We have an important update to share with you all. Shoppe Keep 2 will now launch on 3rd May 2018 at 9AM PDT/5PM BST.
Unfortunately, we will not be releasing the game later today as planned. We’ve encountered an issue with multiplayer that needs to be fixed before release. While we have been extensively testing Shoppe Keep 2 for months, both internally and externally, this managed to slip through the cracks.
We are very sorry that this has happened. As a developer, you get one shot to launch your game. There is an unprecedented amount of games being released every day on Steam and we want to launch with the best version possible of Shoppe Keep 2.
There are many games with an online focus that launch nowadays with major issues and game-breaking bugs. Rather than to launch something and then fix it, we prefer to fix things and then launch them.
We understand that there are many of you who have been following us for weeks or even months and this is of course disappointing. We are truly sorry that we have had to delay the game, and we are as disappointed as you are. Please know that Shoppe Keep 2’s Early Access launch will be much smoother thanks to this short delay.
Of course, as mentioned previously, there will also be special discount vouchers dropping into the Steam inboxes for owners of the original Shoppe Keep, and Craft Keep VR. In addition, we will be adding a special in-game item for if you own the original Shoppe Keep and/or Craft Keep VR as a loyalty reward.
Thank you very much for your patience and understanding. Once again, we apologise profusely for the delay. We look forward to opening Shoppe and welcoming you all into Customerania next week, on 3rd May.
We are just six days away from Shoppe Keep 2's Early Access release. To tide you over until 26th April, we have released the launch trailer. There are a few features highlighted in the trailer that you may not have seen previously!
It's tough to show everything off in 90 seconds, but we did our very best. Watch the trailer below:
Additionally, we wanted to share details on the MAC and Linux versions of Shoppe Keep 2. While this is something we were planning to have at launch, we feel that we would be best to focus our time in making sure the PC version works as best as it can.
However, within the next months we may begin testing these OS' and will need some assistance. if you are a PC owner with a MAC/Linux OS, it might be that we will begin testing on those formats with a small group to make sure we release the best version for each format. If you have multiple Operating Systems, contact us at support@excalibur-publishing.com and we may invite you into a private MAC/Linux Branch to test the compatibility.
We also wanted to share some details on the discount for owners of Shoppe Keep 1. Those who purchased Shoppe Keep 1 and have it in their library will receive a coupon on the launch date of Shoppe Keep 2. Look out for it in your Steam Inventory!
Not long to wait now! Remember to add the game to your Steam wishlist to be kept up to date with the development. We'll see you all in Customerania on 26th April!
Shoppe Keep 2 devlog is back, 1.5 months of "silence" if you arent a tester on Steam. Showing off an overhauled Architecture, a huge changelog that is too big to fit into a devlog, UI Upgrades for NPC Interactions and more!
New Architecture
One of the biggest pushes in SK 2 that differs from SK 1 is that we increased our art team, and it shows, oh boy it shows. During prototyping stages we required some buildings for the village/harbour/random stops and of course the town. Given that the town will and does grow, it must represent that visually, so our buildings evolve, get better, bigger. From the images you can tell that we have sorta poor low level straw/wood buildings at first, then they evolve into more fancier ones, and this wont be the end, we want to add at least 1 more level in the future, maybe more! Not only did we change the main architectural look of the buildings, we dedicated time into making as many variations as possible. You will find some similar buildings, But not in the same occurrence as you did in the earliest versions. Crafter buildings are getting the same treatment as well, and after they are done we will be remodelling the Management house and of course - the shop itself.
New NPC Interaction
NPC's were great and all, they have their uses, but the UI Lacked something. Now when interacting with an NPC your camera will pan near their faces, they will TRY to lip sync their greeting text (Still need to voice the lot) and have a full screen UI for you to play with. The information part shown in the image above lets you pick some topics that they can tell you about, and or actions! For example this Unique NPC That will randomly come into the Inn once you have purchased in, will sell you the possibility to once again own and control Helper Bots!
Before this NPC's did notreally tell you what you were buying, just the icon and a name, but did you need more? We think you did. Now information pops out once you click on an item.
The quest UI for an NPC was the most dreadful we had yet, and we are very happy that this now changes! With a similar pop out on click you can read up on the quest, what it's rewards are and of course accept it!
More Map Icons
For some slice of life especially for the players that will be out there hunting, we added map icons for all spawners, so now you know where to go in order to get some Wolf, Goat, Crab or Spider loot!
Crabs!
Crabs, yes crabbies. These lil fellas are our second neutral creature. They will not attack unless provoked, and beware - they have a bit more armour than the other creatures, so they will be harder to take down. In order for the player to see a use in hunting these creatures, we have created a bunch of items that are crafted from the loot you gain. At the moment you require a special craft book to make these items, and we are yet to figure out the best way or place to grant players them, but they are in the game and looking fine!
