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Hey crafters!
Craftlands Workshoppe has now been out for a couple of days and we are a tad overwhelmed by the response so far! As of time of writing, we are sitting at a 91% positive Steam review score - thank you all so much for playing and for letting us know what you think of the game.
Work is of course underway on the first update, which will include some bug fixes and balancing adjustments.
The game is still on a 30% off launch discount until 20 October, along with an additional 10% off for you Shoppe Keep 1/2 owners, so it's a great time to jump in if you haven't already.
https://store.steampowered.com/app/1197820/Craftlands_Workshoppe__The_Funny_Indie_Capitalist_RPG_Trading_Adventure_Game/
We look forward to working on more updates and reading more of your feedback!
In the mean time, happy crafting!
Craftlands Workshoppe is now available in Early Access. We very much hope you enjoy playing this new fantasy business adventure game and we cannot wait to hear your feedback. This is just the beginning for Craftlands Workshoppe, and we have plenty of cool new content planned - and of course plenty of room to take on board your suggestions and feedback.
Hello all,
Craftlands Workshoppe, from the lead developer of Shoppe Keep, will launch in Early Access on 13 October. But you can try the game right now for free in the Steam Game Festival: Autumn Edition!
Visit the Craftlands Workshoppe store page to play the demo between 7 - 13 October:
https://store.steampowered.com/app/1197820
We really think you'll enjoy Craftlands Workshoppe if you enjoyed Shoppe Keep and we would love to hear your feedback, so please do jump into the Craftlands Workshoppe forum and let us know what you think after playing the demo!
Other cool bits and bobs:
Welcome to Craftlands Workshoppe, from the lead developer of Shoppe Keep 1 & 2, Arvydas emaitis!
You are invited to sacrifice even more of your social life in his most otherworldly adventure yet! But can you keep the cash registers ringing long enough to master three noble crafts and solve its former owners mysterious disappearance?
Craftlands Workshoppe, a new game set in the Shoppe Keep universe, arrives in Early Access in Summer 2020 - so sharpen your knives, fire up your forge and get your cauldron bubbling as you embark on a journey to master all the crafts.
https://store.steampowered.com/app/1197820
https://youtu.be/o-fEK8sa3GE
Hello all,
We're very excited to announce the next step in the Shoppe Keep universe: a brand new game called Craftlands Workshoppe!
Craftlands Workshoppe will launch in the first half of 2020.
Get ready for a new adventure in the Shoppe Keep universe!
Become an alchemist, a blacksmith or a chef as youre handed the role of running Allcrafts Workshoppe in a new fantasy world amongst the clouds.
As you'll notice from the name and the logo, this is a brand new game, with a hint of Shoppe Keep. The game is a fantasy business sim of sorts, and is developed by the lead developer of the Shoppe Keep games: Arvydas emaitis.
That said, this is a brand new game which stands apart from Shoppe Keep in a lot of ways - it's isometric, for instance. It revolves not so much around running a Shoppe yourself but instead hiring, training and managing employees. The game allows you to choose from three routes/classes at the beginning of the game: alchemist, blacksmith or chef.
Don't expect a Shoppe Keep 3, because that's not what this game is. Craftlands Workshoppe is a brand new game, with a hint of Shoppe Keep.
To keep up to date, you can sign up for the Craftlands Workshoppe mailing list towards the bottom of this page, like us on Facebook or, follow us on Twitter.
Hello all,
I am delighted to announce that Shoppe Keep 2 has now officially graduated from Early Access, and has now reached full launch! To celebrate the occasion, you can grab the game at 40% off from now until 5 May!
https://store.steampowered.com/app/684580/Shoppe_Keep_2__Business_and_Agriculture_RPG_Simulation/
Hello Shoppe Keepers,
The time has come to open up your Shoppe once again, as Shoppe Keep 2 is now available!
As a loyal Shoppe Keep fan, you should have already received a 33% off coupon voucher via Steam. This is a thank you from us to you for supporting us by playing an earlier Shoppe Keep franchise entry.
In addition, we also have some free bonus legacy items in Shoppe Keep 2 that will be gifted to you when you play the new game.
Shoppe Keep 1 owners will receive the Keepsake Hat:
Craft Keep VR owners will receive the Cavallo Visor:
For more information on Shoppe Keep 2, please visit the Shoppe Keep 2 Steam page!
https://store.steampowered.com/app/684580
Hello everyone,
In the last couple of months since we announced Shoppe Keep 2 (read more about the new features and online multiplayer by clicking
Here) We have been very busy. We're planning on compiling much of the announcements from the Shoppe Keep 2 forums into one mega post once a month via the Shoppe Keep announcements section. Of course, for all the latest news and to join in on some of the discussions, do visit the steam page below:
http://store.steampowered.com/app/684580/Shoppe_Keep_2/
So what did we do!? If you want to read the full dev log, click the header which includes the date
Dev Log 17th October: Displays, Quests, Crafting and Concept Art
The Displays
Displays act similar to how they did in Shoppe Keep 1, decorate your shoppe with a beautiful book case, a princely pedestal or a timeless table and then adorn them with your wares for customers to check out and buy.
Furniture pieces now act as items in your inventory. The reason for this is to give players much more choice in decorating their shoppe. Various furniture types and designs can be obtained by NPC vendors, quests, loot drops, crafting etc.
In order to place the furniture piece, you can drag the item into the hot bar. you can then select the item in your hot bar and can then place the furniture piece and rotate it.
Display Damage
Displays have durability which is affected by any action (placing items, items removed from it, or if it was damaged by weaponry).
This will be shown via a texture change and once a threshold is reached, the display will begin o break down gradually until you repair it... Though if you neglect maintaining your display it will eventually become nothing more than a trash pile for you to clean up!
