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Craftlands Workshoppe: 91% Positive Steam Reviews!


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!


[ 2020-10-15 11:22:26 CET ] [ Original post ]

CRAFTLANDS WORKSHOPPE OUT NOW + LOYALTY DISCOUNT


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.

Launch Discounts


If you pick up the game this week, you'll snag a sweet 30% launch discount. PLUS, if you own either Shoppe Keep or Shoppe Keep 2, you'll be able to enjoy an additional 10% off for the first week. https://store.steampowered.com/app/1197820 Please do let us know what you think of the game via the Steam forums, our Discord, and social media! Happy crafting!


[ 2020-10-13 18:34:42 CET ] [ Original post ]

Try the Free Craftlands Workshoppe Demo 7 - 13 October


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:

  • Your save data from the demo will transfer over to the main game, which releases in Early Access shortly after the game festival ends, so you can pick up right where you left off!
  • We will be running a one week launch discount - add the game to your Steam wishlist to be notified at release and make sure you don't miss out on a good price!
We hope you'll give the free demo a go, and look forward to hearing your thoughts on Craftlands Workshoppe!


[ 2020-10-07 17:20:48 CET ] [ Original post ]

Play the Craftlands Workshoppe Beta! New Game From Lead Dev of Shoppe Keep 1 2


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

Play the Beta!


To play the Beta Test, simply join the Craftlands Workshoppe Discord server and head to the #announcements channel, where you'll need to react with the specified emoji in order to be sent a Steam code via Discord DMs. There are just 4000 codes available for this Beta Test, and they're being distributed on a first come first served basis, so get in quick to make sure you get a code. All codes will be revoked once the Beta Test has come to an end. Take a read of the Beta Test announcement on the Discord for all the details.
With Craftlands Workshoppe, we want to get feedback and impressions from you all as soon as we can, especially as Shoppe Keep players, which is why we are holding a Beta Test this weekend. Once you have received a code you'll see specific channels for feedback and bug reports on the Discord. Beta start time: 9 April (4pm BST/8am PDT) Beta end time: 14 April (10am BST/2am PDT)
We hope you'll join us on this brand new fantasy business adventure in the clouds, starting with the Beta Test over the weekend! Remember to add Craftlands Workshoppe to your Steam wishlist, and keep up to date with the latest news! Steam Discord Twitter Facebook Mailing List Sign Up (scroll to the bottom of the page)


[ 2020-04-09 15:09:40 CET ] [ Original post ]

Announcing Craftlands Workshoppe - The Next Step in the Shoppe Keep Universe


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.

  • Strangefire Studios next game takes the Shoppe Keep universe in a bold new direction
  • Craft and sell potions, weapons and meals
  • Train and hire employees to expand your fantasy Shoppe
  • Explore a brand new world amongst the clouds and get to know the locals

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.


[ 2019-10-11 14:36:38 CET ] [ Original post ]

Shoppe Keep 2 Full Release Out Now | v1.0 Now Live With 40% Off


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/

Version 1.0


Since the games launch in May 2018, Shoppe Keep 2 has seen 19 large feature and content updates from developer Strangefire. From various additions and enhancements to the core Shoppe Keeping gameplay, to expanding the open world of Customerania, to the additional depth of progression and town upgrades, Shoppe Keep 2 has come a long way since its Early Access launch. And that is thanks to you, the community. You've all been a massive help in providing feedback and suggestions, and you've been key to Shoppe Keep 2's Early Access period.
Shoppe Keep 2 has been in development at Strangefire for over two years, and it's been a great ride so far! While today marks Shoppe Keep 2's version 1.0 launch, almost a year after the Early Access launch, that does not mean that the game will cease to receive updates. Shoppe Keep 2 is now feature complete and no more content updates are planned, but we will continue to listen to player feedback and will issue updates for the game to fix large bugs and usability issues should any arise. An exception from this is that full controller support will be arriving soon! In order to report bugs and further feedback, please consider joining the Shoppe Keep 2 official Discord[discord.gg] and post your thoughts in the relevant channels. Here, you can quickly reach and communicate with the Shoppe Keep 2 development team!
Thanks, The Shoppe Keep 2 Team


[ 2019-04-25 15:58:20 CET ] [ Original post ]

Shoppe Keep 2 Launches in Early Access

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


[ 2018-05-03 16:58:22 CET ] [ Original post ]

Shoppe Keep 2's October Mega Dev Log


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:
  • Alchemist
  • Cook
  • Blacksmith
  • Management house
  • Your Shoppe
Clicking on a building will reveal its level and the upgrades available which can include increased crafting yield but also the ability to upgrade thier building for additional features. We're still working on the management house upgrades and any chosen upgrade should be presented visually when exploring the town. We'll share more on that in the future. When clicking on the shop icon while using the town management UI. It will bring up a New UI which will allow you to upgrade your shoppe.
Making any changes to this will not only be visible in the game world, but also be represented in the town UI. Check it out below:
We had already discussed parts of the crafting elements from our our last dev blog. We'll be returning to the crafting mechanics once we have finished the other two crafters (their houses are are already complete!). But we need to voice them, create their outfits and figure out their names. Main Menu
The main menu will be continue to evolve throughout development. The gif above shows the main menu which includes a brief pan and a rapid day/night cycle which shows that the windows of the houses will light up at night time. Each build we release during the development of Early Access will include a "notes from the devs" which will include important information or a general change log. Crests
Don't mind the UI, currently this is just to test the systems functionality. Once our artists get their mitts on it, we assure you it'll look much better! Anyway, onto the feature, Each world save that you create will have its own crest. The crest that you create will be placed within the world and be included within certain parts of the UI. This was designed to add that little bit of extra piece of customization to make it feel like your own world. More designs will be available as time goes on. Customer Navigation Unfortunately, this section does not have any fancy screenshots or gifs, but we still wanted to share some progress on it. The eternal struggle in the original Shoppe Keep was customer navigation within closed spaces. Because we allowed players to build objects within the shoppe it makes the navigation mesh even more dynamic and small in places. Customers can start to push each other, for now we are solving this by disabling customer collision when walking into other customers. However, to improve upon the quality of this element, we will be returning to this later when time allows. Additionally, we've seen large numbers of customers enter the shoppe in SK2 once it has opened and has even just a single pedestal. We now feel there is more control over the amount of customers which will move towards your shoppe. Depending on how many items you have on display, it will affect the number of customers that will enter into your shoppe. Crowd control options will also be introduced via skills and upgrades. World Map
In Shoppe Keep 2, players will be able to explore the world when they are not running their shoppe. We created a world map which will track the player location (As well as other players), and other dynamic information like the ship, which will be used for a merchant feature and travels from port to port. Additional landmarks will be shown once they are revealed by visiting them or as a quest reward.
Of course, you will be able to zoom in and drag the map around. The image above is of Arvydas spending some quality time in the management house with sir Poshington! You won;t believe how much time was spent to make sure that you are pinpointed and represented on the map exactly where you are! Clock
it's not a vital game feature, but just more of a nice detail. any analogue clocks in the world will represent the time in the world. Just in case you don't want to look at the top right corner of the screen for a numeric digital display. Your choice!