Cave (Work In Progress)
Since the very first prototype of the terrain we wondered how with the current technology can we carve into the mountains or go underground, finally we found the solution, and this is just a Work In Progress entrance into the mountain, what such entrances will contain is up for debate, but we already have plans for one of the other 2 zones we have left that will feature such entrances that will hopefully make your town and your shop more profitable!
Ragdolls!
So yeh.....SK1 had them, SK2 prototyping phases did not. It would just not feel correct without being able to fling out a dead customer who maybe might have said that this item was too overpriced.
World Economy
Back in SK1 we enabled gathering of information what items were sold, and we saw millions of items selling worldwide by our players, and some were not so happy about it, so we turned it off. Now we offer a toggle in the options menu Once on - we will only be receiving what item was sold during the day in a palyers play trough (Or multiplayer match), no other info is being gathered. This is in order to start manipulating customer wants and margins on a world scale. If players worldwide will start selling a particular item more than some other items, the demand will change, and it will influence how much customers are willing to pay for them, as well as letting us create unique world events, by playing the market. This unlocks a lot of community possibilities, and we will work closely with the community to make this feature as useful and fun as possible.
Twitch
No images for this, but We made it so anyone that has a Twitch channel can input their info into the game and once someone types into the Twitch chat while the streamer is playing SK2, their name will be added to the customer name list, and the Streamer will start seeing their viewers appear as customers in game
Much Much More
The reason why devlogs seemingly halted is because during the past few months we opened up our game to Testers that were giving us invaluable information and feedback, we were deep into polishing up the game, offering quality of life changes and just trying to make sure its enjoyable, fun to play, and has no game breaking bugs. Other reason is we are getting ready for EGX Rezzed 2018 in London next month, so if you are up for a meet, come visit us there! We will be offering a taste of SK2 multiplayer there. But just in case some might think we are slacking off, here is a changelog that we were pushing to our Testers almost every other day. Some might not make sense, some might, but still, we are happy with the progress being made, and we arent stopping.
As always - Stay tuned!
ChangeLogs:
-5 new hair styles (Untextured) -3 new beard styles -Enemies have their own footstep sounds -Enemies have ambience sounds -Crab new sounds -New Health display for customers/mobs -Updated character select/edit/delete buttons and visuals -Keybindings in options display icon for the set button -Save and go back button visual update for better visibility -Equiped ring trinkets appear on the first person right hand index finger -Customers stop interacting with the player down from 5 units to 2 units distance -Steam Inventory, Receive a Cosmetic Chest or Cosmetic Key, both are redeemed when customising the player(NO REAL MONEY IS NEEDED, just playtime) -Customers ragdoll -Timed deliveries 5 Seconds with countdown visual on the lower end of player UI in the top left -Updated Steam 500 mun inventory redeem at the accountant -Can set keybindings back to default in the control section -In depth Graphical settings -Level 2 Equipment at level 2 town -Mouse smoothing improvements -Unity launcher hidden by default, use Shift when launching to open it up. -Hidden healing visual when loading up game -Text while loading should be seen more clearly -Hit your character in customisation by clicking on his chest -More work done on mouse smoothing -Item visuals in the description rotate slower -Left alt replaced with G for opening up Emotes and Chat choice -Confirmation dialog pops up when unlocking skills/upgrades -New tip pops up when selling a first item for a player, tells where to withdraw the money. -Ability to look all the way up or down -Jumping stamina drain reduced from 20 to 5 -Furniture Z button fixed after loading up a game after closing the last one -Modified Tax Treshold calculation -LOD Dithering -Window mode toggle properly shows on/off -Resolution shows last selected res -Invert mouse toggle added -More folliage -Performance upgrades -Reduced sprint FOV -Thieves wont steal if a player is near them -Default crest hidden if a world save is present -Static purchasable items from dispensers show information about the item. -Modified customer/projectile collision -Splash screen upgrade -On death a chance to loose a random equipped item - thread lightly! -Customers will randomly throw trash (10% chance) in the shop requiring cleanup -Each trash object reduces Shop interest for customers by 5% -Fixed master volume reducing each time you load the game -Customers wont buy items from a furniture piece that is below 30% of durability, and will kick it because they hate it -Inspect Right hand held weapon with Middle Mouse Button -Name tags scale down the closer the player is -Camera pans and rotates to face the NPC which is being interacted with -BASIC lipsyncing for interactable npc's -Fangs agro drop distance lowered -Fixed enemy death - Sound changes caused this. -Reduced weapon swing stamina cost from 15 to 5 -Customers dont walk on you anymore -Option to opt into the World Economy (At the moment, it will track sold item sales as well as let us manipulate item margin multipliers) Will introduce global events when we agree on a good direction ith this, for the time being it is a nice way to track what users are selling. -Returned