Quest UI
The original Shoppe Keep had quests which involved 'Sell x amount for y'. We are expanding the quest system in Shoppe Keep 2. These can include actions that the player has to complete and a quest can be collected by talking with NPC's. Quest rewards range from Mun's (The in game economy), a rare item or unique order scroll additions. So we've added a Quest UI which helps players track down what has to be done. At the moment, once a quest is complete, you'll receive a notification and receive the reward without needing to turn in.
Concept Art
As part of expanding our team for Shoppe Keep 2, we now have concept artists that will help us better envision and present some of the work that we will be working on in the future. As an example we are reworking our crafting system and each crafting type will require a unique NPC with their own house. Here are some concepts of the alchemy crafting houses our artists have worked on. We hope you love them and can offer your own suggestions!
World Saves
Each player will be able to have up to three world saves. A world save contains information about the date, shop status, display locations, items for sale, status of the town and world quests that have already been complete. When playing online, one of the players will host their world and use up a save slot. So maybe you'll have one save dedicated to playing with friends and another which is dedicated to playing alone.
Crafting
SK1 had an alchemy cauldron which required you to drop items in a unique exact sequence to get a result. It was a bit tiresome. In Shoppe Keep 2, you no longer have to experiment with items, instead you will meet crafter NPC's like this cook here.
If an NPC you interact with is able to craft something, it will be shown on his UI panel. You can open up the crafting panel when speaking to the Cook.
This window displays a list of craftable recipes that you currently own or have unlocked via various means. Selecting a recipe like the bread, will then reveal information on what type of ingredients are required to make the craftable item. You can then decide how many you want to make, or if you just want to make the maximum amount you can press the fill button. This will initiate a task which will fill up over time.
You can go and complete any other duties and return to the crafter once he has finished. We are looking into adding blacksmith and alchemy crafters into the game and may add others if we find them necessary and a good addition to game and its world.
Dev Log 23rd October: Town management, World Map, Crests and Clocks
Town Management
Close to your Shoppe is a new building called the Management house. Inside is a desk which will allow you to plan out your town and upgrade the shoppe. When interacting with the desk, a UI will pop up which will reveal statistics about your town and shoppe. Do keep in mind that this is is still work in progress as we want to include more statistics and information.
The two stats that are currently working are the amount of days which have passed since the shoppe has opened and an average item level of all the items that are for sale inside the shop. Once you reach certain objectives, you'll be able to upgrade the town to include more unique vendor NPC's but also change the way the town looks.
The above image shows the core five buildings that you can interact with. These included the following:
Hello everyone,
In the last couple of months since we announced Shoppe Keep 2 (read more about the new features and online multiplayer by clicking
Here) We have been very busy. We're planning on compiling much of the announcements from the Shoppe Keep 2 forums into one mega post once a month via the Shoppe Keep announcements section. Of course, for all the latest news and to join in on some of the discussions, do visit the steam page below:
http://store.steampowered.com/app/684580/Shoppe_Keep_2/
So what did we do!? If you want to read the full dev log, click the header which includes the date
Dev Log 17th October: Displays, Quests, Crafting and Concept Art
The Displays
Displays act similar to how they did in Shoppe Keep 1, decorate your shoppe with a beautiful book case, a princely pedestal or a timeless table and then adorn them with your wares for customers to check out and buy.
Furniture pieces now act as items in your inventory. The reason for this is to give players much more choice in decorating their shoppe. Various furniture types and designs can be obtained by NPC vendors, quests, loot drops, crafting etc.
In order to place the furniture piece, you can drag the item into the hot bar. you can then select the item in your hot bar and can then place the furniture piece and rotate it.
Display Damage
Displays have durability which is affected by any action (placing items, items removed from it, or if it was damaged by weaponry).
This will be shown via a texture change and once a threshold is reached, the display will begin o break down gradually until you repair it... Though if you neglect maintaining your display it will eventually become nothing more than a trash pile for you to clean up!
Quest UI
The original Shoppe Keep had quests which involved 'Sell x amount for y'. We are expanding the quest system in Shoppe Keep 2. These can include actions that the player has to complete and a quest can be collected by talking with NPC's. Quest rewards range from Mun's (The in game economy), a rare item or unique order scroll additions. So we've added a Quest UI which helps players track down what has to be done. At the moment, once a quest is complete, you'll receive a notification and receive the reward without needing to turn in.
Concept Art
As part of expanding our team for Shoppe Keep 2, we now have concept artists that will help us better envision and present some of the work that we will be working on in the future. As an example we are reworking our crafting system and each crafting type will require a unique NPC with their own house. Here are some concepts of the alchemy crafting houses our artists have worked on. We hope you love them and can offer your own suggestions!
World Saves
Each player will be able to have up to three world saves. A world save contains information about the date, shop status, display locations, items for sale, status of the town and world quests that have already been complete. When playing online, one of the players will host their world and use up a save slot. So maybe you'll have one save dedicated to playing with friends and another which is dedicated to playing alone.
Crafting
SK1 had an alchemy cauldron which required you to drop items in a unique exact sequence to get a result. It was a bit tiresome. In Shoppe Keep 2, you no longer have to experiment with items, instead you will meet crafter NPC's like this cook here.
If an NPC you interact with is able to craft something, it will be shown on his UI panel. You can open up the crafting panel when speaking to the Cook.
This window displays a list of craftable recipes that you currently own or have unlocked via various means. Selecting a recipe like the bread, will then reveal information on what type of ingredients are required to make the craftable item. You can then decide how many you want to make, or if you just want to make the maximum amount you can press the fill button. This will initiate a task which will fill up over time.
You can go and complete any other duties and return to the crafter once he has finished. We are looking into adding blacksmith and alchemy crafters into the game and may add others if we find them necessary and a good addition to game and its world.
Dev Log 23rd October: Town management, World Map, Crests and Clocks
Town Management
Close to your Shoppe is a new building called the Management house. Inside is a desk which will allow you to plan out your town and upgrade the shoppe. When interacting with the desk, a UI will pop up which will reveal statistics about your town and shoppe. Do keep in mind that this is is still work in progress as we want to include more statistics and information.