Dev Log October 30th: Helper Bots, Multiplayer and a new hair colour


Multiplayer So let's talk about the biggest change in the sequel which is multiplayer. From the main menu you you play alone as Single Player, or choose one of 2 Multiplayer ways to play with your friends.
When hosting your world you can choose from a Direct connection world or a Server listed World If you are hosting the world on your local network connection you can use the direct connection which just needs an IP and port number, and off you go! You can also use the Direct Connection to play with friends outside of your local network using port forwarding techniques. To connect to a Direct Connection world, you can simply enter the IP address and port number to connect to the host.
Now in case you are playing with friends from far away, and port forwarding is a foreign concept to you, you are in luck, we can use a server list and connect you anyway!
When creating a server listed game, you will simply give your world a name which can then be found on the server lists. To connect to a server listed game, you can search the server list for a game to join and then connect to the games. Small disclaimer: Our server lists are hosted by Unity to help with connecting people across the globe
We are currently in the process of working on a video that shows off some of the multiplayer game play but felt that we should mention something very important! There will be no features in this dev log that are locked to single player. Anything that we mention or discuss will be fully playable in multiplayer. There are particular features that do need to be designed to consider the synchronization of objects for Multiplayer. So there will be some elements from the single player portion which will have some features that must have a good compromise to keep development flowing. As an example, let's talk about the helper bots. We've discovered that there is a reasonable number of helper bots that P2P can handle without causing any issues with synchronization or performance. But if we were not creating a multiplayer game, we could have 50 helper bots flying around. So the theory is this, design the game with the shortcomings of multiplayer, but still make it fun and balanced to play as a single player game. It's wise we discuss and remain open on this because this type of development process will save us time and allow us to create content much faster than trying to combat two different variants of the same game. Dynamic Objects While developing Shoppe Keep 2, we wanted a far more flexible way of creating content. Items, spells, equipment, displays and NPC's are objects that can be removed and added quickly and easily. Additionally, we are considering supporting Steam Workshop for player made items that can be usable in game. Once we reach that point, we'll talk more about it!
We are currently working on an Item creator app which will ship with Shoppe Keep 2. Right now the priority is not on that particular feature but it currently works as intended but have not yet tested it with Steam Workshop. We'll reveal more info later! Blonde hair We've added a new hair colour, Blonde! It joins six other available hair colours in Shoppe Keep 2.
Helper Bots Helper Bot Mark V appears in Shoppe Keep 2. Major adjustments have been made to make him more useful with entirely new tools Unfortunately, as we work to strive towards more advanced bots, they seemed to have picked up a few personality traits!
In our online stress tests we've noticed that 5 helper bots is a great number to maintain core duties and responsibilities without affecting synchronization and performance. In response, we've made the helper bot upgradable so that you start with one, but can go up to 5.
We will be making the helper bots much more useful in time but right now they are able to do the following:
  • Stock items
  • Fix furniture
  • Manage the farm
  • Travel to other towns to buy or sell stock
Defense is also planned, but we need to work out a few kinks! The helper bot's core path finding has been completed and so is his decision making. But not all features are complete and we will talk about them in more detail as they are further along in development. Right now, they can stock items, all bots share a container that you will fill up with items. They'll pick up an item and then place it within the shop. Because the Mark V helper bots introduce arms, you can even see them visually holding the item that they are going to place.

One last thing


Thank you everyone who has made it this far into the mega dev log. You guys deserve a medal! We don't have any medals, so how about a sneak peek at one of the new buildings in the game We shared the concept art for the alchemists house during Octobers dev logs. But we thought you might want to see what it looks like in game!

That's all for now


We are hoping to keep the flow of these dev logs up until the release. While they'll be posted weekly within the Shoppe Keep 2 page. We'll be posting progress via a mega post like this, once a month here on the Shoppe Keep 1 forums So if you want to be one of the first to know about developments of Shoppe Keep 2, go check out the games steam page as I'll be posting another dev log this coming Monday


[ 2017-11-01 10:34:41 CET ] [ Original post ]

Shoppe Keep 2's October Mega Dev Log


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:
  • Alchemist
  • Cook
  • Blacksmith
  • Management house
  • Your Shoppe
Clicking on a building will reveal its level and the upgrades available which can include increased crafting yield but also the ability to upgrade thier building for additional features. We're still working on the management house upgrades and any chosen upgrade should be presented visually when exploring the town. We'll share more on that in the future. When clicking on the shop icon while using the town management UI. It will bring up a New UI which will allow you to upgrade your shoppe.
Making any changes to this will not only be visible in the game world, but also be represented in the town UI. Check it out below:
We had already discussed parts of the crafting elements from our our last dev blog. We'll be returning to the crafting mechanics once we have finished the other two crafters (their houses are are already complete!). But we need to voice them, create their outfits and figure out their names. Main Menu
The main menu will be continue to evolve throughout development. The gif above shows the main menu which includes a brief pan and a rapid day/night cycle which shows that the windows of the houses will light up at night time. Each build we release during the development of Early Access will include a "notes from the devs" which will include important information or a general change log. Crests
Don't mind the UI, currently this is just to test the systems functionality. Once our artists get their mitts on it, we assure you it'll look much better! Anyway, onto the feature, Each world save that you create will have its own crest. The crest that you create will be placed within the world and be included within certain parts of the UI. This was designed to add that little bit of extra piece of customization to make it feel like your own world. More designs will be available as time goes on. Customer Navigation Unfortunately, this section does not have any fancy screenshots or gifs, but we still wanted to share some progress on it. The eternal struggle in the original Shoppe Keep was customer navigation within closed spaces. Because we allowed players to build objects within the shoppe it makes the navigation mesh even more dynamic and small in places. Customers can start to push each other, for now we are solving this by disabling customer collision when walking into other customers. However, to improve upon the quality of this element, we will be returning to this later when time allows. Additionally, we've seen large numbers of customers enter the shoppe in SK2 once it has opened and has even just a single pedestal. We now feel there is more control over the amount of customers which will move towards your shoppe. Depending on how many items you have on display, it will affect the number of customers that will enter into your shoppe. Crowd control options will also be introduced via skills and upgrades. World Map
In Shoppe Keep 2, players will be able to explore the world when they are not running their shoppe. We created a world map which will track the player location (As well as other players), and other dynamic information like the ship, which will be used for a merchant feature and travels from port to port. Additional landmarks will be shown once they are revealed by visiting them or as a quest reward.
Of course, you will be able to zoom in and drag the map around. The image above is of Arvydas spending some quality time in the management house with sir Poshington! You won;t believe how much time was spent to make sure that you are pinpointed and represented on the map exactly where you are! Clock
it's not a vital game feature, but just more of a nice detail. any analogue clocks in the world will represent the time in the world. Just in case you don't want to look at the top right corner of the screen for a numeric digital display. Your choice!

Dev Log October 30th: Helper Bots, Multiplayer and a new hair colour


Multiplayer So let's talk about the biggest change in the sequel which is multiplayer. From the main menu you you play alone as Single Player, or choose one of 2 Multiplayer ways to play with your friends.
When hosting your world you can choose from a Direct connection world or a Server listed World If you are hosting the world on your local network connection you can use the direct connection which just needs an IP and port number, and off you go! You can also use the Direct Connection to play with friends outside of your local network using port forwarding techniques. To connect to a Direct Connection world, you can simply enter the IP address and port number to connect to the host.
Now in case you are playing with friends from far away, and port forwarding is a foreign concept to you, you are in luck, we can use a server list and connect you anyway!
When creating a server listed game, you will simply give your world a name which can then be found on the server lists. To connect to a server listed game, you can search the server list for a game to join and then connect to the games. Small disclaimer: Our server lists are hosted by Unity to help with connecting people across the globe
We are currently in the process of working on a video that shows off some of the multiplayer game play but felt that we should mention something very important! There will be no features in this dev log that are locked to single player. Anything that we mention or discuss will be fully playable in multiplayer. There are particular features that do need to be designed to consider the synchronization of objects for Multiplayer. So there will be some elements from the single player portion which will have some features that must have a good compromise to keep development flowing. As an example, let's talk about the helper bots. We've discovered that there is a reasonable number of helper bots that P2P can handle without causing any issues with synchronization or performance. But if we were not creating a multiplayer game, we could have 50 helper bots flying around. So the theory is this, design the game with the shortcomings of multiplayer, but still make it fun and balanced to play as a single player game. It's wise we discuss and remain open on this because this type of development process will save us time and allow us to create content much faster than trying to combat two different variants of the same game. Dynamic Objects While developing Shoppe Keep 2, we wanted a far more flexible way of creating content. Items, spells, equipment, displays and NPC's are objects that can be removed and added quickly and easily. Additionally, we are considering supporting Steam Workshop for player made items that can be usable in game. Once we reach that point, we'll talk more about it!
We are currently working on an Item creator app which will ship with Shoppe Keep 2. Right now the priority is not on that particular feature but it currently works as intended but have not yet tested it with Steam Workshop. We'll reveal more info later! Blonde hair We've added a new hair colour, Blonde! It joins six other available hair colours in Shoppe Keep 2.
Helper Bots Helper Bot Mark V appears in Shoppe Keep 2. Major adjustments have been made to make him more useful with entirely new tools Unfortunately, as we work to strive towards more advanced bots, they seemed to have picked up a few personality traits!
In our online stress tests we've noticed that 5 helper bots is a great number to maintain core duties and responsibilities without affecting synchronization and performance. In response, we've made the helper bot upgradable so that you start with one, but can go up to 5.
We will be making the helper bots much more useful in time but right now they are able to do the following:
  • Stock items
  • Fix furniture
  • Manage the farm
  • Travel to other towns to buy or sell stock
Defense is also planned, but we need to work out a few kinks! The helper bot's core path finding has been completed and so is his decision making. But not all features are complete and we will talk about them in more detail as they are further along in development. Right now, they can stock items, all bots share a container that you will fill up with items. They'll pick up an item and then place it within the shop. Because the Mark V helper bots introduce arms, you can even see them visually holding the item that they are going to place.

One last thing


Thank you everyone who has made it this far into the mega dev log. You guys deserve a medal! We don't have any medals, so how about a sneak peek at one of the new buildings in the game We shared the concept art for the alchemists house during Octobers dev logs. But we thought you might want to see what it looks like in game!