shadows to the world! -Fixed crosshair animation -Plants grow far slower now -NPC Faces appear on UI(Needs more work) -Fixed World Economy second launch bug -Modified you sure panel text -MMO name explanation added -Smaller character Button -Bigger required character text -English language should auto refresh with new values -Mouse Smooth renamed to Mouse Smoothing -Character name when deleting him wont appear in brackets -Added a None scar to customisation -Camera defaults itself if turned off by other means from npc talk -Centered Accountant UI -Left Control does not auto aim you up/down -Modified wind grass bending -DENIED CUSTOMERS TO WALK ON YOU -Character notifies himself when blacksmith/cook/alchemy is unlocked/upgraded -Maximum of 12 crafting actions can happen at once for any given craftable type. -Crafting more than 1 of the same item at once instead of two separate items will craft each at 80% of their required time. -Camera should default itself in any situation after talking to an NPC, notify me if it does not. -Cave prototyping started -New Early Access watermark -New sliding canvas faders functional -New Level 1 architecture -Started creating new NPC Interaction UI -Start Goal went from 50 to 100 -Made broom/hammer autoequipped on start -New quest after buying a pedestal to place them at shop -Water daily quest unlocks after completing the chest order quest -Cook unlock quest opens up after tax quest is complete -New questchain to get players up to speed -Level 2 town architecture added -Scytche became a medium sized item (Can be placed on tables now) -Blacksmith wood quest reduced from 20 to 9, to make it less a hassle -Father Eduard receives a new dialog talking about etherals and their worship site, mentioning that the last time they were saw is when the town flew red flags. (A hint that once the town is level2, something may be found at their worship site) -Furniture vendor received a dialog that explains his stock will increase as the town gets upgraded. -Town management values should show exact values -Furniture vendor received armor stand as another new buildable at level 2 -Blacksmith at level 2 now offers a hat rack. -New small wolf spawner added near old fang spawn -New crab spawner added to a small pond near town -Wolfs will spawn without Fang being killed -Creature spawners shown off on world map -World map icons maximum size reduced -Cook level 2 architecture update -Attack stamina drain increased from 5 to 10 -2 new skills added to combat tree (Reduces stamina drain on attack) -Updated quest giving and quest information display in NPC UI -NPC facing issue fixed -Modified scrollbar ui -Alchemy level 2 architecture upgrade -Blacksmith level 2 architecture upgrade -Small emote when selecting char -New view outside window on the main menu -Order delivery time incresed from 5 seconds to 20 -3 new Business branch skills dealing with delivery time -Few new skin customisations added -Updated npc ui buying -Steam Lobby UI received a refresh button -Steam Lobby UI receives a dropdown to pick public/private lobby (Private lobby does not show up in the -browser, but can be joined by "Join game" via Steam, or the lobby creator can invite players via Steam) -Windowed mode toggle shows On/Off correctly -Blacksmith Level 1 architecture upgrade -Cooking Level 1 architecture upgrade -No longer able to get locked Steam Inventory hair from randomisation -Name plates on NPC/Players will turn off at distance -Fixed client disconnect destroying host -Enemy spawners cant be used for fast travel -Quest bars should spawn closed in NPC UI -Items that cant be sold will grind up to 0 mun's -Character name limited to 16 characters -Water delivery visual/audio feedback on delivery -Audio feedback on resource hit (Sounds WIP) -Quest button should not be interactable if NPC doesn't have quests to offer -Smoother light movement Client Side -Item drop client sync increased -Crafting item input reset to 1 when opened -Mouse drag wont affect scroll list in the Inventory -Iron Set Vitality increased
Shoppe Keep 2 devlog is back, 1.5 months of "silence" if you arent a tester on Steam. Showing off an overhauled Architecture, a huge changelog that is too big to fit into a devlog, UI Upgrades for NPC Interactions and more!
New Architecture
One of the biggest pushes in SK 2 that differs from SK 1 is that we increased our art team, and it shows, oh boy it shows. During prototyping stages we required some buildings for the village/harbour/random stops and of course the town. Given that the town will and does grow, it must represent that visually, so our buildings evolve, get better, bigger. From the images you can tell that we have sorta poor low level straw/wood buildings at first, then they evolve into more fancier ones, and this wont be the end, we want to add at least 1 more level in the future, maybe more! Not only did we change the main architectural look of the buildings, we dedicated time into making as many variations as possible. You will find some similar buildings, But not in the same occurrence as you did in the earliest versions. Crafter buildings are getting the same treatment as well, and after they are done we will be remodelling the Management house and of course - the shop itself.
New NPC Interaction
NPC's were great and all, they have their uses, but the UI Lacked something. Now when interacting with an NPC your camera will pan near their faces, they will TRY to lip sync their greeting text (Still need to voice the lot) and have a full screen UI for you to play with. The information part shown in the image above lets you pick some topics that they can tell you about, and or actions! For example this Unique NPC That will randomly come into the Inn once you have purchased in, will sell you the possibility to once again own and control Helper Bots!
