is implemented. What's mostly missing is content and balancing. Currently the 2d sprites for item icons and the user interface are quick programmer-made sketches or outright placeholders.

Currently implemented:
- Stacking shelves, setting prices, selling items.
- Over 150 items to craft, gather, buy and sell.
- A tutorial for the basic controls and concepts.
- Buying wholesale from NPC vendors.
- Tracking shop statistics, customer desires, etc.
- Customers who intelligently buy items based on their job needs.
- 15 Dungeons (2 secret, 1 endgame). We plan to have at least a few unique enemies and a boss per dungeon; currently there is only 1 per dungeon, and most dungeons have a unique boss.
- Creatures. We have 5 (emu, camel, dingo, pig, cassowary), but would like to add more.
- Basic combat and simple monster AI (both need improvement)
- Basic crafting - a cooking table and an alchemy table.”

在抢先体验期间和结束之后,游戏价格会有所不同吗?

“We plan to raise the price after the end of early access, with the release of 1.0.”

在开发过程中,你们是如何计划让玩家社区参与进来的?

“- Ingame bug reporting / feedback sending to open bug tracker issues directly
- Opt-in analytics so we can see what people like and dislike
- Community polls to vote on development priorities. "For the next patch, should we focus on A. More monsters, B. Bugfixes, C. Multiplayer netcode improvements?", stuff like that.
- Join us on the Steam community forums or our discord to be a part of the development process
- Upon 1.0 release, all EA players will be credited in-game as "Beta Testers"”
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此游戏尚未在 Steam 上推出

计划发行日期: 2026 年 6 月

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关于此游戏

在《Item Shop Simulator》中,你在一个充满冒险者、工匠和劳动者的活力小镇经营一家物品商店!

经营你的商店

用武器、食物、药水和工具填满你的货架。平衡商品种类与货架空间,为每位顾客提供他们所需的物品。解锁更多商品,卖给人们他们最喜欢的东西。

探索地牢

穿过传送门进入15个地牢,每个都有独特的视觉效果和敌人。击败恶魔,掠夺宝藏,带回城镇出售(或自己使用!)。

活跃的经济

NPC们工作、赚取工资,并在你的商店消费。伐木工需要斧头;吟游诗人需要乐器和酒。每个人都需要食物和水。你满足他们需求的程度决定了他们的收入——也决定了他们能在你的商品上花多少钱。

物品的世界

超过100种物品——剑、药水、钓竿、魔法钟、美酒、鸸鹋蛋、魔杖、书籍!

你可以购买、掠夺、采集、冶炼、烹饪、制作,并最终出售种类繁多的物品,其中大部分对你这个玩家也有实际用途。

一块一块地建造

在网格上用墙壁、地板、窗户、装饰品和货架建造你的商店——甚至可以向上建造多层楼。智能寻路确保NPC们在你的货架和桌子之间自然地移动。

漫步内陆

在野生的澳大利亚环境中探索四个生物群落,有澳洲野犬、鸸鹋和桉树。抚摸野猪,被食火鸡攻击,骑着骆驼穿越沙漠寻找隐藏的地牢。

一起游玩

我们从第一天起就将在线合作纳入了这款游戏的设计——因为我们想一起玩!这是游戏完全整合的一部分,不是后来添加的,所有功能都经过严格测试,确保主机和客户端都能正常运行。

成人内容描述

开发者对内容描述如下:

- Fantasy violence. You hit goblins with a sword, and they disappear in a cloud of dust when they are "defeated". The term "defeat" is used rather than "kill", etc.; When you "defeat" an animal, it disappears in a puff of smoke and drops big cartoony hunks of meat.

- Supernatural / occult themes: you can find and sell small vials of blood, bones, eye of newt etc.

- NPCs are implied to consume the alcohol you sell them, offscreen. You can consume alcohol, onscreen. It acts like water; it restores your mana and stamina, but otherwise has no effect. Nobody is depicted as intoxicated, player or NPC.

系统需求

Windows
SteamOS + Linux
    最低配置:
    • 需要 64 位处理器和操作系统
    • 操作系统: 10
    • 显卡: 4 GB VRAM
    • 存储空间: 需要 1 GB 可用空间
    推荐配置:
    • 需要 64 位处理器和操作系统
    • 内存: 8 GB RAM
    • 存储空间: 需要 2 GB 可用空间
    最低配置:
    • 显卡: 4 GB VRAM
    • 存储空间: 需要 1 GB 可用空间
    推荐配置:
    • 内存: 8 GB RAM
    • 存储空间: 需要 2 GB 可用空间
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