That's all for now


We are hoping to keep the flow of these dev logs up until the release. While they'll be posted weekly within the Shoppe Keep 2 page. We'll be posting progress via a mega post like this, once a month here on the Shoppe Keep 1 forums So if you want to be one of the first to know about developments of Shoppe Keep 2, go check out the games steam page as I'll be posting another dev log this coming Monday


[ 2017-11-01 10:34:41 CET ] [ Original post ]

Shoppe Keep 2 - Have your say

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.


[ 2017-10-05 11:09:26 CET ] [ Original post ]

Shoppe Keep 2 - Have your say

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.


[ 2017-10-05 11:09:26 CET ] [ Original post ]

Big Announcement - Update On New Developments.

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!

I Own Shoppe Keep 1, What Do I Get?! HUH!?


Well of course, you beautiful people will receive something special. I can’t divulge all the information just now, but In the next few months we shall be sharing more details.

Why make Shoppe Keep 2 instead of updating Shoppe Keep?


Well, there comes a time when the suggestions from the community are so game changing, that it literally turns the game into another game, hence the term game changing. Shoppe Keep was the work of a developer starting within the industry, revisiting the code and trying to attach new parts becomes a more difficult process and turns the project into some sort of Frankenstein’s monster!. Add to the fact that Unity also updated their game engine and the porting process could eat up time which would be more appropriately used on game mechanics. But if we are being honest, The team were not experienced game developers when we began working on Shoppe Keep… The code for Shoppe Keep is a maze and a mess. Our lack of experience in development meant that handling the current code of Shoppe Keep to make new features becomes harder and harder and in the end means that there will be man hours wasted trying to utilise old code from our first ever game. Shoppe Keep 2 does not use any code or even artwork from the original game. We know exactly where our downfalls were while making Shoppe Keep and we factored this into the development of Shoppe Keep 2. We handled the code so that it was expandable, we created new and better art which makes our game have a higher level of polish and presentation. There were some lovely features suggested by the community and battling against the current code to implement them would be a losing battle for time and efficiency. The team are more experienced and larger now, and we hope that the lessons learnt from Shoppe Keep and even Craft Keep VR have allowed us to improve ourselves and the games we are making. Shoppe Keep 2 is going to receive the same, if not more love than the original ever had because while we started out with the original Shoppe Keep unsure if there was an audience… We know you really like the idea and will be hitting this out of the park and hope that we entertain and surprise you as the development of Shoppe Keep 2 continues.

When will Shoppe Keep 2 release


We are looking at releasing the game in Early Access during the first half of 2018.

Will there be multiplayer in Shoppe Keep 2?


Yes… I’ll share details very soon, but clearly this is the most requested feature for Shoppe Keep by far.

Can I still sell weed in Shoppe Keep 2?


Yes, in fact, if your shoppe focuses its inventory you may see some rewards!

So Tell Me About Shoppe Keep 2


If there’s any other questions, I may update this announcement, but I think these are the core questions many of you will be asking. Here are some early screenshots of Shoppe Keep 2:






A bigger Team size


The development team for Shoppe Keep 2 has in fact doubled. The new team size has allowed us to focus on areas which we had lacked before in the original Shoppe keep like UI design

Jumping isn't going to make you money



But it's something you can do! Jumping comes as standard in Shoppe Keep 2, perhaps the most requested thing apart from Multiplayer.... Which we also have

So there’s multiplayer?!


Yes! One of the biggest requests for Shoppe Keep was the ability to play with others online. Shoppe Keep 2 is already functioning with up to four player co op. Those of you who wish to avoid any contact with others online can of course still play the game on your own.

A changing economy affected by sales of players


We have been investigating ways where players are able to opt in to sending information on the types of armour, potions and other varying items that players would sell in game. This could then affect the demand and profit of certain items, but could very well be used to shape some interesting seasonal activities.

Customise your Shoppe Keeper


Quite a few options for customisation are available, with more being added throughout development. Change anything from your hair or skin colour, your gender, get some sweet tats or wear odd socks.


Sell, wear and use any item


In the original Shoppe Keep, you could equip several swords and spells from the main menu. But you were unable to equip armour or any of the items in your shoppe. In Shoppe Keep 2, if you can sell it, you can use it!
This also means that not only will you be able to swing a sword around, but you’ll be able to equip mage staffs and use a bow and arrow.

Open And Close The Shoppe At Any Time


No matter the time, the shoppe can be opened and closed at any time. This will allow you to adventure into the town, complete other missions, talk to NPC’s and handle other duties that cannot be done while the shoppe is open.

Evolving towns


The Shoppe Keep 2 map is much more expansive. While the original Shoppe Keep was contained inside a town. Shoppe Keep 2’s world changes over time based on the profit that the player makes. Nearby houses will improve and new opportunities will arise. Throughout the towns will be several vendors where you’ll be able to purchase exclusive goods to sell from your shoppe.

Hunt in the wilderness


Separating the several towns is the wilderness… An area which contains natural resources. You can pick flowers or pick up a sword and hunt various beasts for new items to sell at the shoppe or even ingredients which can be used within crafting.


The Hot Bar and inventory system


We have removed “states”. They were a bit difficult for some players to understand, so instead we have been refining how the inventory system works. To improve the way players scroll through their stock, we’ve added a hot bar which contains on the far left, You can see your equipped weapon, the repair hammer and the broom. But the slots on the right are used to slot items which you plan on selling but also furniture pieces.

Strategic item stock


So while we already have hundreds of new items available in Shoppe Keep 2. If your store specialises in a certain item type, you’ll see some benefits which will include increased profits. How will you know if your Shoppe excels in a particular item type? The Shoppe will generate a sign at the top of your shoppe to indicate which item type you favour inside the shoppe.

Shoppe Expansion


The shoppe can now be expanded not just in width and length, but in height too! More info on this to come soon!

Butt wait, there's more!



This Is Just The Start


The helper bot will be making a return and we’ll have a new quest system. There has been and will be a lot of work to do on Shoppe Keep 2 and if you want to join us as we develop Shoppe Keep 2, you will be able to follow us on the Steam page. Which is below: http://store.steampowered.com/app/684580/Shoppe_Keep_2 I hope that we answered many questions, and if we didn’t, do let us know and we will do our best to respond.


[ 2017-09-19 13:29:43 CET ] [ Original post ]

Big Announcement - Update On New Developments.

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!

I Own Shoppe Keep 1, What Do I Get?! HUH!?


Well of course, you beautiful people will receive something special. I cant divulge all the information just now, but In the next few months we shall be sharing more details.

Why make Shoppe Keep 2 instead of updating Shoppe Keep?


Well, there comes a time when the suggestions from the community are so game changing, that it literally turns the game into another game, hence the term game changing. Shoppe Keep was the work of a developer starting within the industry, revisiting the code and trying to attach new parts becomes a more difficult process and turns the project into some sort of Frankensteins monster!. Add to the fact that Unity also updated their game engine and the porting process could eat up time which would be more appropriately used on game mechanics. But if we are being honest, The team were not experienced game developers when we began working on Shoppe Keep The code for Shoppe Keep is a maze and a mess. Our lack of experience in development meant that handling the current code of Shoppe Keep to make new features becomes harder and harder and in the end means that there will be man hours wasted trying to utilise old code from our first ever game. Shoppe Keep 2 does not use any code or even artwork from the original game. We know exactly where our downfalls were while making Shoppe Keep and we factored this into the development of Shoppe Keep 2. We handled the code so that it was expandable, we created new and better art which makes our game have a higher level of polish and presentation. There were some lovely features suggested by the community and battling against the current code to implement them would be a losing battle for time and efficiency. The team are more experienced and larger now, and we hope that the lessons learnt from Shoppe Keep and even Craft Keep VR have allowed us to improve ourselves and the games we are making. Shoppe Keep 2 is going to receive the same, if not more love than the original ever had because while we started out with the original Shoppe Keep unsure if there was an audience We know you really like the idea and will be hitting this out of the park and hope that we entertain and surprise you as the development of Shoppe Keep 2 continues.

When will Shoppe Keep 2 release


We are looking at releasing the game in Early Access during the first half of 2018.

Will there be multiplayer in Shoppe Keep 2?


Yes Ill share details very soon, but clearly this is the most requested feature for Shoppe Keep by far.

Can I still sell weed in Shoppe Keep 2?


Yes, in fact, if your shoppe focuses its inventory you may see some rewards!

So Tell Me About Shoppe Keep 2


If theres any other questions, I may update this announcement, but I think these are the core questions many of you will be asking. Here are some early screenshots of Shoppe Keep 2:






A bigger Team size


The development team for Shoppe Keep 2 has in fact doubled. The new team size has allowed us to focus on areas which we had lacked before in the original Shoppe keep like UI design

Jumping isn't going to make you money



But it's something you can do! Jumping comes as standard in Shoppe Keep 2, perhaps the most requested thing apart from Multiplayer.... Which we also have

So theres multiplayer?!