Before this NPC's did notreally tell you what you were buying, just the icon and a name, but did you need more? We think you did. Now information pops out once you click on an item.
The quest UI for an NPC was the most dreadful we had yet, and we are very happy that this now changes! With a similar pop out on click you can read up on the quest, what it's rewards are and of course accept it!
More Map Icons
For some slice of life especially for the players that will be out there hunting, we added map icons for all spawners, so now you know where to go in order to get some Wolf, Goat, Crab or Spider loot!
Crabs!
Crabs, yes crabbies. These lil fellas are our second neutral creature. They will not attack unless provoked, and beware - they have a bit more armour than the other creatures, so they will be harder to take down. In order for the player to see a use in hunting these creatures, we have created a bunch of items that are crafted from the loot you gain. At the moment you require a special craft book to make these items, and we are yet to figure out the best way or place to grant players them, but they are in the game and looking fine!
Cave (Work In Progress)
Since the very first prototype of the terrain we wondered how with the current technology can we carve into the mountains or go underground, finally we found the solution, and this is just a Work In Progress entrance into the mountain, what such entrances will contain is up for debate, but we already have plans for one of the other 2 zones we have left that will feature such entrances that will hopefully make your town and your shop more profitable!
Ragdolls!
So yeh.....SK1 had them, SK2 prototyping phases did not. It would just not feel correct without being able to fling out a dead customer who maybe might have said that this item was too overpriced.
World Economy
Back in SK1 we enabled gathering of information what items were sold, and we saw millions of items selling worldwide by our players, and some were not so happy about it, so we turned it off. Now we offer a toggle in the options menu Once on - we will only be receiving what item was sold during the day in a palyers play trough (Or multiplayer match), no other info is being gathered. This is in order to start manipulating customer wants and margins on a world scale. If players worldwide will start selling a particular item more than some other items, the demand will change, and it will influence how much customers are willing to pay for them, as well as letting us create unique world events, by playing the market. This unlocks a lot of community possibilities, and we will work closely with the community to make this feature as useful and fun as possible.
Twitch
No images for this, but We made it so anyone that has a Twitch channel can input their info into the game and once someone types into the Twitch chat while the streamer is playing SK2, their name will be added to the customer name list, and the Streamer will start seeing their viewers appear as customers in game
Much Much More
The reason why devlogs seemingly halted is because during the past few months we opened up our game to Testers that were giving us invaluable information and feedback, we were deep into polishing up the game, offering quality of life changes and just trying to make sure its enjoyable, fun to play, and has no game breaking bugs. Other reason is we are getting ready for EGX Rezzed 2018 in London next month, so if you are up for a meet, come visit us there! We will be offering a taste of SK2 multiplayer there. But just in case some might think we are slacking off, here is a changelog that we were pushing to our Testers almost every other day. Some might not make sense, some might, but still, we are happy with the progress being made, and we arent stopping.
As always - Stay tuned!
ChangeLogs:
-5 new hair styles (Untextured) -3 new beard styles -Enemies have their own footstep sounds -Enemies have ambience sounds -Crab new sounds -New Health display for customers/mobs -Updated character select/edit/delete buttons and visuals -Keybindings in options display icon for the set button -Save and go back button visual update for better visibility -Equiped ring trinkets appear on the first person right hand index finger -Customers stop interacting with the player down from 5 units to 2 units distance -Steam Inventory, Receive a Cosmetic Chest or Cosmetic Key, both are redeemed when customising the player(NO REAL MONEY IS NEEDED, just playtime) -Customers ragdoll -Timed deliveries 5 Seconds with countdown visual on the lower end of player UI in the top left -Updated Steam 500 mun inventory redeem at the accountant -Can set keybindings back to default in the control section -In depth Graphical settings -Level 2 Equipment at level 2 town -Mouse smoothing improvements -Unity launcher hidden by default, use Shift when launching to open it up. -Hidden healing visual when loading up game -Text while loading should be seen more clearly -Hit your character in customisation by clicking on his chest -More work done on mouse smoothing -Item visuals in the description rotate slower -Left alt replaced with G for opening up Emotes and Chat choice -Confirmation dialog pops up when unlocking skills/upgrades -New tip pops up when selling a first item for a player, tells where to withdraw the money. -Ability to look all the way up or down -Jumping stamina drain reduced from 20 to 5 -Furniture Z button fixed after loading up a game after closing the last one -Modified Tax Treshold calculation -LOD Dithering -Window mode toggle properly shows on/off -Resolution shows last selected res -Invert mouse toggle added -More folliage -Performance upgrades -Reduced sprint FOV -Thieves wont steal if a player is near them -Default crest hidden if a world save is present -Static purchasable items from dispensers show information about the