The two stats that are currently working are the amount of days which have passed since the shoppe has opened and an average item level of all the items that are for sale inside the shop. Once you reach certain objectives, you'll be able to upgrade the town to include more unique vendor NPC's but also change the way the town looks.
The above image shows the core five buildings that you can interact with. These included the following:
Hi everyone, Following the announcement of Shoppe Keep 2, we are now in full development mode. If you want to assist us with some feedback, we have just made an announcement over on the Shoppe Keep 2 forums. We need your help with deciding the best way to handle object placement and pricing. Any feedback would be great! Click the link below to visit the announcement and see the first video of Shoppe Keep 2 in action (albeit still work in progress!) http://steamcommunity.com/games/684580/announcements/ Thanks again for all y our support.
Hi everyone, Following the announcement of Shoppe Keep 2, we are now in full development mode. If you want to assist us with some feedback, we have just made an announcement over on the Shoppe Keep 2 forums. We need your help with deciding the best way to handle object placement and pricing. Any feedback would be great! Click the link below to visit the announcement and see the first video of Shoppe Keep 2 in action (albeit still work in progress!) http://steamcommunity.com/games/684580/announcements/ Thanks again for all y our support.
Hello Everyone,
It has been a few months since we’ve made an announcement, but we have been working very hard behind the scenes. Now is the time that we can begin to talk about what we’ve been working on.
First, we’d like to thank everyone who helped support us in the development of Shoppe Keep. This was a phenomenal experience. We had some great support from dozens of youtubers and streamers. The community grew into a helpful bunch sharing and commenting to help newcomers learn the mechanics of the game. It was also excellent step forward in the video games industry for a Lithuanian developer who was still working in a shop themselves while spending their evenings and any free time developing Shoppe Keep
Making games was a personal dream for Arvydas, Daniel and Andrea. But with your support Arvydas could leave his day job and focus on video game development as a full-time career. Which in Lithuania is very difficult as the games industry in that country is incredibly small.
So, what have we been doing since the release of Shoppe Keep in May 2016? Well:
• Shoppe Keep received patches and a couple of content updates until June 2017
• We founded a new development studio in Lithuania known as Strange Fire.
• We also expanded the team size to include new artists and an up and coming programmer.
• Of course, we still work with Andrea and Daniel for art and music too.
• We experimented with VR technology (which was great fun, but not yet a sustainable technology, we hope that changes very soon as we love VR!)
• And have been working on a secret title, which we will talk about very soon
Of course, none of this is possible without the community of Shoppe Keep and for that we are very grateful. Thank you for giving us the opportunity to make games for a living
Shoppe Keep is our child, we love what it became and know there are others that love it too. Shoppe Keep began as an affordable $5 game on Steam, but evolved into something much bigger than we had even expected. There are of course those with very valuable constructive criticism as well. We hope that in time we can learn from that criticism too.
The biggest request and the common consensus is that players (whether they gave a thumbs up or thumbs down) saw great potential, and want to see more. We supported Shoppe Keep after launch with some new content and fixes. But we know that players wanted something new, they wanted new mechanics and the game to receive a new layer of polish. We are of course new to games development, Shoppe Keep being our first ever game, but we do take a lot of feedback on board as we try to improve.
Therefore, we have been working for several months on something new, yet familiar. That secret title mentioned in the bullet points… Well, it’s
Yes, we are working on a sequel to Shoppe Keep, currently titled ‘Shoppe Keep 2’. But while in a little while I’ll reveal the new mechanics and additions to Shoppe Keep 2. Of course I can guess the kind of questions this announcement will make. So let’s hit them head on!
Hello Everyone,
It has been a few months since weve made an announcement, but we have been working very hard behind the scenes. Now is the time that we can begin to talk about what weve been working on.
First, wed like to thank everyone who helped support us in the development of Shoppe Keep. This was a phenomenal experience. We had some great support from dozens of youtubers and streamers. The community grew into a helpful bunch sharing and commenting to help newcomers learn the mechanics of the game. It was also excellent step forward in the video games industry for a Lithuanian developer who was still working in a shop themselves while spending their evenings and any free time developing Shoppe Keep
Making games was a personal dream for Arvydas, Daniel and Andrea. But with your support Arvydas could leave his day job and focus on video game development as a full-time career. Which in Lithuania is very difficult as the games industry in that country is incredibly small.
So, what have we been doing since the release of Shoppe Keep in May 2016? Well:
Shoppe Keep received patches and a couple of content updates until June 2017
We founded a new development studio in Lithuania known as Strange Fire.
We also expanded the team size to include new artists and an up and coming programmer.
Of course, we still work with Andrea and Daniel for art and music too.
We experimented with VR technology (which was great fun, but not yet a sustainable technology, we hope that changes very soon as we love VR!)
And have been working on a secret title, which we will talk about very soon
Of course, none of this is possible without the community of Shoppe Keep and for that we are very grateful. Thank you for giving us the opportunity to make games for a living
Shoppe Keep is our child, we love what it became and know there are others that love it too. Shoppe Keep began as an affordable $5 game on Steam, but evolved into something much bigger than we had even expected. There are of course those with very valuable constructive criticism as well. We hope that in time we can learn from that criticism too.
The biggest request and the common consensus is that players (whether they gave a thumbs up or thumbs down) saw great potential, and want to see more. We supported Shoppe Keep after launch with some new content and fixes. But we know that players wanted something new, they wanted new mechanics and the game to receive a new layer of polish. We are of course new to games development, Shoppe Keep being our first ever game, but we do take a lot of feedback on board as we try to improve.
Therefore, we have been working for several months on something new, yet familiar. That secret title mentioned in the bullet points Well, its
Yes, we are working on a sequel to Shoppe Keep, currently titled Shoppe Keep 2. But while in a little while Ill reveal the new mechanics and additions to Shoppe Keep 2. Of course I can guess the kind of questions this announcement will make. So lets hit them head on!