Yes! One of the biggest requests for Shoppe Keep was the ability to play with others online. Shoppe Keep 2 is already functioning with up to four player co op. Those of you who wish to avoid any contact with others online can of course still play the game on your own.

A changing economy affected by sales of players


We have been investigating ways where players are able to opt in to sending information on the types of armour, potions and other varying items that players would sell in game. This could then affect the demand and profit of certain items, but could very well be used to shape some interesting seasonal activities.

Customise your Shoppe Keeper


Quite a few options for customisation are available, with more being added throughout development. Change anything from your hair or skin colour, your gender, get some sweet tats or wear odd socks.


Sell, wear and use any item


In the original Shoppe Keep, you could equip several swords and spells from the main menu. But you were unable to equip armour or any of the items in your shoppe. In Shoppe Keep 2, if you can sell it, you can use it!
This also means that not only will you be able to swing a sword around, but youll be able to equip mage staffs and use a bow and arrow.

Open And Close The Shoppe At Any Time


No matter the time, the shoppe can be opened and closed at any time. This will allow you to adventure into the town, complete other missions, talk to NPCs and handle other duties that cannot be done while the shoppe is open.

Evolving towns


The Shoppe Keep 2 map is much more expansive. While the original Shoppe Keep was contained inside a town. Shoppe Keep 2s world changes over time based on the profit that the player makes. Nearby houses will improve and new opportunities will arise. Throughout the towns will be several vendors where youll be able to purchase exclusive goods to sell from your shoppe.

Hunt in the wilderness


Separating the several towns is the wilderness An area which contains natural resources. You can pick flowers or pick up a sword and hunt various beasts for new items to sell at the shoppe or even ingredients which can be used within crafting.


The Hot Bar and inventory system


We have removed states. They were a bit difficult for some players to understand, so instead we have been refining how the inventory system works. To improve the way players scroll through their stock, weve added a hot bar which contains on the far left, You can see your equipped weapon, the repair hammer and the broom. But the slots on the right are used to slot items which you plan on selling but also furniture pieces.

Strategic item stock


So while we already have hundreds of new items available in Shoppe Keep 2. If your store specialises in a certain item type, youll see some benefits which will include increased profits. How will you know if your Shoppe excels in a particular item type? The Shoppe will generate a sign at the top of your shoppe to indicate which item type you favour inside the shoppe.

Shoppe Expansion


The shoppe can now be expanded not just in width and length, but in height too! More info on this to come soon!

Butt wait, there's more!



This Is Just The Start


The helper bot will be making a return and well have a new quest system. There has been and will be a lot of work to do on Shoppe Keep 2 and if you want to join us as we develop Shoppe Keep 2, you will be able to follow us on the Steam page. Which is below: http://store.steampowered.com/app/684580/Shoppe_Keep_2 I hope that we answered many questions, and if we didnt, do let us know and we will do our best to respond.


[ 2017-09-19 12:35:05 CET ] [ Original post ]

Shoppe Keep Hotfix for Slow movement

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


[ 2017-06-15 05:34:51 CET ] [ Original post ]

Shoppe Keep Hotfix for Slow movement

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


[ 2017-06-15 05:34:51 CET ] [ Original post ]

Shoppe Keep Patch Update 2017/06/12

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!

New walk animations


The customers have a new walking animation which means that they no longer swing thier arms around quite viciously. You can check out a before and after gif below:

World Map added


The world map has been added to the back room, This is the same map seen in Craft Keep VR and builds upon some of the areas of the Shoppe Keep universe.

Jumping


You still won;t make any gold from jumping... But if you earn the achievement for "breaking the system", you will then be able to jump infinitely

Trash cans


Trash cans item drop increased from 20% to 50%. The game will now read from your core skills and only drop items that you are able to sell.

Sir Poshington


Sir poshington panel will no longer freeze the time scale on exit. Additional performance upgrades deep within the code. As usual, stay tuned. I will be trying to dedicate as much free time as possible to track down any left over bugs, and maybe throw in something new once in a while. Thank you everyone for your support, as well constructive criticism is always welcomed. Enjoy! And have a great day!


[ 2017-06-12 10:02:03 CET ] [ Original post ]

Shoppe Keep Patch Update 2017/06/12

Good day new and old Keepers!

[UPDATE] Forgot to mention, that you can achieve 100% achievements now


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!

New walk animations


The customers have a new walking animation which means that they no longer swing thier arms around quite viciously. You can check out a before and after gif below:

World Map added


The world map has been added to the back room, This is the same map seen in Craft Keep VR and builds upon some of the areas of the Shoppe Keep universe.

Jumping


You still won;t make any gold from jumping... But if you earn the achievement for "breaking the system", you will then be able to jump infinitely

Trash cans


Trash cans item drop increased from 20% to 50%. The game will now read from your core skills and only drop items that you are able to sell.

Sir Poshington


Sir poshington panel will no longer freeze the time scale on exit. Additional performance upgrades deep within the code. As usual, stay tuned. I will be trying to dedicate as much free time as possible to track down any left over bugs, and maybe throw in something new once in a while. Thank you everyone for your support, as well constructive criticism is always welcomed. Enjoy! And have a great day!


[ 2017-06-12 10:02:03 CET ] [ Original post ]

Deluxe Editions of Shoppe Keep To Giveaway

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!


[ 2017-01-24 14:00:37 CET ] [ Original post ]

Deluxe Editions of Shoppe Keep To Giveaway

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!


[ 2017-01-24 13:06:06 CET ] [ Original post ]

Hotfix for Windows 64 Bit

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!


[ 2016-12-24 13:33:04 CET ] [ Original post ]

Hotfix for Windows 64 Bit

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!


[ 2016-12-24 13:33:04 CET ] [ Original post ]

Christmas time has arrived in Shoppe Keep! (Patch Update December 2016)

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.

Christmas!


First major change from last Christmas is that there is lack of snow, this is because last time Shoppe Keep did not have the seasonal features in, so as not to have a snowed in Summer, just imagine that we are celebrating it on a continent that has no snow! Champions once again bring back randomly Christmas presents which can be placed under the tree in the middle of town! There is a chance to gain a free item or even spawn a barbarian!
They are festive as well! Even bad guys enjoy some Christmas cheer. Helper bots once again use their green helper hats, and an additional new decoration is available for all players! The Christmas tree, it adds the same bonus to your gold markup, the only difference it costs only 1.5k Gold instead of 5k that others do, this is the seasonal discount!
As always stay tuned! And dont forget to visit Craft Keep's Christmas update anouncement! Click here! [ADDITION]Christmas Visuals and features [ADDITION]New decoration - christmas tree [ADDITION]Champion brings back presents [FIX]New adventures are clickable [FIX]Adventure log fills up again [FIX]Few new items that were tied with the new adventure can be picked up now [FIX]Lower half of the order scroll was ahrd to click - now fixed [FIX]Innkeeper should stop dissapearing


[ 2016-12-21 15:12:08 CET ] [ Original post ]

Christmas time has arrived in Shoppe Keep! (Patch Update December 2016)

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.

Christmas!


First major change from last Christmas is that there is lack of snow, this is because last time Shoppe Keep did not have the seasonal features in, so as not to have a snowed in Summer, just imagine that we are celebrating it on a continent that has no snow! Champions once again bring back randomly Christmas presents which can be placed under the tree in the middle of town! There is a chance to gain a free item or even spawn a barbarian!
They are festive as well! Even bad guys enjoy some Christmas cheer. Helper bots once again use their green helper hats, and an additional new decoration is available for all players! The Christmas tree, it adds the same bonus to your gold markup, the only difference it costs only 1.5k Gold instead of 5k that others do, this is the seasonal discount!
As always stay tuned! And dont forget to visit Craft Keep's Christmas update anouncement! Click here! [ADDITION]Christmas Visuals and features [ADDITION]New decoration - christmas tree [ADDITION]Champion brings back presents [FIX]New adventures are clickable [FIX]Adventure log fills up again [FIX]Few new items that were tied with the new adventure can be picked up now [FIX]Lower half of the order scroll was ahrd to click - now fixed [FIX]Innkeeper should stop dissapearing


[ 2016-12-21 15:12:08 CET ] [ Original post ]

Shoppe Keep 1.03 Update issues fixed

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.


[ 2016-11-13 15:40:25 CET ] [ Original post ]

Shoppe Keep 1.03 Content Update and Craft Keep

Shoppe Keep Update!