item. -Modified customer/projectile collision -Splash screen upgrade -On death a chance to loose a random equipped item - thread lightly! -Customers will randomly throw trash (10% chance) in the shop requiring cleanup -Each trash object reduces Shop interest for customers by 5% -Fixed master volume reducing each time you load the game -Customers wont buy items from a furniture piece that is below 30% of durability, and will kick it because they hate it -Inspect Right hand held weapon with Middle Mouse Button -Name tags scale down the closer the player is -Camera pans and rotates to face the NPC which is being interacted with -BASIC lipsyncing for interactable npc's -Fangs agro drop distance lowered -Fixed enemy death - Sound changes caused this. -Reduced weapon swing stamina cost from 15 to 5 -Customers dont walk on you anymore -Option to opt into the World Economy (At the moment, it will track sold item sales as well as let us manipulate item margin multipliers) Will introduce global events when we agree on a good direction ith this, for the time being it is a nice way to track what users are selling. -Returned shadows to the world! -Fixed crosshair animation -Plants grow far slower now -NPC Faces appear on UI(Needs more work) -Fixed World Economy second launch bug -Modified you sure panel text -MMO name explanation added -Smaller character Button -Bigger required character text -English language should auto refresh with new values -Mouse Smooth renamed to Mouse Smoothing -Character name when deleting him wont appear in brackets -Added a None scar to customisation -Camera defaults itself if turned off by other means from npc talk -Centered Accountant UI -Left Control does not auto aim you up/down -Modified wind grass bending -DENIED CUSTOMERS TO WALK ON YOU -Character notifies himself when blacksmith/cook/alchemy is unlocked/upgraded -Maximum of 12 crafting actions can happen at once for any given craftable type. -Crafting more than 1 of the same item at once instead of two separate items will craft each at 80% of their required time. -Camera should default itself in any situation after talking to an NPC, notify me if it does not. -Cave prototyping started -New Early Access watermark -New sliding canvas faders functional -New Level 1 architecture -Started creating new NPC Interaction UI -Start Goal went from 50 to 100 -Made broom/hammer autoequipped on start -New quest after buying a pedestal to place them at shop -Water daily quest unlocks after completing the chest order quest -Cook unlock quest opens up after tax quest is complete -New questchain to get players up to speed -Level 2 town architecture added -Scytche became a medium sized item (Can be placed on tables now) -Blacksmith wood quest reduced from 20 to 9, to make it less a hassle -Father Eduard receives a new dialog talking about etherals and their worship site, mentioning that the last time they were saw is when the town flew red flags. (A hint that once the town is level2, something may be found at their worship site) -Furniture vendor received a dialog that explains his stock will increase as the town gets upgraded. -Town management values should show exact values -Furniture vendor received armor stand as another new buildable at level 2 -Blacksmith at level 2 now offers a hat rack. -New small wolf spawner added near old fang spawn -New crab spawner added to a small pond near town -Wolfs will spawn without Fang being killed -Creature spawners shown off on world map -World map icons maximum size reduced -Cook level 2 architecture update -Attack stamina drain increased from 5 to 10 -2 new skills added to combat tree (Reduces stamina drain on attack) -Updated quest giving and quest information display in NPC UI -NPC facing issue fixed -Modified scrollbar ui -Alchemy level 2 architecture upgrade -Blacksmith level 2 architecture upgrade -Small emote when selecting char -New view outside window on the main menu -Order delivery time incresed from 5 seconds to 20 -3 new Business branch skills dealing with delivery time -Few new skin customisations added -Updated npc ui buying -Steam Lobby UI received a refresh button -Steam Lobby UI receives a dropdown to pick public/private lobby (Private lobby does not show up in the -browser, but can be joined by "Join game" via Steam, or the lobby creator can invite players via Steam) -Windowed mode toggle shows On/Off correctly -Blacksmith Level 1 architecture upgrade -Cooking Level 1 architecture upgrade -No longer able to get locked Steam Inventory hair from randomisation -Name plates on NPC/Players will turn off at distance -Fixed client disconnect destroying host -Enemy spawners cant be used for fast travel -Quest bars should spawn closed in NPC UI -Items that cant be sold will grind up to 0 mun's -Character name limited to 16 characters -Water delivery visual/audio feedback on delivery -Audio feedback on resource hit (Sounds WIP) -Quest button should not be interactable if NPC doesn't have quests to offer -Smoother light movement Client Side -Item drop client sync increased -Crafting item input reset to 1 when opened -Mouse drag wont affect scroll list in the Inventory -Iron Set Vitality increased
Here comes another Dev Log! We will be slowing down on dev logs for a little while as we will not be new developing new features over the next few coming weeks. Instead we're going to be working on polishing up what we already have and will be bringing on some testers and a special press preview very soon. We hope that those of you who join us during this time will help us with much needed feedback to make the game the best it could possibly be when we launch in Early Access in a few months
Anyway, on to today's dev log!
Character Customisation
As the character creator preview is live right now.. we thought we should talk a little bit more about customization for the full game of Shoppe Keep 2.