Good day Old and new Keepers, some with slower PC's have noticed that their movement and jumping is similar to the moon - sluggish and very slow. This was an oversight on my side how we handled the updated movement code, and I am deeply sorry for it. In any case, I found the issue, corrected it, threw in an additional visual feedback when you sprint and made this hotfix which should be live by the time this announcement goes off. Hope you are still enjoying Shoppe Keep, as usual, whenever I find free time, I will try and address any issues our community might have with the game. Until then! -Arvydas
Good day Old and new Keepers, some with slower PC's have noticed that their movement and jumping is similar to the moon - sluggish and very slow. This was an oversight on my side how we handled the updated movement code, and I am deeply sorry for it. In any case, I found the issue, corrected it, threw in an additional visual feedback when you sprint and made this hotfix which should be live by the time this announcement goes off. Hope you are still enjoying Shoppe Keep, as usual, whenever I find free time, I will try and address any issues our community might have with the game. Until then! -Arvydas
Good day new and old Keepers! A new patch has just gone live with a few fixes and changes. I did promise it last week, but half way trough making the builds we found a few additional features that made our changes mute so we had to go back and redo it from scratch, so sorry for the delay!
Good day new and old Keepers!
Hi everyone! We hope that you continue to enjoy your time with Shoppe Keep! The game’s soundtrack has been received well and includes 22 tracks. As you likely know already, the Deluxe Edition of Shoppe Keep includes the full OST, along with some bonus tracks. We suspect that a number of you have been thinking of upgrading to this version, so here’s your chance! Competition Link At the link above, you can complete some simple actions, to be in with a chance of winning one of 15 Deluxe Edition copies. There are only two days left to enter. Good luck, Shoppe Keepers!
Hi everyone! We hope that you continue to enjoy your time with Shoppe Keep! The games soundtrack has been received well and includes 22 tracks. As you likely know already, the Deluxe Edition of Shoppe Keep includes the full OST, along with some bonus tracks. We suspect that a number of you have been thinking of upgrading to this version, so heres your chance! Competition Link At the link above, you can complete some simple actions, to be in with a chance of winning one of 15 Deluxe Edition copies. There are only two days left to enter. Good luck, Shoppe Keepers!
Good day Keepers! We just issued a slight hotfix for those whose shops got corrupted after saving layouts with Christmas Trees - if you have not overwritten that save file, with the new Windows 64 update this issue should be fixed! Enjoy. Other OS types will be rolling out in a few days as the builds are done. Merry Christmas!
Good day Keepers! We just issued a slight hotfix for those whose shops got corrupted after saving layouts with Christmas Trees - if you have not overwritten that save file, with the new Windows 64 update this issue should be fixed! Enjoy. Other OS types will be rolling out in a few days as the builds are done. Merry Christmas!
Good day old and new keepers! We are counting the second Christmas that Shoppe Keep is live on Steam. We wish every single one of our community members an awesome Christmas celebration and an even better new years! A few changes to last time Christmas came around, due to numerous other updates that improved SK itself, and bug fixes that the community has noticed during them. We will be taking a week or so off from development to catch up with Family and friends and relax a bit before new years.
Good day old and new keepers! We are counting the second Christmas that Shoppe Keep is live on Steam. We wish every single one of our community members an awesome Christmas celebration and an even better new years! A few changes to last time Christmas came around, due to numerous other updates that improved SK itself, and bug fixes that the community has noticed during them. We will be taking a week or so off from development to catch up with Family and friends and relax a bit before new years.
Good day keepers. The last update introduced few unexpected issues that were not apparent during patch testing, one of them is fully fixed (At least by testing together with the community that was affected by it) which is the visual full screen glitching. The other sadly can not be fixed. New builds have been corrupting the registry and creating other ShoppeKeep registry entries, the game by trying to read them mix both of the registry entries up and in result destroyed information about unlocked skills, skill points and so on, some managed to retrieve it by renaming Shoppe Keep to ShoppeKeep in the registry and letting the game read it, others were unsuccsessful. NOTICE: Those who managed to retrieve your level and skills by doing the above method - before updating revert it back to Shoppe Keep (With a space) We are sorry about any and all inconvenience this might have caused, we sat down without fail all weekend and found what was the issue and fixed it in this little hotfix patch that you can download at your leisure. As always, stay tuned.
Welcome shop keepers new and old. Your friendly neighbourhood game dev here. Today I want to introduce a new update for Shoppe Keep as well as a link to visit our QA! The full Change Log can be seen at the end of the post, but let us inspect some of the fixes/changes/additions shall we?
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All Tutorial text that refers to button presses now show the exact button binded to it
Tutorials that mention anything related to pressing buttons have current binded keys to that action shown within the tutorial itself!
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Option slider which determines how many customers can exist in the world at any given point (For some this will give a big boost to performance) Best way to notice that you are having too many customers at any given point is when you notice a lot of them standing in place, not knowing where to go, or Exclamation marks popping up on objects that CLEARLY have a clear path to them.
This option slider will determine how many customers can be in the game world at any given point. I have noticed that some players have very great and big shops built, which offer almost every single item in the game, meaning that almost no single customer walks away without trying to buy something, which in turn might lead the game to start bottlenecking when trying to calculate paths for each and every one customer. So for some players this meant customers "sticking", for those lowering the count will solve the issue, for those who never noticed or had this issue, can keep it at the maximum limit which I will increase with updates as the logic for path finding evolves and becomes better!
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State change bug is being attacked. If those who encounter it are using keyboard/mouse and notice it happen, notify me if you notice a “(!)” symbol, this will help me zero in on the issue, as well if you are stunned OR you are stuck to stun phase but can move around, it will show “You are stunned” instead of a typical state text on the top right.