----------------------------------------------------- ːskbadgeːːskbadgeːːskbadgeːːskbadgeː Good day old and new keepers! Since the last update we took a bit of a vacation to relax and gather our thoughts on how Shoppe Keep progressed, and what else could we add to the full version. But sadly, mucking around with a HTC Vive headset we got sidetracked by Virtual Reality, and free content update work was benched for a bit. Seeing as our Craft Keep VR is launching today, we felt that it is more than fair to make sure a content update to Shoppe Keep arrives at the same date. This is not a huge update like most of you were used during Early Access, but a fun one nontheless! As usual most of the changes in a list at the end of the anouncement!

The Inn


-----------------------------------------------------
This building has been blocked off for some time, and many have speculated that it will be an Inn. The Inn is best used at lower levels and lower gold count, for a small amount of kPoints you are able to unlock the Inn with a single table for 4 in it.
Additional tables can be purchased by speaking with the innkeeper, as well as additional upgrade unlocks that will help your Inn bring in serious coin. Adventurers traveling trough town might want to visit the Inn, once they do they will sit down, enjoy some Ale and some meat if it is available.
The more customers you have seated during phase changes, the more gold you will earn. 2 times per day the Innkeeper will calculate how much gold you earned per seated customers and that revenue is yours to withdraw! We got a few more fun ideas for the Inn in our pocket and we will see how we could implement them in the future if we deem them good enough.

Crimson Sanctum


----------------------------------------------------- The Crimson Sanctum is our newest adventures for the Champion.
It is said that a famed artisan blacksmith has been posessed by the ancient blood god and is being forced to make weapons for his demonic army. The new adventure offers brand new loot of weaponry for the Warrior, Mage, Druid, and the Rogue's receive their own Tier 4 Armor set "Drainhurt"

Custom Hats


-----------------------------------------------------
4 new additional customisation hats for your keeper!

Wish Bubbles


----------------------------------------------------- The wish bubbles that popped over customer heads were a good way to tell the player what the customer wants but you dont have, but from a distance it was a bit hard to read the fast flashing text.
Now instead we get presented with a item icon of the item of their choice!

Barbarian toggle


----------------------------------------------------- A good portion of our community despise the evil barbarians, but they still want the popular perk. So we added a toggle, that might easen up the day to day shopkeeper workload. You can enable or disable barbarian spawning alltogether, but keep in mind that means no Barbigantua and no special sword drops! Once you feel nostalgic about them, toggle that safety net off and turn on combat mode for some fun!

Performance


----------------------------------------------------- Performance should be noticable to our lower end players the most, most of the update work went into reqriting a good portion of the game to handle features with ease, as during development of Shoppe/Craft Keep we learned a lot and used the newfound experience to optimise.

Adventure Islands


----------------------------------------------------- Connecting with Craft Keep the adventure islands that preview on the champion panel received some upgrades (For the ones that appear in Craft Keep) to better look like their VR representations

Achievements


----------------------------------------------------- A new achievement and an OCD fix is offered within the game, who will find it first? Some achievements were removed/reworked to allow everyone to reach 100% completion, some few minor bugs are preventing a full 100% but, soon it will be available to everyone.

Craft Keep VR


----------------------------------------------------- If you want to blame anything for the update being postponed, blame this!
Craft Keep VR is a Shoppe Keep spinoff where you are an artisan blacksmith with the ability to create potions, swords, daggers, arrows, poisons, enchantments and so on and on. The game will be story driven and include some minigames + free mode. Built up from scratch for HTC Vive, but other Virtual Reality headsets are being concidered at a later date. Consider supporting our Early Access launch, that at this point offers Chapter 1 with some backstory and acting as the tutorial, Free mode with an early look at the Chapter 2 enviroment !̶!̴̴͢!!̨̢!҉CA̷͜V̸AL̸̷LO͢ ÍS҉҉ W̡Á͡T͜͞͝C̛H͜I͘N͏̨Ǵ, ̷Ṕ͡R̴̨OF̡̡͡I̵̧T̨ IS̷̴ ̸K̵E̢̛͘Y͢,҉́ ͠F̷̨I̸̷Ǹ̷D̡͞ ̴T̕͏H̷E҉͠ ̧R͠Ę͟͞C̢̢Ì̸͜P͘͟E̵!̵͏҉!͏͘!̛͘͘!͘!̨͞ "Forest Pick", shooting range because it's a VR game, any VR game must have something to shoot at (I think it is a law at this point). Check it here: Craft Keep VR on Steam DISCLAIMER: We noticed that some people may stop seeing the InnKeeper at some points, it is known and I am working towards fixing this, you can still interact with the inn by pressing (Action) where he should of been standing behind the counter. Another issue that popped up on a single testing machine is that by using SSAO some weird glitches happen on screen, those who notice Visual flickering and or mesh deformation, turn off SSAO until further notice. Thank you! As always! Stay tuned. Thank you for your support!

Full patch notes


----------------------------------------------------- ːhelpbotː[ADDITION]The Inn opens it's doors! (With some help) ːhelpbotː[ADDITION]13 new items to gain and sell ːhelpbotː[ADDITION]New champion adventure "Crimson Sanctum" ːhelpbotː[ADDITION]New rogue tier 4 Armor set ːhelpbotː[ADDITION]4 new keeper hats ːhelpbotː[ADDITION]6 new kP unlocks ːhelpbotː[ADDITION]OCD Fix ːhelpbotː[CHANGE]Barbarians can be blocked to customise your own experience ːhelpbotː[CHANGE]Changes to the wish bubbles for customers ːhelpbotː[CHANGE]Quest tracker slight change ːhelpbotː[CHANGE]Adventure islands visual upgrade(First 2) ːhelpbotː[CHANGE]Closer to gaining 100% achievements ːhelpbotː[FIX]Performance upgrades


[ 2016-11-11 18:52:16 CET ] [ Original post ]

Shoppe Keep Update v 1.02 (July 2016)

Hello there new and old keepers!


ːskbadgeːːskbadgeːːskbadgeːːskbadgeː Just like the last update anouncement, the FULL changelog will be presented at the bottom of the post, but before that, let's review some of the changes/additions shall we?

Every item will now remembers it's margin when picked up, ordered or took out/put in bot chest, personal chest and etc.. Values are bound to a shop save file, not the shopkeeper himself(NOTICE, Helper bot's still adhere to their OWN set margin)



Want to always try and sell health potions for 160% but swords at 135%? And it's a chore always changing the hand margins once some idiot drops your precious items on the ground? Not anymore.

Order scroll displays how many items you+your bots+personal chests+are already in the shop exist for any given item



Whenever contemplating what stock you should order, you will always know how much of that particular item is already in your shop, bot docks, even your own pockets.

Sir Poshington arrived near the cart, Buy upgrades to your objects!



Sir Poshington - a new arrival in Town. He has some expensive taste this one, but the upgrades he sell is well worth it, how about a Solid Gold Cauldron? Looks snappy, but wait there is a bonus - all recipes get unlocked instantly! Getting tired of replacing your floor mats? Sir Poshington has just the upgrade for you! Indestructible mats, and other goodies that he keeps to himself unless a proper sum of gold is provided.

Upload your own banner over the double shop doors



Everyone now can customise your shop banners by changing the ShopAvatar.png that is provided with each build, live out your dreams of having a image of a genitalia right over your shoppe name!

Move around full objects



No more need for destruction. Do the same thing as you would when removing furniture, just this time instead of removing it, press the "Place Furniture" button and your selection will instantly become that which you targeted, instead of the "I-Am-Green-So-You-Can-Place-Me" visual, you shall notice it is blue, place as any other furniture object and here you go - you just moved a fully stocked object to another place, look at you - all strong and stuff. The full changelog as promised will be provided in just a few lines And as always - Stay tuned! P.S. I would like our players to try and use the XONE Controller especially for this build, as it does differ from the X360 one, that led to numerous issues in the past for our players - hopefully this has been fixed with this update!