When you create a new character button, a character will appear with randomized features like the eye/ hair/ skin colour etc. This is just to show you what kind of character can be made, you'll be able to adjust each of these to your liking. We are creating a few variations of underwear and even socks. But there are also scars, tattoos and body hair!
As development continues, we will be rolling out more customisation options and would love to hear what you'd like to see as an option for your keeper.
The character that you create will be able to visit any world, however equipment, skills and items are tied to each individual world. SO if you join a friends game, you're helping them to build their shop, you won;t be able to take items and move them into your game. The reason for this is so that we can make sure that games are balanced and provide a fun progressive experience.
At any time, if you feel that your character could do with a makeover, you can edit their appearance at any time in the main menu.
Blacksmith Level 2
Upgrading your blacksmith crafter to level 2 will create an additional house full of export crates of items. Ther will also be three creates outside which will give daily quests which will require you to craft low/medium/high wuality crates of gear at the blacksmith. You'll be able to export these for monetary gains daily!
Bank Mun Information
All the proceeds from sales are put into the vault which can be found inside your management house. However, instead running to talk to Gill the lovable banker, you can just open up your inventory and be greeted with the information there!. On the left you will see the money currently in the vault, while on the right is the amount you are currently carrying. Keep in mind that any time you die, Father Eduard will resurrect you but incur a cost! That cost is a percentage of the money that you were carrying in your pockets when you last died. So keep your money safe by putting it in the vault!
Stat List
Shoppe Keep 2 will allow players to equip a vast majority of the items in the game and will see users benefiting from switching their gear. Each item will have its own stats, some will help with combat,m others with mobility and there are also items that will help you with shop keeping. You'll be able to see a real time representation of your stats in your inventory UI.
Buffs
We currently have a bunch of consumable items in the game, some of which are crafted by the cook. Consuming some of these items will grant you back some health or stamina. Of course there are also some negative effects (don'y eat a fire ember unless you want to burn your insides out!)... But there are also some potions which introduce buffs which increase charisma or armor rating
Drinking
Buffs are fun, but sometimes you might want to kick back and open a cold one with the boys. Some consumables will debuff you a tad and increase your drunkenness. Drinking too much and you're probably gonna have a bad time!
Price Gun Increase
The price gun is controlled by merely scrolling with the mouse wheel, it's very tactile, something I've enjoyed using myself to edit fine prices. However, as the game ramps up in prices over time you'll probably find yourself experiencing carpal tunnel! But now, by pressing the + and - keys, you can increase how much you are adjusting the price with each single mouse scroll.
More life to customers
Customers will no longer walk straight to your items int he shop and leave. In fact they may decide to perform other actions, they may wave to other NPC's or even have a short chat. More actions will be added to make the world feel much more alive.
Main Menu
We must have changed the Main Menu in Shoppe Keep 1 dozens of times, But we've been working on presenting the menu in a much better light. The 3d background changes based on the options you select on the menu. Even this gif is already out of date as we now have the current character that the player has selected appearing on the far right!
That's it for this weeks blog. Make sure to add the game to your wish list to be kept up to date with all news. We'll be contacting closed alpha testers soon so also keep an eye on your emails!
Here comes another Dev Log! We will be slowing down on dev logs for a little while as we will not be new developing new features over the next few coming weeks. Instead we're going to be working on polishing up what we already have and will be bringing on some testers and a special press preview very soon. We hope that those of you who join us during this time will help us with much needed feedback to make the game the best it could possibly be when we launch in Early Access in a few months
Anyway, on to today's dev log!
Character Customisation
As the character creator preview is live right now.. we thought we should talk a little bit more about customization for the full game of Shoppe Keep 2.
When you create a new character button, a character will appear with randomized features like the eye/ hair/ skin colour etc. This is just to show you what kind of character can be made, you'll be able to adjust each of these to your liking. We are creating a few variations of underwear and even socks. But there are also scars, tattoos and body hair!
As development continues, we will be rolling out more customisation options and would love to hear what you'd like to see as an option for your keeper.
The character that you create will be able to visit any world, however equipment, skills and items are tied to each individual world. SO if you join a friends game, you're helping them to build their shop, you won;t be able to take items and move them into your game. The reason for this is so that we can make sure that games are balanced and provide a fun progressive experience.
At any time, if you feel that your character could do with a makeover, you can edit their appearance at any time in the main menu.
Blacksmith Level 2
Upgrading your blacksmith crafter to level 2 will create an additional house full of export crates of items. Ther will also be three creates outside which will give daily quests which will require you to craft low/medium/high wuality crates of gear at the blacksmith. You'll be able to export these for monetary gains daily!