A glitch which caused the shop scroll variable to always be on if random furniture was destroyed by degradation or barbarians, or the evil shopkeeper should be fixed, and changing states should now be unaffected
I have been trying to zero in on this issue for quite some time. Even resorting to such barbaric tools like torturing barbarians and their slain bodies, throwing them around at furnitute, and using my own sword to bash the dead smelly bodies and the furniture around me to have this issue replicated on me. Not my finest hour. But nonetheless with the help of you the community I have actually FOUND what was causing it. And as such was fixed...happy slaying!
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Legendary items nerfed, too good, sorry.
Just sorry, I am so sorry. But they were just too much! Tho new and better items are in store. Let's just take it a bit slower than OP 5.6k value items.
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New Champion adventure: The Mausoleum
The champion can now visit the Mausoleum, at a cost as well. Those who already have Rav the Birdlord pet trained to bow down to their champion will welcome this new challenge with all new loot and a whole new Mage set with other classes receiving new Tier 5 items that will bring your shop more money or have your Champion get that extra punch. Those who have yet to master the other adventures, you have something to look forward to!
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Shop name when creating the shop save will be displayed on the welcome board outside the shop instead of your steam name.
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The other changes are very self explanatory and fixes as well.
Another thing I want to add is the QA we have been talking about. it documents the work that we put in catching bugs submitted by either the community or doing our own internal testing of builds, we clocked over 600+ changes/fixes/glitches/suggestions within it, and we invite everyone who is interested in knowing the gritty nitty changes, to read around this Google Doc's link of Shoppe Keep QA, it is being updated as we go as well, so it shall change as time goes on.
Link:
>>Shoppe Keep QA<<
And as always! Stay tuned.
-Arvydas
-Bugged empty quest making customers buy a lot in a row should be fixed
-Option slider which determines how many customers can exist in the world at any given point (For some this will give a big boost to performance) Best way to notice that you are having too many customers at any given point is when you notice a lot of them standing in place, not knowing where to go, or Exclamation marks popping up on objects that CLEARLY have a clear path to them.
-Bot inventory, personal chest mouse scroll sensitivity increased, and the windows are clamped, should not fly off into nothingness
-Getting orders towards the Order achievements counted only the item types in an order, instead of the total amount of items, fixed.
-State change bug is being attacked. If those who encounter it are using keyboard/mouse and notice it happen, notify me if you notice a “(!)” symbol, this will help me zero in on the issue, as well if you are stunned OR you are stuck to stun phase but can move around, it will show “You are stunned” instead of a typical state text on the top right.
-A glitch which caused the shop scroll variable to always be on if random furniture was destroyed by degradation or barbarians, or the evil shopkeeper should be fixed, and changing states should now be unaffected
-Fixed tracking of removed product displays
-Shop colliders raised a bit so shields should not phase trough them.
-Legendary items nerfed, too good, sorry.
-New Mage Set
-New Champion adventure: The Mausoleum
-All Tutorial text that refers to button presses now show the exact button binded to it
-Trash cans nerfed, the item value that you can potentially loot from the trash can will not exceed this value – Player Level * 20 gold
-Minimum UI size increased
-Default UI size increased
-Venomous Gloves and Venomous Belt are placeable where other belts and gloves are able to be placed.
-All Classes have a new Tier 5 item dropped in the Mausoleum, apart from the Mage, as they receive their own Tier 3 armor set dropped by the bosses of the Mausoleum.
-Shop name when creating the shop save will be displayed on the welcome board outside the shop instead of your steam name.
-Additional garbage collection in set frame intervals, to counter those who are having some RAM usage issues.
-Some champion variables rounded up to not have large decimals
-Getting Liquid materials after placing your last item into an inventory will not show the last held item
-Increased the base volume for customer voices
-Increased alchemy panel inventory/recipe panel scroll speed with mouse wheel
Hello keepers new and old, we are launching a new update for SK today, with the following changes: -Venomous pants became a normal pants item -Customer talking volume increased -Imprint set bots, only place on imprint slots -Ingame rebind key defaults fixed -Another update to customer logic trying to make them notice items near them tha they are looking for after their main target was removed or sold -Instead of Any imprint it will state "None" -Customers insult you for your high prices -Quest requiring sales of seasonal items appear only in their own season -Achievement getting stuck work done, no guarantees as it's not fully the games issue. -kPoint buying button now works only when the scroll is open -Being in build state and then pausing the game, you wont be able to place furniture by mistake -Items that have fallen trough the walls or ground were usually destroyed, now they plop into your keepers inventory As always stay tuned, development continues. ːskbadgeː
Hello keepers, Mostly Chris does announcements, but once in a while I let them rest and having a news post by the dev should be done as well. While I try to accommodate every single issue new and some old players are having, I am working on development of the game itself alone, not disregarding the awesome work done by the sound master Daniel and our awesome artist Andrea, but when it comes to literally making builds, game play changes and anything feature/mechanic related, it falls upon me. In the past day we launched a few patches already, trying to catch issues as fast as possible, increasing the enjoyment of Shoppe Keep every step of the way. I want to inform you all that in about 30 or so minutes a patch will be issued to Windows 64 builds which will allow in game real-time rebinding of keys, which should come as a welcomed change to some of you. Windows 32, OSX 64/32 and Linux 64/32 are taking a bit longer than expected to build, so they should follow shortly after Windows 64 users are patched up. The previous patch added small tooltips that try and help newcomers, we did that as it was the fastest thing I could implement regarding this, the tutorial text themselves take up a bit longer than expected, but they will be displaying currently binded actions to keys straight in the tutorials in due time, so please bare with me. As it is being worked on. I welcome both positive and negative comments, which are constructive, believe it or not, but I personally read every single word that pops up around this place, and everything is taken into account. I thank every one for their support, and hope we can overlook a few snags along the road and still enjoy Shoppe Keep. Not planning on dropping it in the foreseeable future. As always - Stay tuned.ːskbadgeː
Hello Shoppe Keepers
Firstly we would like to thank everyone who has played the game so far and those who picked it up this weekend. We always appreciate feedback from people so don't be afraid to post in our forums where our team or a member of community is usually willing to help. If you run into any issues as well, you can post these in the forums or contact us directly at support@excalibur-publishing.com or arvydas@strangefire.lt
We would also like to ask people to be mindful of their reviews as we are a small development team and these can hurt us personally, but we do always appreciate honest feedback.
