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I've been testing different pricing strategies in Supermarket Simulator using the TdoStatistics mod, which provides detailed per-product data—far superior to the default end-of-day statistics that only focus on customer behavior. My goal was to explore the relationship between pricing, sales volume, and profitability. Below are my findings, along with concerns and limitations regarding the interpretation of these results.
Pricing Test Results
At Market Value: No loss in sales.
10% Above Market: 2.8% of sales lost.
20% Above Market: 10% of sales lost.
30% Above Market: 20% of sales lost, with 6 products marked as overpriced (none sold).
40% Above Market: 35% of sales lost, with 15 products marked as overpriced.
Profit Impact Using Simplified Examples
To make this straightforward, I've simplified these numbers based on % equivalent numbers from a typical day in my game:
At Market Value:
Earnings: $1,000
Purchase Costs: $400
Bills: $150
Profit: $450
at 10% above market:
Sales Drop: 2.8% → Earnings = $972
Price Increase: 10% boost → Adjusted Earnings = $1,069.20
Purchase Costs: Drop 2.8% → $388.8
Bills: $150
Profit: $538.8 (~19.7% higher than market value)
at 20% above market:
Sales Drop: 10% → Earnings = $900
Price Increase: 20% boost → Adjusted Earnings = $1,080
Purchase Costs: Drop 10% → $360
Bills: $150
Profit: $570 (~26.7% higher)
at 30% above market:
Sales Drop: 20% → Earnings = $800
Price Increase: 30% boost → Adjusted Earnings = $1,040
Purchase Costs: Drop 20% → $320
Bills: $150
Profit: $570 (~26.7% higher)
Sales Drop: 35% → Earnings = $650
Price Increase: 40% boost → Adjusted Earnings = $910
Purchase Costs: Drop 35% → $260
Bills: $150
Profit: $500 (~11.1 higher)
Key Observations and Limitations
Overpricing and Unsold Products: At 30% markup or higher some products went unsold. Adjusting individual product prices might improve results. i theorize that, some product will suffer less of a sales loss at higher profit margins
Customer Spending Limits: Customers may have daily spending caps, which could limit the effectiveness of higher markups. This is a theory, as the game’s complex market model may affect results in ways not visible through my tests.
Limitations of These Tests
The original post's findings were limited by a short three-day test duration, insufficient consideration of buy prices—which can vary based on stock levels at the start of each test—and a narrow focus on gross profit and margin. This emphasizes the need for more extensive testing to fully understand customer behavior and pricing strategies.
While my tests also lasted three days, I benefited from the TdoStatistics mod for more detailed product data. However, even with this mod, my results don’t account for all market variables or customer behavior patterns, making them theoretical rather than reflective of real-world testing; thus, both tests have inherent flaws.
Conclusion
The optimal pricing strategy seems to lie between 10% and 20% above market value. However, there’s potential for 30% or higher to be more profitable if unsold items are adjusted. For instance, pricing slow-moving products at 20% above market value while keeping popular items at 30% could balance sales volume and profit margins.
Additionally, higher prices typically result in fewer items sold overall, reducing the need for frequent restocking, which creates an opportunity to cut staffing costs and boost profits. If you’re buying and selling 20% fewer items at a 30% markup, you’ll need 20% fewer staff to handle and transport goods, further enhancing profitability.
Suggestions for Future Tests to Improve Consistency:
Helpful mods:
Auto Price Update: Automatically adjusts prices daily based on a set % above market value.
Rack Refill: Orders enough stock to fill racks each morning, ensuring consistent purchases.
FastForward: Speeds up the game (up to 10x) for faster testing and larger sample sizes.
Auto Pay Bills: does what it sounds like
Store Setup:
Use a maxed-out store level to ensure a consistent customer base across tests.
Minimize player involvement to measure restockers' efficiency and identify issues like “can’t find product” errors.
Restocking & Cashiers:
Deducting tomorrow’s order cost from today’s sales ensures a clearer picture of daily profit. If you made lots of sales one day but need a big restock the next, matching the next day’s order cost with the previous day’s profit avoids misleading results
In future updates, restockers might become faster with leveling systems, carrying multiple boxes or moving 2-6x faster.
Test automation with only cashiers—though currently, there’s no penalty for using fewer cashiers and waiting after hours for customers to clear out. Cashiers are too slow compared to real life, so changes are likely before full release.
Eager for Final Testing:
Once the game leaves early access and systems are finalized, better testing can be conducted to confirm strategies.
For example, I price goods a flat 4% higher than market price (mp), rounding to 5 cents. For higher priced items this seems to be fine, but just lost a sale on yoghurt (mp = $1.69, store price = $1.75) for being "too expensive". One the other hand, I use ~6% on alcohol for role-play purposes (e.g. BK beer mp = $1.75, store price = $1.85), and so far that's been fine.
I'm perplexed. It doesn't seem related to the restock/buy cost either, e.g. sodas can be okay at 500% of buy cost.
I stand by my original statement that 10% is the sweet spot. Works quite well for me.
$3 is $3.30. $12 is $13.20. Bust out your calculator, and multiply the price by 1.1 .... so $5.80 would be an additional 58 cents, or $6.38
Or just get one of the mods that do it for you to the exact percentage 😉
I just do it in my head. Takes about a half second.
Now that the OP mentioned Percentage of the average price, wish we have this option and for now... gonna use a calculator lmao