Winkeltje is a game about building, decorating and running a small shop in the days of old. You will deal with the day-to-day business as the owner of your very own store.
All Reviews:
Very Positive (140) - 95% of the 140 user reviews for this game are positive.
Release Date:
Feb 19, 2019

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access will allow players to give feedback and influence the development as we move towards a full release. We have built a solid foundation of Winkeltje that is fun to play as is but we realise that it needs more love and attention to make it a shop keeping game that is unique and truly stands out. With this in mind we have our development pipeline set up to release updates and fixes on a regular basis while we work on more content and features.”

Approximately how long will this game be in Early Access?

“We aim to have Winkeltje in Early Access for about a year or longer for as long as the resources to develop allow us.”

How is the full version planned to differ from the Early Access version?

“The full version will have more content and features. We intend to add more objectives, furniture, items, decorations, walls, floors, events, and probably more.

We already support community translations but we intend to translate if there is a significant enough demand to the most popular languages in the full release.”

What is the current state of the Early Access version?

“Winkeltje is already fully playable with dozens of furniture, items, structural assets, customers, events, seasons and three supported languages (Dutch, French, and Russian). Players part of the closed-alpha have reported enjoying the game for over 10 hours.”

Will the game be priced differently during and after Early Access?

“As the game grows in content, features, and entertainment value we may increase the price of the game.”

How are you planning on involving the Community in your development process?

“We have an active Discord community where people provide feedback and suggestions. We have three branches in which we develop the game (default, testing, unstable) where players can try upcoming features or help with community translations.”
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Recent updates View all (8)

March 4

Update 2893: Smart Shop Specialization, Improved Crafting UI, Rebalancing and Bug Fixes

Hey Shopkeepers,
A new week begins, and with it comes patch 2891! Check out the details below to see how the game will change once you download the patch.

For this patch we've mainly worked on fixing as many of the bugs that everyone reported (please keep reporting them, so we can fix them as soon as possible!). While your save files should still work with this patch, some of the events (mainly seasonal) may behave strangely until the event is completed and a new one has started.

  • Customers now generate their wishlist based on categories (e.g. "Food" or "Tools") that you've historically sold. This should allow players to specialise into a certain shop if they want to, while also allowing them to play as a generic sell-it-all store.
  • Crafting can now use multiple types of resources. The crafting UI has been modified to allow for this change.
  • Farming Rebalance; vegetable unlock levels change. Sell, trade, delivery price changed. Most vegetables now give 2 instead of one when harvesting.

  • Farming Rebalance; vegetable unlock levels change. Sell, trade, delivery price changed. Most vegetables now give 2 instead of one when harvesting.
  • Increased storage capacity of pallets by 50%.
  • Changed level and appeal progression to work with more consistent formulas.
  • Rebalanced appeal. Earlier levels should be easier now, later levels harder.
  • Rebalanced level progression to be more consistent overall.
  • Carpet Rebalance: Cheaper with appeal to match.
  • Dress and Clogs crafting materials changed.

  • Customer UI (name, happiness, item request) is now an overlay. This should prevent it from hiding behind furniture.
  • Long Carpet has a slightly smaller collider so that it's possible to align them into a longer carpet.
  • When selling a planter with a seed in it, the seed is returned to the player inventory.
  • Customer happiness limit has increased from 10 to 15. Due to this change customers will also have more money available at max happiness.
  • If customers buy something without having waited, they will gain double happiness.
  • Customers now generate their wishlist based on the historical (5 day) of your shop.
  • Removed the mention of 'Inventory' from the shop builder confirmation if furniture got in the way (the furniture gets sold, which confused a lot of players).
  • Reworked crafting radial menu to allow for more than 1 type of resource cost and give insight in chance of a lucky craft.
  • Added new floor type ‘smooth stones’.
  • Passing day 100 should now show the year count. Note that this will not work correctly with old save files that have passed year 1 already.
  • Increased the resolution on the round, square, and radial UI graphics

Bug Fixes
  • Storage count would not be correctly updated when a storage shop object would be removed through the shop builder.
  • Customers should now stop walking outside the shop.
  • Watering animation would not show up correctly while playing.
  • Returning to the Main Menu from a shop should now reset the seasonal appearance.
  • Crafting duration should now use unscaled time. This caused the crafting to get stuck sometimes.
  • Interaction with displays wasn't working when playing with controller and loading into a shop with Quick Restock enabled.
  • Furniture would sometimes incorrectly be marked as invalid.
  • Doors were interfering with the navmesh.
  • Customer happiness should no longer be stuck in its animation.
  • Highlighting invalid furniture should no longer appear as if you can interact with it.
  • Game should now longer freeze at some point when the shop is open.
  • Item slot bubbles on invalid furniture should no longer float all over the place.
  • CountObjective & CountResetObjective (Rotten Apples, Thank Me Trader, Craft Lottery) would not correctly update its UI when loading the game.
  • Fixed multiple issues for seasonal events not triggering correctly.
  • Furniture would sometimes not be marked as invalid when accepting the shop editor.
  • Access Points are now correctly green & red again when placing furniture.