Today we have a new patch for you which adds Tooltips to the game. We hope these will aid new players in learning the basics of the game and to give them a more enjoyable experience.
These are of course in addition to the current tutorial menu available in game. If you no longer want to see the tooltips, you can read the tutorial relating to this tooltip and it will be silenced forever.
We have also made improvements to the UI slider so now you can make the UI even bigger, so things should now be a little easier to read. you can find the UI slider in the Options menu.
And just a quick note, in the launcher before the game is a quality slider so you can change/improve the look of the game overall as well.
The v1.0 update is here! Today Shoppe Keep will leave Early Access on the nine month anniversary of it being released on Steam. It’s been a tough but infinitely rewarding experience and we must thank each and every player who supported us by purchasing the game and getting involved in the community. Shoppe Keep has changed quite significantly during its time in development and we wanted to share a timeline of its progress to show you how far we have come:
Also, thanks to those of you that have decided to share your sales info with us, we can reveal that 2 million items have been sold in Shoppe Keep in just 2 months.
The top five selling items were:
1. Health Potions 399229
2. Plain Sword 135271
3. Leather Gloves 134559
4. Leather Chest 100098
5. Mana Potion 98542
There are also some changes brought in by the v1.0 release:
Hello everyone,
Today we would like to announce that Shoppe keep will leave Early Access on the 20th of May. This will in turn mark a nine month anniversary of Shoppe Keep being in Early Access since August 20th 2015. The game has changed significantly and we have been working very hard to improve the game during this time. The team will still plan on releasing content updates to the game, though they will not be as frequent as they were while in Early Access.
It is important to point out that the first few months of full release may still feel like Early Access as we will still be looking to launch hotfixes, patches and upgrades to some balancing that might have been missed.
So why have we chosen to end the Early Access period of Shoppe Keep? We feel the game already has enough content, gameplay, replayability and is stable enough to become a fully-fledged game. This does not however mark the end of its development as we are still eager to add more content to the game over the coming months, maybe even years.
As always, if you come across any issues, do let us know in the forums!
This has been the team’s first ever game, and we have been overwhelmed by the support from the community, be it YouTube videos, steam guides, wiki entries. We hope you have enjoyed watching Shoppe keep evolve over the past nine months.
Now, onto todays patch!
The build includes a variety of additions, changes and improvements to performance. The most notable addition is the introduction of the Xbox 360 controller support. Players will now be able to play the game fully with a controller, if there is something that you feel we have missed, do let us know in the forums and we will aim to fix it as soon as possible
We’ve modified the dirt values again! We have also added made some changes to the UI, most prominently a notification system to tell you what has been sold or which items you’ve just picked up. See it in action below:
There has been some adjustments to the quest system. The game now notes what skills you have unlocked and chooses a quest that you as a player are able to complete. Quest choices may duplicate with this new system. We have had to remove 19 old quests, but in their place 26 new quests are now available.
You can even obtain a brand new Wizard statue from one of the quests, good luck to those who are looking to complete their statue collection! If any quests however do not award a statue (when promised one) please do let us know!
Before we move onto the changelogs, it’s important to note that the new control system to support a 360 controller has meant that players may need to rebind their keys to default when loading up the latest patch. This should not affect new players, but anyone experiencing any control issues should default their key bindings before continuing. Additionally, the F key has been defaulted to the action key, so this means to open your shoppe door, you need to press the F key. If anyone has any issues with controls, do let us know in the forums.
Changelog below!
Dear fellow Shoppe Keepers. We come to you for aid, for there are many adventurers coming to these lands and many languages spoken. We are looking for Translators who can help us help the community by translating Shoppe Keep and other popular titles. Being part of this group also has benefits including free games and the occasional free gift for those committed to helping the cause. To join our merry band of translators please go to www.getlocalization.com/Excalibur-Games to register. Once you have registered to be a translator, we will contact you with further instructions. Happy adventuring
Hello everyone, Today’s update includes some progress towards controller support. The controller option has been added to the main menu but is not currently fully implemented. But steps are being taken and we hope to have this implemented soon. Alongside this, we have also been fixing a selection of bugs and glitches, including a save bug that was spotted by one of our users. As always, if you have anything to report. Let us know in the comments or in the forums and we will look to address it as soon as we can.
Hello Shoppe Keepers!
Today’s update brings Character Customisation. No longer will you be subject to the tyranny of being forced to wear a top hat and monocle. You are now free to choose from a variety of hats, faces, and clothes to wear. Check out some possible outfits below:
We are also getting ready to introduce controller support, though it will show as an option on the splash screen it is not quite ready just yet and so will not be functional.
Also included in this patch are various performance updates and bug fixes – Players that were having issues interacting with the menu should find that this is fixed.
We hope you enjoy the update and as always post any issues you find in the Bugs forum.
Good day keepers! So Ludum Dare 35 has just ended, for the past 72 hours there has been no sleep, no rest, just pure game development for a theme Shapeshift!