Bank Mun Information
All the proceeds from sales are put into the vault which can be found inside your management house. However, instead running to talk to Gill the lovable banker, you can just open up your inventory and be greeted with the information there!. On the left you will see the money currently in the vault, while on the right is the amount you are currently carrying. Keep in mind that any time you die, Father Eduard will resurrect you but incur a cost! That cost is a percentage of the money that you were carrying in your pockets when you last died. So keep your money safe by putting it in the vault!
Stat List
Shoppe Keep 2 will allow players to equip a vast majority of the items in the game and will see users benefiting from switching their gear. Each item will have its own stats, some will help with combat,m others with mobility and there are also items that will help you with shop keeping. You'll be able to see a real time representation of your stats in your inventory UI.
Buffs
We currently have a bunch of consumable items in the game, some of which are crafted by the cook. Consuming some of these items will grant you back some health or stamina. Of course there are also some negative effects (don'y eat a fire ember unless you want to burn your insides out!)... But there are also some potions which introduce buffs which increase charisma or armor rating
Drinking
Buffs are fun, but sometimes you might want to kick back and open a cold one with the boys. Some consumables will debuff you a tad and increase your drunkenness. Drinking too much and you're probably gonna have a bad time!
Price Gun Increase
The price gun is controlled by merely scrolling with the mouse wheel, it's very tactile, something I've enjoyed using myself to edit fine prices. However, as the game ramps up in prices over time you'll probably find yourself experiencing carpal tunnel! But now, by pressing the + and - keys, you can increase how much you are adjusting the price with each single mouse scroll.
More life to customers
Customers will no longer walk straight to your items int he shop and leave. In fact they may decide to perform other actions, they may wave to other NPC's or even have a short chat. More actions will be added to make the world feel much more alive.
Main Menu
We must have changed the Main Menu in Shoppe Keep 1 dozens of times, But we've been working on presenting the menu in a much better light. The 3d background changes based on the options you select on the menu. Even this gif is already out of date as we now have the current character that the player has selected appearing on the far right!
That's it for this weeks blog. Make sure to add the game to your wish list to be kept up to date with all news. We'll be contacting closed alpha testers soon so also keep an eye on your emails!
We've just released an app which will let you see a little bit of the customization options available in Shoppe Keep 2. By no means is it representative of the number of items or the amount of customization available when Shoppe Keep 2 launches. There will be many more new items to wear of course!
One of those items may be the golden Keeper outfit.
Yes, the golden keeper outfit! Anyone who downloads the Shoppe Keep 2 Character Creator Preview (which is free by the way) will be able to turn their traditional black keeper garb into a fabulous golden five piece suit (with top hat)
Additionally, anyone who shares their creations via the hashtag #WeAreKeepers will be entered into a competition where they could win a model of their own creation. Details below:
So there we go! the Character Creator preview is now live and you can download it here!
We've just released an app which will let you see a little bit of the customization options available in Shoppe Keep 2. By no means is it representative of the number of items or the amount of customization available when Shoppe Keep 2 launches. There will be many more new items to wear of course!
One of those items may be the golden Keeper outfit.
Yes, the golden keeper outfit! Anyone who downloads the Shoppe Keep 2 Character Creator Preview (which is free by the way) will be able to turn their traditional black keeper garb into a fabulous golden five piece suit (with top hat)
Additionally, anyone who shares their creations via the hashtag #WeAreKeepers will be entered into a competition where they could win a model of their own creation. Details below:
So there we go! the Character Creator preview is now live and you can download it here!
We're back in full swing, Shoppe Keep 2 has been played and tested internally by the dev team for hundreds of hours, soon we will be letting a small batch of alpha players join in and help us bash out a few bugs that we missed and add in some quality of life additions prior to the early access launch this April. Now, let's get into the features of this weeks dev log.
Grinder
Sometimes you may run out of containers (Chests which can store a number of objects) and carrying too many items can weigh you down (You can become over encumbered if you hold too many items at once!)...Well have no fear, may we introduce the more lean little brother of the original Shoppe Keep grinder! The machine will grind up items that you offer it. the machine will reimburse you 25% of their worth (which can be upgraded via unlocks!)
Trash Cans
We'll no longer see high value items in trash cans. Instead if you happen to lose all of your wealth be it by a complete disaster or a penalty for a daily quest, you are able to shift through the trash cans and try to secure some additional Muns!
Resources
Wood Dirt and Ore! Wood and Ore is scattered around the world and can be harvested. Harvesting a resource has a chance to yield an additional item that can be useful! Dirt patches can be dug up to reveal collectibles that we have yet to decide upon. More resources will be introduced as new zones open up.
Business: Inn
Upgrading your cook to level 2 will change his house into a makeshift inn, customers will be able to relax, grab a drink and order food. For this to be a profitable business venture, you'll need to hire a few helpers (but not helper bots!). You can hire a Sous chef and a preparer from the resume list available to you, keep in mind that you will be paying them every day! However the higher the quality of the food that they offer means that the revenue the inn will generate will be matched. Some of the employees will not offer a great quality but will be much more affordable!