  • Optimized save loading by removing redundant checks.
  • Multiple performance increases when editing the shop.
  • Optimized NavMesh generation
10 comments Read more

February 25

Update 2816

Hey Shopkeepers,

Another day, another patch. Your game should be patching up to version 2816 soon! For this one we focussed on bug fixing, so your games should be a lot more stable now. Thank you all for playing the game and communicating your issues. Be assured that we read all of your many, many suggestions and are loving a lot of them!

Patch Notes:

  • Farming now has particles, cursor graphics, and sound effects to make the experience better.
  • Rotating furniture using the keyboard ("<" & ">") now also works with rotation snapping.
  • Q & E keys now also rotate the camera.
  • Many bug fixes! (see below for details)

  • Farming now has particles, cursor graphics, and sound effects to make the experience better.
  • Rotating furniture using the keyboard ("<" & ">") now also works with rotation snapping.
  • Q & E keys now also rotate the camera.
  • When at perfect crafting quality you will no longer see experience progression or have a chance for a better result.

Bug Fixes
  • German 'in development' disclaimer in the settings window of the main menu was blocking the back button because it lacked line breaks.
  • Objective triggers for the "Sell 100 resources" had a typo and would not correctly update.
  • Plants would always wither 1 day after reaching the "harvestable" state instead of adhering by the values in the data sheet.
  • When the shop builder would remove a pallet, it would cause a critical error.
  • Carpets should no longer be sold when making a change to the shop layout (unless they actually intersect with a wall!)
  • CountObjective would not check for its progress when the game loads a save file.
  • StorageObjective was missing 2 update triggers.
  • Crafting time will now correctly use the time from the data sheet.
  • Night Time crafting is faster.
  • Customers should now stop ignoring higher quality items when it's just outside their budget range.
  • Maximum shop level will now show correctly as level 25 instead of a full bar of level 24
  • Season appearance value did not loop beyond day 100
  • Updated objectives should now use the new data when loading a save game.
  • The amount of money shown after picking up a lot of coins should now be correct.
5 comments Read more
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“Nov 2018 - The current Alpha build of Winkeltje features around two hours of gameplay and really impresses with its intuitive UI and fast paced shop management gameplay.”
Alpha Beta Gamer

About This Game

Winkeltje is a game about building, decorating and running a small shop in the days of old. You will deal with the day-to-day business as the shop owner while you unlock new things that will help you run a lucrative enterprise.

As the shopkeeper of your very own shop you are in charge of buying, selling, and making a profit. Items can be bought from passing traders or delivered at a fee. Items can be placed on displays in order to sell them to customers. When you are ready, you can open your shop to start the day and let customers in. Customers will buy what you have on display if it matches what they are looking for. If you don't provide what a customer wants in time, they will be sad and leave. A day of shopkeeping can be stressful but rewarding!

Bring out your interior designer by freely placing and rotating all furniture or use snapping if inaccuracy drives you nuts. Furniture comes in a variety of categories. There are displays which let you display items to sell in your shop. Decorations will make your shop more appealing and increase the amount of customers that come to your shop. You can increase the item stock capacity by placing storage type furniture. With crafting type furniture you can produce items to sell in your shop.

When you have amassed enough money you can decide to expand your shop. The shop building is tile based where you decide what floor to place and what walls surround each tile. Walls can also be windows, archways, or doors. Expanding will also make your shop more appealing to customers as each piece makes your shop more appealing. With each wall type has a matching entrance to really tie the place together.

Crafting lets you create items that you can sell in your shop. Crafting requires resources but lets you gain experience so that you can create higher quality items than what you can get from traders. Currently you can craft tools and weapons at the forge and clothing at the tailoring station. As the game develops, more crafting options will become available.

In Winkeltje you can buy seeds from traders, plant seeds in planters, water plants, and harvest crops. Crops are items that you can sell in your shop. If crops aren't cared for they can wither and die.

As time goes by you will encounter events and seasons. Events and seasons can affect the supply and demand for certain items. It can be profitable to stock up on certain items so that you can sell them for more profit when the time is right.

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7 (64 bit)
    • Processor: i3 7100
    • Memory: 4 GB RAM
    • Graphics: GeForce 750
    • DirectX: Version 11
    • Storage: 256 MB available space
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64 bit)
    • Processor: i5
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 770
    • DirectX: Version 11
    • Storage: 512 MB available space

What Curators Say

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