Good day keepers! Hope all of you are enjoying Shoppe Keep as it is closing in on a full release. Today I want to ask for all of your forgiveness as the next 3 days will be the first 3 days (Or even minutes to be exact) that I will not breed, feed or live Shoppe Keep in the last year. My developing career started with Ludum Dare, so I would never miss one. Hope you all will let me slide for the next 3 days as me(Arvydas Zemaitis), Daniel Romeros and Andrea Di Bartolo will drink energy drinks, rum, eat pig ears, and top it off with Actimel when our internal systems start shutting down from lack of sleep or personal hygiene, as we try our luck in Ludum Dare #35 as a team. At the time of this anouncement, there is 30 minutes left for our moral preparation before a theme is anounced, follow us on Twitter @strangefiredev Twitch https://www.twitch.tv/siraeron while we make a game from scratch in just 3 days! I promise to let myself sleep at least an hour a day so that I wont die and be able to continue development on SK right after Ludum Dare. Wish us luck, and as always, stay tuned! ːskbadgeː
Hi everyone!
There's not an update this week, but I thought it would be fun to show you something we're working on! The Shopkeeper will soon have some new duds and you'll be able to customize their head, face and clothes.
Here's one I made earlier:
I think we may need to make that T-shirt a reality!
I'd also like to take some time to say, if you've not yet reviewed Shoppe keep and really enjoy the game, do consider posting a review, it really helps us out in development and allows us to reach new players :) Thanks guys!
Good day fellow shop keepers! Today’s update touches on some performance updates, rebindable keys and some new tutorials.
One of the features of this update that will play a big role is a new type of furniture set called decorations. This new furniture type does not hold any items, but in fact increases the pricing tolerance of your customers. It is scientific fact that customers will be more inclined to part with their cash when presented with an attractive visual stimuli.
In other news, At 8.15 P.M GMT tonight, Higher Eclectic Ground's sim racing team Eclectic Motorsport will take to Phoenix International Raceway for the fourth round of the iRacing British Sim Racers Touring Cars.
You can watch the race live at 8.15 P.M GMT by clicking the link below:
https://www.youtube.com/watch?v=I8IVOMZoDlE
Full changelog below, as usual, if you have any bugs, let us know!
-Added decorations
-Talking to customers allowed only in Shop Keep mode
-Performance updates
-UI still receiving slight visual changes
-Holding Left Control and pressing Left mouse button will set an already imprinted display spot into an Any slot which bots will place items even in imprint mode
-Imprinted Slots change color to Blue, while non imprinted ones or imprinted as "Any" will be standard green.
-Slashing or selecting combat mode is unavailabel if talking to a customer or interacting with the bot or champion
-Rogue Tier 2 slot came back
-Rebindable keys in Main Menu
-Tutorials!
I know what you’re thinking, the development of Shoppe Keep has been failing to truly capture the number one requested feature across the entirety of the games industry. Something that is looking to change the way we play games
That’s right, Virtual Reality. But not in the way that you may be used to. Development of Shoppe Keep began as a humble project within the retail environment. We wanted to create a shopping simulator that helped managers of real world stores prepare themselves for the harsh duty of retail management.
We found that these simulated tests were incapable of creating a realistic environment with cause and effect. Managers would make impulse decisions and then when their virtual shop began losing money, they were asked to stop playing and immediately hand in their resignation.
Much like how George Lucas awaited for computer animation to match his vision, of Star Wars Episode 1, so to have we waited for something to match our ambitions.
As you may have seen in the screenshot, we have included a dollar price to each item. This is a replacement for the current gold economy and the current exchange rate is:
10 gold = $1.00
All items will be priced accordingly, so health potions will cost $1.00 and a frozen staff would cost close to $30. Upon a successful stock order, funds will be debited from your real life account to pay for the virtual items.
Before this is implemented, we’ll be setting up a website to collect the addresses of all players so that we can send them a complimentary Shoppe Keep Pro Controller (Patent Pending) which will read your Debit or credit card. Check out our prototype below:
We know that you’ll agree that this is the next stage of Virtual reality and we feel that using real world money blends the virtual and real world in an awesome shop keeping experience
Update: Good spot some of you! Yes this is an april fools joke. We will not be charging money per ordered item :)... Regarding VR, that was also a april fools joke... But look what Valve sent us:
Hi everyone! Just a quick announcement today, we have just issued a hot fix that address some issues and has made a few changes. -Talking to customers allowed only in Shop Keep mode -Performance updates -UI still receiving slight visual changes -Holding Left Control and pressing Left mouse button will set an already imprinted display spot into an Any slot which bots will place items even in imprint mode -Imprinted Slots change color to Blue, while non imprinted ones or imprinted as "Any" will be standard green. -Slashing or selecting combat mode is unavailabel if talking to a customer or interacting with the bot or champion As usual if anyone has any issues, do let us know!
Ladies and gentleman, today's update includes a variety of adjustments and refinements that will be sure to whet the appetite of any aspiring shop keeper.
The gobliness engineer has once again began dissecting the Helper bots brains and has given them a new trait, memory… You can now program bots to tell them exactly what item to stock on each area. To do this, you need to hold the shift key when looking at a shelf, this should tell you what item has been imprinted. Holding shift and then left clicking while holding a particular item will then imprint that item on the shelf, meaning if you imprint an engineering book, the helper bot will only ever place an engineering book in that space. In order to turn on imprint mode, press F on the helper bot and select the star at the bottom of the window next to the text imprint mode. If imprint mode is turned off, your bots will place items randomly wherever there is space.
The image above is a bit tricky to see, but if you hold left shift while looking at an empty shelf and holding an item, all will become clear!
As a note, when using an older save file, bots might be outdated, so they will need a software update which requires you to either remove them from their dock or removing the dock itself which will automatically put a bot in your inventory together with all the items that particular bot dock had.
Like statistics? Well, we’ve added a pedestal in the back room that can be used to check more detailed statistics for your shop, this includes details like the current items on display in your shop, as well as details on what items you have sold and your expenses. This will be a valuable window for those who want to make sure that their Shoppe is running as economically efficient as possible.