Patch notes:


ːhelpbotː[ADDITION]High with vSync Quality added to the Launcher ːhelpbotː[ADDITION]Xbox One Controller Support ːhelpbotː[ADDITION]Every item will now remember it's margin when picked up, ordered or took out/put in bot chest, personal chest and etc.. Values are bound to a shop save file, not the shopkeeper himself. ːhelpbotː[ADDITION]Shop stat panel displays all inventory including personal hand inventory and bot chests ːhelpbotː[ADDITION]Order scroll displays how many items you+your bots+personal chests+are already in the shop exist for any given item ːhelpbotː[ADDITION]Order scroll displays the last added item as the first item in the Order panel ːhelpbotː[ADDITION]Sir Poshington arrived near the cart, Buy upgrades to your objects! ːhelpbotː[ADDITION]Upload your own banner over the double shop doors ːhelpbotː[ADDITION]Clear current items in the cauldron button ːhelpbotː[ADDITION]Clouds? Bring back old? Leave new? Back to blackboard? ːhelpbotː[ADDITION]Move around full objects ːhelpbotː[FIX]Decoration percentage recounted ːhelpbotː[FIX]Faster transition between Splash – Main Menu screens ːhelpbotː[FIX]Mofidication to UI scale ːhelpbotː[FIX]Door opening collisions available from the side and back ːhelpbotː[FIX]Interest Fee changed into Entrance Fee ːhelpbotː[FIX]All items received new collisions for picking up, should be able to easily pick up any dropped item ːhelpbotː[FIX]Current gold is always floored to a round integer inside game code ːhelpbotː[FIX]New shop loading menu ːhelpbotː[FIX]Popular perk now warns about barbarians ːhelpbotː[FIX]Max customer slider increased to 60 for those machines that can handle it ːhelpbotː[FIX]Barbarians spawn after 150 customers, and range from 1 to 10 attackers ːhelpbotː[FIX]Openable door's have an exit symbol on it to make note that you can pass them ːhelpbotː[FIX]Customers get scared by you zapping a thief/innocent as well as while slashing him


[ 2016-07-06 17:32:26 CET ] [ Original post ]

Shoppe Keep Update (June 10/ 2016)

Hello there new and old keepers!


ːskbadgeːːskbadgeːːskbadgeːːskbadgeː I am presenting a new update to you all today. As usual the full changelog can be seen at the bottom of this announcement, and let's review some of the changes/additions that are done in this patch.

Table, Pedestal, Counter have arrows when placing to see where items will be facing when placed



When placing furniture that has an unclear side where items will be facing once placed, visual arrow helpers will be shown so Shop keepers can know up front how their future layout design will look.

You can interact with the bot by using his bot dock even when he is away



So the bots like to travel a fair bit when given orders to restock or bring back fallen items, making Shop keepers wait for them to interact with them, now if a bot is away, you can interact with their respective docks and issue new commands.

Champion, bot and personal chest inventories will display which item is currently selected, not just the icon but the name



Stock inventories will now show which item is selected by displaying an additional icon and it's name, as a few icons are hard to understand what item is selected, not any more!

Lanterns are back (Untick the Options menu to use indoor shadows if performance is failing)



A lot of our Shop keepers had performance issues with lanterns shining real time shadows and light around the shop, thus was removed in most latest builds, but now they are reintroduced and tied together with "Interior Shadows" toggle in the options.

Doors? In Shoppe Keep? Preposterous!



Personal house door has suddenly gained mass and is back from being a ghost! Additionally the back room is now protected by a door from all those customers who want to look into what is happening behind the shop walls, grind those corpses at ease that none will ever judge you or see you doing so again. And as always - Stay tuned!

Patch notes:


ːhelpbotː[ADDITION]Table, Pedestal, Counter have arrows when placing to see where items will be facing when placed ːhelpbotː[ADDITION]Rotation of physics enabled items are locked so they do not cause issues ːhelpbotː[ADDITION]Champion, bot and personal chest inventories will display which item you are currently selected, not just the icon but the name ːhelpbotː[ADDITION]Lanterns are back (Untick the Options menu to use indoor shadows if performance is failing) ːhelpbotː[ADDITION]Doors? In Shoppe Keep? Preposterous! ːhelpbotː[ADDITION]You can interact with the bot by using his bot dock even when he is away ːhelpbotː[FIX]Necromancer belt and gloves can be properly placed like other belts ːhelpbotː[FIX]Selling to customer skills margin work properly ːhelpbotː[FIX]Zapping thieves sometimes embedded their stolen item underground. Now they spawn much higher so no more underground stolen items ːhelpbotː[FIX]Picking up items is easier when they are between doors. ːhelpbotː[FIX]Floor mats should no longer deny picking up items from them ːhelpbotː[FIX]Champion uses a potion once he is lower than 50% of his max health, potion heals 20% of health ːhelpbotː[FIX]Main camera light lowered ːhelpbotː[FIX]Barbigantua spawn lowered to 3-4 barbarians killed(Melee damage) in a single play trough


[ 2016-06-10 15:30:08 CET ] [ Original post ]

Shoppe Keep v1.01 Update (Death looms)! Content and fixes AND QA!

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? ------------------------------------------------------------------------------ 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! ------------------------------------------------------------------------------ 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! ------------------------------------------------------------------------------ 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! ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ 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! ------------------------------------------------------------------------------ Shop name when creating the shop save will be displayed on the welcome board outside the shop instead of your steam name.
------------------------------------------------------------------------------ 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


[ 2016-06-02 18:50:04 CET ] [ Original post ]

May 25th - Insults, Quests, Imprints...

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


[ 2016-05-25 09:12:47 CET ] [ Original post ]

Fast patch - Rebind keys while in game

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


[ 2016-05-21 21:47:02 CET ] [ Original post ]

Brand new update - Tooltips and UI improvements

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.

Changelog:


-Increases to UI slider scale -Additional Tooltips -Binding keys added to tips -Inventory sorting put back in -state tips moved to ordering screen


[ 2016-05-21 16:08:43 CET ] [ Original post ]

Shoppe Keep Launches as Full Release: Historic Timeline of Early Access Development!


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:

  • 3 new Legendary items have been added for you to discover and sell
  • For one whole week to celebrate release the seasonal items, such as the Candy Cane sword and the Love Arrow spell, will be available to unlock in-game again
  • Customers have new logic and should start to see items around them even if the one they were after was bought
  • Bots no longer drain gold while in the Build phase
  • Many various bug fixes
  • A small data wipe will come with this update, this means players will lose their kPoints / Skills / Customisations. However all your old things can be recovered by following this guide: http://steamcommunity.com/app/381120/discussions/0/357286663678893564/
Our community translators have been hard at work translating the game into many languages, and much of the groundwork has been done to implement these languages into the game in future updates. Here is a list of the languages Shoppe Keep is currently being translated into: German, French, Italian, Spanish, Russian, Romanian, Swedish, Polish, Norwegian, Portuguese, Dutch, Portuguese Brazilian, French Canadian, and Danish. German and Spanish should be available on the patch test build very soon. For us a full release means that the core gameplay mechanics and experience are done, going forward Shoppe Keep will still be receiving updates with some exciting new features and more content being added (the developers are working on new content and language options right now!), but the updates won’t be as regular as they were in the Early Access period. We hope you enjoy the full release and as always we will be in the forums if you need any help. Happy Release day!


[ 2016-05-20 14:05:35 CET ] [ Original post ]

Update Now Live - 360 Controller Support, Fixes, New Quest System And Full Release Details

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!

ChangeLog:


-Double placement issue fixed -Full Xbox 360 support (Anything we missed, please tell us) -Performance upgrades -Added build date and simplified version -Bot's will ignore outside meat, grill and planters while restocking -Planters all show proper placement colors -You are unable to imprint planters and grills -Dirt values modified -QA fixes -Item received notifications on the lower part of the screen -Item sold notifications moved to the lower left of the screen just over the phase time text -Splash screen has a clear shown button to start the Game -Personal house mirror correctly resembles "Reality" -Credits scrolling in the Main Menu -Gold Statue grants +10% to all gold Gains -Dragon Bone statue grants +20% to Champion Damage -19 Old Quests have been dropped -Quests now get refreshed depending on what skills you have unlocked. -Quests choices might duplicate on each refresh, because of the new quest choosing system -26 New quests -New wizard statue for completing wizard equipment set quest -Bot product placement choice logic update -No more double sales while talking to customers for quests -Open shop key switched to the Action key -Reward statue loading crashing loading fix -Controller Scheme added As always, if you come across any issues let us know in the forums!


[ 2016-05-11 15:16:44 CET ] [ Original post ]

Community Translations Project

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


[ 2016-05-10 09:52:13 CET ] [ Original post ]

Update Now Live - Progress Towards 360 Controller Support

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.


[ 2016-04-29 15:01:54 CET ] [ Original post ]

Update 25/04 - Character Customisation

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.


[ 2016-04-25 15:02:26 CET ] [ Original post ]

Ludum Dare #35 Ended, back on the horse!

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!

First things first


As this is the Shoppe Keep Community discussions, I feel I should start from it. Because the jam has ended, so has ended our "vacation" from Shoppe Keep, back on the horse and going strong, at the moment I am writing this, the project is open and bein worked on relentlessly, so expect updates to start popping back on, we have to make this a finished game, and not let it become one of the Early Access victims of unfinished games limbo, so those who have been with us for a long time knows that we always keep our word, and we always work hard to bring the best entertainment possible! Stay tuned. Now if you are interested why Shoppe Keep has not been worked on for the last 3 days, do continue to read!