Here is a concept image of the changes that should happen to the cook from level 1 to 2:
Weekly Events
The message board in Shoppe Keep 2 (not the forums on Steam, but an in game message board!) will give you the latest news within Customerania. Some events can be quite beneficial while others will be a hurdle for shoppe keepers. As an example, one of the events would tell you that a table has crushed a famous person in their home due to its shoddy workmanship, this will cause all customers to be afraid of tables and will mean that they will refuse to buy anything from a table. So if your shoppe has plenty of tables, you'll need to remove them and reorganize the shoppe. Events are created to keep people on their toes, provide better judgement on stock rotation but will also introduce some small parts of lore.
Trading Cards, Achievements
Steam will be our core platform, it makes distributing builds far easier than if we were to use any other method. Steam keys will be available from other digital stores too however! But as all of our players will be playing on Steam we have already created our first pack of Trading Cards, backgrounds, achievements, emoticons, badges and so on. However due to Steam being suffocated by some games that are using the trading card system for profit, we may not be able to launch with these until shortly after release. Either way, they've been created and we'll keep you posted on when they will be available.
Context Sensitive UI
We will be looking to add a context help button to most of the UI's. Pressing it will open up a tips/tricks information that may include a video and a brief explanation on the current UI panel and how to use it.
Armor Sets
here are just a few of the armor sets that you'll be able to buy/craft/loot/find and sell for profit! Keep in mind that the world is full of adventurers who either can't decide or enjoy changing their class. So you may see an iron clad warrior come in and decide to start a career as a mage.
That's the end of this weeks dev log! if you want to stay up to date, make sure to add the game to your wish list!
We're back in full swing, Shoppe Keep 2 has been played and tested internally by the dev team for hundreds of hours, soon we will be letting a small batch of alpha players join in and help us bash out a few bugs that we missed and add in some quality of life additions prior to the early access launch this April. Now, let's get into the features of this weeks dev log.
Grinder
Sometimes you may run out of containers (Chests which can store a number of objects) and carrying too many items can weigh you down (You can become over encumbered if you hold too many items at once!)...Well have no fear, may we introduce the more lean little brother of the original Shoppe Keep grinder! The machine will grind up items that you offer it. the machine will reimburse you 25% of their worth (which can be upgraded via unlocks!)
Trash Cans
We'll no longer see high value items in trash cans. Instead if you happen to lose all of your wealth be it by a complete disaster or a penalty for a daily quest, you are able to shift through the trash cans and try to secure some additional Muns!
Resources
Wood Dirt and Ore! Wood and Ore is scattered around the world and can be harvested. Harvesting a resource has a chance to yield an additional item that can be useful! Dirt patches can be dug up to reveal collectibles that we have yet to decide upon. More resources will be introduced as new zones open up.
Business: Inn
Upgrading your cook to level 2 will change his house into a makeshift inn, customers will be able to relax, grab a drink and order food. For this to be a profitable business venture, you'll need to hire a few helpers (but not helper bots!). You can hire a Sous chef and a preparer from the resume list available to you, keep in mind that you will be paying them every day! However the higher the quality of the food that they offer means that the revenue the inn will generate will be matched. Some of the employees will not offer a great quality but will be much more affordable!
Here is a concept image of the changes that should happen to the cook from level 1 to 2:
Weekly Events
The message board in Shoppe Keep 2 (not the forums on Steam, but an in game message board!) will give you the latest news within Customerania. Some events can be quite beneficial while others will be a hurdle for shoppe keepers. As an example, one of the events would tell you that a table has crushed a famous person in their home due to its shoddy workmanship, this will cause all customers to be afraid of tables and will mean that they will refuse to buy anything from a table. So if your shoppe has plenty of tables, you'll need to remove them and reorganize the shoppe. Events are created to keep people on their toes, provide better judgement on stock rotation but will also introduce some small parts of lore.
Trading Cards, Achievements
Steam will be our core platform, it makes distributing builds far easier than if we were to use any other method. Steam keys will be available from other digital stores too however! But as all of our players will be playing on Steam we have already created our first pack of Trading Cards, backgrounds, achievements, emoticons, badges and so on. However due to Steam being suffocated by some games that are using the trading card system for profit, we may not be able to launch with these until shortly after release. Either way, they've been created and we'll keep you posted on when they will be available.
Context Sensitive UI
We will be looking to add a context help button to most of the UI's. Pressing it will open up a tips/tricks information that may include a video and a brief explanation on the current UI panel and how to use it.
Armor Sets
here are just a few of the armor sets that you'll be able to buy/craft/loot/find and sell for profit! Keep in mind that the world is full of adventurers who either can't decide or enjoy changing their class. So you may see an iron clad warrior come in and decide to start a career as a mage.
That's the end of this weeks dev log! if you want to stay up to date, make sure to add the game to your wish list!