Some old save files will not have working statistics. So we recommend that once a save is loaded, you go into the delete statistics button in the UI. This will refresh the statistics. If you want to start a new round of statistics you can do that with delete. But have no far, the numbers are being saved into a save file and soon you will be able to load up and check out old/archived/discarded statistic runs
Pants disappearing? Well, worry not, that’s been fixed. Do I need to say any more than that or provide further context? No, let’s leave it at that. Check the screenshot below:
The Garden area has had a tiny bit of renovation as the Shoppe Keeper as installed a work in progress river. Note that drinking from the river may cause a selection of side effects including but not limited to:
“Drowsiness, stomach pains, blurred vision, foul breath, dizziness, sensitive armpits, exaggerated hand movements, back pain, a strong urge to rap, nausea, boils, heightened attraction to barbarians and a skin rash in the shape of a koala building an outhouse.”
The Crafting menu has had a rework too, once you discover a recipe the cauldron will now remember the recipe, so all you need to do now is provide the cauldron with the key objects and then with a click of a button, that item will be crafted!
In our last blog post we mentioned some statistical details regarding how many items were sold in a small space of time. This data only shared what items were sold and does not record any details on Steam ID, IP, location or any names. It only tracks items sold. We had some players who were concerned with this and so we have added an opt in option in the main menu. If you click to opt in, your items sold stats will be shared. The reason that this was created was to test a possible feature that would be shaped by online players, perhaps working towards an online global economy and demand system. But that is a discussion for another day!
Some more work has been done on the champion, if you provide the champion with either a health potion or a mana potion they will now be given additional buffs! A champion will use the health potion once their HP reaches 20% to regain some health. While a Mana potion works where if damage he is dealing is less than 50% of his maximum damage, then the damage output will be maxed for the next hit.
Please note that if the champion is not in a situation that requires them to use a potion, all potions at the end of the adventure will be discarded. Potions must be treated as a temporary buff for a single adventure.
And as we continue to update, a building in town has decided to undergo some construction. What will open here? Well, who knows! But stay tuned for more details in the coming weeks
If you come across any Bugs or issues, do let us know in the forums! If we spot anything particularly nasty, we’ll aim to hotfix it as fast as possible!
Additionally, alongside this update trading cards are now live! Along with the various profile backgrounds, badges and emoticons! ːhpotionː
We’d also like to take this opportunity to say that the game has just had over 1,000 reviews and we are still at 86% positive. We think this is amazing and are very pleased that we’ve made 860 players share a positive review on Steam. As for the 140 other people, we hope that as we evolve the game we can turn those thumbs down into a thumbs up! Of course, if you’ve yet to leave a review and would like to recommend the game to others, a short thumbs up review helps new people find out and even experience the game too. Thankyou!
We wanted to just update you all on some progress for Shoppe Keep. There is no update this week due to the Easter holidays, however we have one that we’ll be looking to release on Tuesday which contains a few new features like being able to buy items off customers when talking to them and some adjustments to the champion including how potions work when outfitting your champion with mana or health potions. More details on this additions will shared on Tuesday!
We have also been working on a few other things including….
We will be looking to make trading cards live in the future along with emoticons, badges and profile images. When this goes live we’ll make another announcement!
Arvydas has also been working on localisation, this means that you’ll soon have a selection of languages to choose from when playing Shoppe Keep. We hope this allows more players than ever before to play the game. This has taken quite a bit of time, but it’s something very important that we must do!
Over the last week, we’ve also been tinkering with some stats. This means that we can track global sales of each individual item, for those who enjoy numbers we can reveal that in less than a week, globally Shoppe keep players have sold over 800,000 items.
That's all for today. We hope you all enjoy the Easter holidays and we'll be back Tuesday!
Good day merchants! A new shoppe Keep update has just gone live which includes a variety of fixes, some new features and a smashing new mirror in the player house to totally check yourself out.
First, the helper bots have received a massive upgrade to make them 300% more helpful. No longer should they refuse to acknowledge your orders or refuse to stock items. A gobliness engineer has been spending the last couple of weeks tinkering with the brain of these mechanical minions to make sure that they are an optimized object picking, thieve zapping restocking machine. They will now pick up five items at a time and when restocking they will no longer only stock the top item in their inventory, they will now cycle through items in their inventory to check if there is a space for it. Check them out in action below:
https://www.youtube.com/watch?v=V5HAiY9KLHI
The Helper bot no longer requires fuel, oh no! Due to recent labor laws, these machines now are entitled to a minimum hourly wage. Depending on the job they are set, they will be paid a standard hourly rate which will be deducted from your finances. Thankfully, you can check your outgoings and incomings in the gold per minute section of the order scrolls stat area.
Are you struggling to answer the all-important question “Who am I?” well, look no further than your own player house and use the mirror to get a good look at yourself.Strut your stuff, pull some poses and look dapper!
Feel like this external vessel is not a true representation of your inner self, well simply go to the options menu and you will be able to change that too! Introducing the Female Shoppe Keeper!
It is normally quite dangerous to go outside at night. The town can be quite vicious after hours so it’s best not to keep your shoppe door open during these times. But I understand, you want to visit your house and chill after a long day at work. Thankfully in the back room there is a trap door that will take you straight to your house. You can avoid all sorts of nasty creatures that scour the town at night.
The next few updates will include a bit of new customer interaction logic, crafting overhaul and more!
A new hotfix is to go live very soon that fixes an issue for players who like to close menus with the Escape key.
A full changelog for this update can be found below:
Helper Bots have received a big upgrade in this update! The MK III Helper Bots have a new silver sheen and can far outperform the MK II’s.
Bots no longer require fuel to run, instead they will drain some gold each minute depending on their state. The Bot’s logic has been improved and they can now pick up 5 items at a time. When restocking they will no longer only try to restock the top item in their inventory, instead they will loop through all items to try to restock them. Finally, when landing on their dock, they will even make sure they are facing in the right direction so as not to spoil the shop’s aesthetics.
Check out the new Bots in action below:
https://www.youtube.com/watch?v=V5HAiY9KLHI
A selection of other changes and fixes have also been included in this update, the full changelog is below:
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