We present you with our entry called Exhuman



Here is a link for a free download for PC, Linux and Mac, both 32 and 64 bit's Download Exhuman! Description of the game: ATTENTION, as most of you arent reading this: DUE TO POPULAR REQUEST: An option to change the control type is in the main menu options, either oriented by camera or by player facing. Enjoy. For Mac users, some have suggested using StuffIt Expander to unwrap. Disclaimer: Has not been tested on Linux......But builds included! Controls: WSAD to move(Movement character oriented) Mouse look to rotate your character to face it LMB Melee attack RMB Ranged attack Left Shift Sprint (If leg upgrade is found) E opens chest(if enough scrap is carried) Description: Exhuman is a video game which grants you control over a measly human being who just wants to eradicate the world of demons, monsters and evil killer robots, but is too weak because of his flesh, but! He can find unique chests to replace his weak limbs with other creature parts, why? Because game dev. This game is a rogueLITE in it's core, with a possibility to choose an option to make it a true hard rogueLIKE that removes all progress on death without even looking at you. The game will pit you against 3 separate themed levels each containing enemies native to that level, try to survive each level, and go on to the next one by evading ranged attacks, collecting scraps that heal you and finding new limbs to help in your struggle. Once all 3 levels are beaten, you can play the Arena which will pit you at ongoing waves of the same enemies you faced, and upgraded versions of them giving you a real challenge. *Fast paced action *Possibility to choose your play style RogueLIKE or RogueLITE *4 humanoid forms that can be pieced limb by limb *3 levels *Arena challenge level after the game has been won. There are 3 upgrades for each limb (Head, Chest, Left Arm, Right Arm, Legs) Head will heal you on each melee hit Chest will increase your base HP Left Arm is your melee damage dealer Right Arm is your ranged damage dealer Legs let you sprint by holding left shift Each tier upgrade increases the usefulness of a limb Enjoy! Arvydas Zemaitis (Lead Developer, 2D Art, Programming) Andrea Di Bartolo (3D Artist, Visuals) Daniel Romeros (Music Composer, Sound Engineer)


[ 2016-04-19 08:40:42 CET ] [ Original post ]

Ludum Dare #35

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


[ 2016-04-16 00:36:57 CET ] [ Original post ]

That Shopkeeper With Style!

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!


[ 2016-04-14 14:25:34 CET ] [ Original post ]

Update 7th April - Decorations, Rebindable Keys, Tutorials And Racing Cars

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!


[ 2016-04-07 14:44:34 CET ] [ Original post ]

Exciting New Feature

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:


[ 2016-04-01 07:43:21 CET ] [ Original post ]

Hotfix - 31st of March 2016

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!


[ 2016-03-31 12:50:16 CET ] [ Original post ]

Trading Cards Live, Bots Remember Item Placement, House In Town Under Construction And More!

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!

Changelog:


  • Fixed disappearing pants
  • Customer sticking issues worked on
  • Bot margin starts at 110% on a new placed bot
  • Fixed Placement fx lingering after last item is placed
  • For the time being items crafted in the cauldron drop inside your inventory
  • New Customer UI
  • Possibility to check customer equipment
  • kPoint skill point buying saves shop preventing exploit
  • Any physics items on the floor or being spawned are ignored by customers so will not be knocked around or even pushed in walls or under the ground
  • When replacing items that the champion already had the old one will be placed in the players inventory
  • Roof specialist was called to plug holes in the roof so the rain wont come in
  • WIP River added in the garden
  • Additional 2 planters added
  • Customers will offer a single item that they "looted", better geared customers will offer better items (Looted items are items that you as the shopkeeper can not order but gain in other ways such as the champion, trash cans, rogue chests and such)
  • The champion adventures each have a champion level treshold, meaning that if the champion is equal or higher level than the treshold that adventure will take just 1 Minute instead of the default 5 Minutes.
  • The champion now receives health potions and mana potions as additional buffs, all potions are used up after an adventure if they are or are not used.
  • A single health potion will be used by the champion once his health reaches 20% to regain some lost health
  • A single mana potion will be used by the champion if damage he is dealing is less than 50% of his maximum damage, then the damage output will be maxed for the next hit.
  • Increased colliders for item placement on objects
  • Adjusted customer feet
  • OSX Mouse lock fixes
  • Anti Aliasing gives a bigger impact
  • Bots listen to orders if they flew away and the panel did not close yet
  • Changing champion name, saves the shop
  • A bunch of statistics added that can be reached in the back room via the rotating order scroll. (Might have issues with old saves, so everyone is advised to load up their save, check if anything is missing in the shop or inventory, then go to the scroll, and press Delete Info on the summary scroll, then save the game, this will refresh your save file with the new required information)
  • Players can now see what kind of items and their amount is on display around the shop, how many of each furniture they have built, a detail Expense and Income statistic tracking and much more.
  • New Grinder blades
  • Items that fall under the ground for whatever reason be it bugs or glitches will be destroyed as not to cause issues to Helper Bot's who are trying to retrieve said item
  • Under construction building being built for future updates
  • Dirt collision updated
  • Shop ground collider adjusted
  • Putting in items into the cauldron without opening the UI has been removed
  • Grinder storage increased from 20 to 40 for all materials
  • New Crafting UI, Easier to use UI for figuring out recipes, once a recipe is found it will be unlocked for your shopkeeper in all save files, given that you have the required materials, crafting will require pressing a single button on an unlocked recipe and the item goes straight into the players inventory
  • Main menu has an option to Opt in to let us gather how many items were sold, no personal information is recorded, just each sale of an item.
  • Bot Panel now has a toggle on the bottom of the UI to toggle on/off bots imprint mode.
  • When having an item in your hands target a display and holding left shift press left mouse button to place that item, once placed it will imprint itself into that exact spot, bots on restock mode and imprint toggled on, will search for spaces that have their inventory items imprinted, bringing organisation to your shop.
  • Hold Left Shift while holding an item that can be placed in a display spot to see if anything is imprinted into that spot
  • Floor mat degradation lowered
  • Floor mats clean feet once per customer, increasing their durability
  • Started making new Dirt Textures (WIP)
  • Dirt accumulation rate modified
  • Groundwork done for rebindable keys and controller support (Please report if any buttons or axis that worked previously is no longer functioning, something might have been forgotten)
  • Destroying a bot dock now gives back the bot to you
  • New Left/Right mouse button images
  • New customer UI menu - allows players to buy items from customers
Edit: Hi everyone, we have had a lot of things added in this update and I left something out! When you talk to customers now, you can check thier current inventory, you may be able to find yourself a bargain and purchase an item directly from the customer.


[ 2016-03-29 15:45:35 CET ] [ Original post ]

Update Incoming For Early Next Week

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!


[ 2016-03-24 16:30:09 CET ] [ Original post ]

Update Now live - Helper Bots, Mirrors and Sex Changes

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:

Changelog 18/03/2016


  • Player has received a unique Shop Keeper skin and can now choose to play as a Female Shop Keeper
  • When holding an item you can now press ‘5’ to inspect it
  • Helper Bots received an upgrade to their outdated MK II control module forged by some old farts back in the day into an awesome MK III by a goblin engineer the shopkeeper commissioned earlier
  • Helper Bots pick up a max of 5 items at a time to bring back to the Bot dock
  • Helper Bots loop through all items so they won’t just only try to stock the first item in their inventory
  • If a Helper Bot’s dock is destroyed all items in it will be transferred to the shopkeeper
  • When landing, the Bots will correctly rotate to face the Bot docks’ facing direction
  • You can interact with the Bot only when he is not flying
  • Helper Bots will drain gold every minute depending on what they are doing, the gold drain is added up every minute to the statistics window together with Gold per minute gain
  • Fuel has been removed from the order list and its recipe removed as well, any leftover fuel should be dropped into the grinder for a bonus bone material (Just because Arvydas is nice)
  • New helper bot texture to commemorate new AI and to help him be more visible in the background
  • Performance upgrades to customer and bot logic
  • Code for personal chest has been rewritten and should perform better
  • New Tier 3 Rogue set, these items can only be found…
  • Phaseable door added to the player house
  • Beautiful mirror added to the player house
  • New Grill Model
  • New Grinder Texture
  • Trying to move further than the skill window scrolls will loop you back to the other side
  • Barbarians will dress up a bit in winter
  • Painting in the back room randomly changes on startup
  • All the rest of achievement trophies added to the personal house
  • Unique trash and boss loot from all Champion adventures
  • More filtering for the ever-growing item list, filter by either type or tier / engineering / farming or mix them together!
  • Secret useless feature added
  • 1 new recipe
  • Pants/belts/boots and shoulders added to tiered armor sets for mages
  • New Seasonal potions
  • Trap doors added to the personal house and back room for easy access between the town/personal house/back room no matter if the doors are closed or open
  • Player starts in his personal house now
  • Future Broom unique sounds
  • Loads of new item/object placement and retract sounds added
  • Added information when placing furniture that tells you what it can hold
  • Icons will now be displayed when scrolling through items in your inventory to show which object can display them
  • New plate models
  • The current day and season are now displayed on the Quest board in the back room
  • When grinding objects, the grinding output is displayed in the middle of the screen
  • Save file screenshot modification
  • Refreshed main menu
  • Slight UI updates to the Main Menu and skill pane
  • Pathing fixed on the trees outside
  • Buttons to load different shop saves and browse customers
  • Shop save file displayed in shop menu
  • Tells you that you can open the shop with ‘E’ when looking at the door
  • kPoint gain option is now in the My Shoppe Panel
  • “Are you sure?” check added to resetting progress option
  • “Shop has been saved” text is more visible
  • Various bug fixes


[ 2016-03-18 14:05:02 CET ] [ Original post ]

New Update Now LIve - Helper Bots, Fixes and Changes

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:

Changelog 18/03/2016


  • Player has received a unique Shop Keeper skin and can now choose to play as a Female Shop Keeper
  • When holding an item you can now press ‘5’ to inspect it
  • Helper Bots received an upgrade to their outdated MK II control module forged by some old farts back in the day into an awesome MK III by a goblin engineer the shopkeeper commissioned earlier
  • Helper Bots pick up a max of 5 items at a time to bring back to the Bot dock
  • Helper Bots loop through all items so they won’t just only try to stock the first item in their inventory
  • If a Helper Bot’s dock is destroyed all items in it will be transferred to the shopkeeper
  • When landing, the Bots will correctly rotate to face the Bot docks’ facing direction
  • You can interact with the Bot only when he is not flying
  • Helper Bots will drain gold every minute depending on what they are doing, the gold drain is added up every minute to the statistics window together with Gold per minute gain
  • Fuel has been removed from the order list and its recipe removed as well, any leftover fuel should be dropped into the grinder for a bonus bone material (Just because Arvydas is nice)
  • New helper bot texture to commemorate new AI and to help him be more visible in the background
  • Performance upgrades to customer and bot logic
  • Code for personal chest has been rewritten and should perform better
  • New Tier 3 Rogue set, these items can only be found…
  • Phaseable door added to the player house
  • Beautiful mirror added to the player house
  • New Grill Model
  • New Grinder Texture
  • Trying to move further than the skill window scrolls will loop you back to the other side
  • Barbarians will dress up a bit in winter
  • Painting in the back room randomly changes on startup
  • All the rest of achievement trophies added to the personal house
  • Unique trash and boss loot from all Champion adventures
  • More filtering for the ever-growing item list, filter by either type or tier / engineering / farming or mix them together!
  • Secret useless feature added
  • 1 new recipe
  • Pants/belts/boots and shoulders added to tiered armor sets for mages
  • New Seasonal potions
  • Trap doors added to the personal house and back room for easy access between the town/personal house/back room no matter if the doors are closed or open
  • Player starts in his personal house now
  • Future Broom unique sounds
  • Loads of new item/object placement and retract sounds added
  • Added information when placing furniture that tells you what it can hold
  • Icons will now be displayed when scrolling through items in your inventory to show which object can display them
  • New plate models
  • The current day and season are now displayed on the Quest board in the back room
  • When grinding objects, the grinding output is displayed in the middle of the screen
  • Save file screenshot modification
  • Refreshed main menu
  • Slight UI updates to the Main Menu and skill pane
  • Pathing fixed on the trees outside
  • Buttons to load different shop saves and browse customers
  • Shop save file displayed in shop menu
  • Tells you that you can open the shop with ‘E’ when looking at the door
  • kPoint gain option is now in the My Shoppe Panel
  • “Are you sure?” check added to resetting progress option
  • “Shop has been saved” text is more visible
  • Various bug fixes
We hope you enjoy the update, let us know if you have any issues.


[ 2016-03-18 13:10:26 CET ] [ Original post ]

Shoppe Keep
Arvydas Žemaitis Developer
Excalibur Publisher
2016-05-20 Release
Game News Posts: 46
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mixed (1992 reviews)
The Game includes VR Support
Public Linux Depots:
  • Shoppe Keep Linux 32 Bit [1.25 G]
  • Shoppe Keep Linux 64 Bit [1.25 G]
***With the exciting announcement that Shoppe Keep has now moved from Early Access to full release comes further good news! Only today developer Strangefire has declared a number of significant game play enhancements and new and expansive content. We will continue with our planned seasonal updates, but the really exciting news is about the new Street Market and the Inn!
If you haven’t played Shoppe Keep yet, why not join nearly 100,000 gamers who are already enjoying this unique business management game, and create your own fantasy retail consortium! ***



The skill is to shrewdly set the price of each item and watch the money roll in - too expensive and you will find your stock shrinking as stealing increases. Deal with thieves quickly with a swing of your sword or a zap from a lightning spell!
Price your wares competitively and adventurers will travel from miles around to your one-stop shop to spend their gold.


Four memorable characters will visit your store, including a hardened warrior, magical mage, sneaky rogue and wise druid. Each of these character types will seek to purchase items relating to their skill set - a warrior will be hard pressed to take a flimsy magical robe into close quarter’s battle!


You have a daring clientele to add pressure to your role as a shop keeper. After beating up goblins and even battling the great ol’ Dragonclaw they can be a little aggresive. This might mean your displays can be spoilt and tables and shelves damaged. They are not too careful about bringing in dirt from the street either!

However help is at hand! As the owner of the store you’ll be armed with awesome tools for combating these issues. The broom will sweep away dirt brought in from your customers and the hammer will repair furniture damaged by these extraordinary visitors. A few sweeps and a couple of swings means your shop will be in tip top shape. Expand your empire and you can employ an army of “Helper Bots” – the latest in imaginary technology.


Set your prices too high and your customers may think twice about investing their hard won (or stolen) gold in your shop. They’ll throw the dice and attempt to steal it right under your nose! A quick swing of the sword or a zap of a magic spell can make quick work of these thieves. But be cautious not to hit any innocent bystanders or you’ll suffer the monetary penalty of paying a high fee!

And let’s not forget the Barbarians, they live on the outskirts of the city, regularly invading the town, and if your shop is popular enough will cause as much damage and destruction as possible. They will even fight you directly if you try to stop them. Eliminate a few dozen barbarians and they’ll invite a much larger friend to come and visit you.


It’s tough running a shop, as there are often not enough hours in the day to go out and procure new items. Thankfully, you can employ a champion that can be unlocked in the skill tree. Select a class, equip them with your finest armour and weapons, and send them out to bring back new wares. Some of these items can be sold, some are junk and others can be crafted into more powerful gear.
Your champion will need to gain experience. The first time out they may fall in battle, and whilst they will not return with any new goods, the experience will have taught them valuable skills that will improve their chances next time.


“Helper Bots” are your robotic staff team. The MK III was created by a Gobliness engineer to increase the artificial intelligence of this mechanical chap. Originally, these bots would break down and refuse to acknowledge orders. However a few bugs have been ironed out and the MK III is the latest in robotic technology.
The helper bot has three duties; zapping thieves who attempt to steal from your shop, picking up items that customers may have thrown to the floor, and restocking items back on the shelves. You can purchase several helper bots to help run your shop, and to help automate the process of running your shop.

FEATURES

  • Manage your own shoppe, from ordering stock, setting prices and placing stock for sale
  • Design your own shoppe layout by ordering tables, shelves and weapon racks
  • Unlock new abilities and perks in the skill menu, including gardening, alchemy, the grinder and higher tier stock
  • Use the helper bot to collect items thrown by customers, zap thieves and restock items
  • Create a champion, select its class and send them out on adventures
  • Arm yourself with a sword and magic spells to defend your shoppe from cheeky thieves and destructive barbarians
  • Maintain your shoppe using the hammer to repair furniture and the broom to sweep away dirt (And corpses)
  • Cycles through 4 seasons, with each season featuring a most wanted item. Frost Resists potions sell best in Winter etc.

Over the next few weeks the new content we mentioned at the beginning of this announcement will be added. You will be able to expand your business to include the selling potential in the local street market. The street market employs a vicious guard to protect market sellers stock – put your most expensive stock for sale here to ensure it will never be stolen! Also to be added is the new local Inn. All shoppers need a place to relax and refresh so why not include the Inn as an extra arm to your business. Your customers can sit and enjoy a drink and some food whilst you sit back and watch the profits roll in. And enjoy a drink yourself too!

MINIMAL SETUP
  • Processor: Intel Core i3 or equivalentMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Dedicated graphics card with 512MB memory
  • Storage: 500 MB available space
GAMEBILLET

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