Megastore Simulator

Megastore Simulator

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It's difficult to generate money
I'm level 30 and still struggling to get by financially, I still have yet to build a proper warehouse. In my observation, I think the product furniture aka displays and shelves are way expensive, it eats into profits, not including the license to unlock products. Groceries are usually the cheapest but the profits aren't big, its the big ticket items, Electronic and Music. Maybe it's just me but I feel like product shelves in all are are way overpriced. I guess what I'm trying to say is I break even on this game than thriving and being able to expanding
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Showing 1-15 of 48 comments
I understand your pain . I have tried out 3 of the starting departments(not the clothes yet) and Bakery to me seems the one that gets things going faster. Problem i have with some of the departments and their products is , large items are 2 in a box and it takes ages to restock those , as well as restockers not able to use more than one box for restocking for instance the big plushies or the buckets of candy.
I actually start a toy based new game and yea...Apple plushie or Sheep plushie are JUST 2 on a box and its a nightmare to refill them :)) I have a circular toy shelf and ...man...that shelf hold more than a pallet of apple plushies..more than a pallet ? :D
Originally posted by DruTru:
I'm level 30 and still struggling to get by financially, I still have yet to build a proper warehouse. In my observation, I think the product furniture aka displays and shelves are way expensive, it eats into profits, not including the license to unlock products. Groceries are usually the cheapest but the profits aren't big, its the big ticket items, Electronic and Music. Maybe it's just me but I feel like product shelves in all are are way overpriced. I guess what I'm trying to say is I break even on this game than thriving and being able to expanding
Maybe we should reduce the costs a little more
Originally posted by Wudderda:
Originally posted by DruTru:
I'm level 30 and still struggling to get by financially, I still have yet to build a proper warehouse. In my observation, I think the product furniture aka displays and shelves are way expensive, it eats into profits, not including the license to unlock products. Groceries are usually the cheapest but the profits aren't big, its the big ticket items, Electronic and Music. Maybe it's just me but I feel like product shelves in all are are way overpriced. I guess what I'm trying to say is I break even on this game than thriving and being able to expanding
Maybe we should reduce the costs a little more
As i said on my post , its all about the profit. Grocery , Bakery , Clothes is way low profit that Electro or Music
Originally posted by Wudderda:
Originally posted by DruTru:
I'm level 30 and still struggling to get by financially, I still have yet to build a proper warehouse. In my observation, I think the product furniture aka displays and shelves are way expensive, it eats into profits, not including the license to unlock products. Groceries are usually the cheapest but the profits aren't big, its the big ticket items, Electronic and Music. Maybe it's just me but I feel like product shelves in all are are way overpriced. I guess what I'm trying to say is I break even on this game than thriving and being able to expanding
Maybe we should reduce the costs a little more
It would really help if early progression focused on expanding safely instead of forcing players into huge upfront risks. Just getting a single product license going costs thousands, and the furniture requirements drain money even faster. Honestly, no piece of product furniture should be priced over 500. I understand the goal is to make the game feel grindy and rewarding, but right now it feels like every time I invest in expansion or furniture, I get punished for it.
A lot of this comes down to how customer flow is tied to the number of registers. Customer count should scale with player level, not how many registers you place. That one design choice makes the whole early game feel more restrictive than it needs to be.
Originally posted by DruTru:
Originally posted by Wudderda:
Maybe we should reduce the costs a little more
It would really help if early progression focused on expanding safely instead of forcing players into huge upfront risks. Just getting a single product license going costs thousands, and the furniture requirements drain money even faster. Honestly, no piece of product furniture should be priced over 500. I understand the goal is to make the game feel grindy and rewarding, but right now it feels like every time I invest in expansion or furniture, I get punished for it.
A lot of this comes down to how customer flow is tied to the number of registers. Customer count should scale with player level, not how many registers you place. That one design choice makes the whole early game feel more restrictive than it needs to be.
Hello, what is your suggestion? Remove foot labels and let customers queue limitlessly at the cash registers?
As mentioned above, I don’t think the core issue is profit margin. The per-item margins already feel fine (especially bakery).

The real problem is customer flow and how many items customers buy. Right now foot traffic seems to depend almost entirely on how many checkout registers you place, which feels really strange.

Also, even when you unlock and stock a wider variety of products, customers don’t seem to buy more items per visit. That means with the same customer count (which in the current system basically means the same number of registers), selling more categories doesn’t actually increase your profit. Selling 3 types of bread vs 30 types of bread feels almost the same financially — except you have to spend a lot more on licenses and furniture :(
Originally posted by stefanescu_serban:
Originally posted by Wudderda:
Maybe we should reduce the costs a little more
As i said on my post , its all about the profit. Grocery , Bakery , Clothes is way low profit that Electro or Music
But I wasn't getting any feedback on how hard it is before the balancing updates, and this update improved the profits on groceries. clothes and toys, but limited overpricing on music and electronics
Originally posted by Wudderda:
Originally posted by stefanescu_serban:
As i said on my post , its all about the profit. Grocery , Bakery , Clothes is way low profit that Electro or Music
But I wasn't getting any feedback on how hard it is before the balancing updates, and this update improved the profits on groceries. clothes and toys, but limited overpricing on music and electronics
I had multiple runs and now is the same like it was before for Grocery and Bakery , now im testing toys but dont seems to profitable. And yes , overpricing was an issue , but its not the main problem here. Even if you go on Market prices with Electro or Music you'll be able to do all the upgrades pretty fast. Cant say same thing about the others. Sports is pretty decent , but not a big sale item like Electro and Music. But you dont have to trust me , try yourself :))
Originally posted by Wudderda:
Originally posted by stefanescu_serban:
As i said on my post , its all about the profit. Grocery , Bakery , Clothes is way low profit that Electro or Music
But I wasn't getting any feedback on how hard it is before the balancing updates, and this update improved the profits on groceries. clothes and toys, but limited overpricing on music and electronics

Not sure about your update , but i started a toy store before and after that update and it sure was easier before. I just stopped playing Toys as i before mentioned it is a pain restocking the big plushies and cotton candy as they come 2 per box and the restocker only picks up 1 box , so refilling the circular with plushies etc takes ages.
Originally posted by arrisiane:
Originally posted by Wudderda:
But I wasn't getting any feedback on how hard it is before the balancing updates, and this update improved the profits on groceries. clothes and toys, but limited overpricing on music and electronics

Not sure about your update , but i started a toy store before and after that update and it sure was easier before. I just stopped playing Toys as i before mentioned it is a pain restocking the big plushies and cotton candy as they come 2 per box and the restocker only picks up 1 box , so refilling the circular with plushies etc takes ages.
Yeah, I know about the restocking issue, but for the price wise, how were you pricing the toys before the balance update? Market price?
Originally posted by Wudderda:
Originally posted by DruTru:
It would really help if early progression focused on expanding safely instead of forcing players into huge upfront risks. Just getting a single product license going costs thousands, and the furniture requirements drain money even faster. Honestly, no piece of product furniture should be priced over 500. I understand the goal is to make the game feel grindy and rewarding, but right now it feels like every time I invest in expansion or furniture, I get punished for it.
A lot of this comes down to how customer flow is tied to the number of registers. Customer count should scale with player level, not how many registers you place. That one design choice makes the whole early game feel more restrictive than it needs to be.
Hello, what is your suggestion? Remove foot labels and let customers queue limitlessly at the cash registers?
If it’s not game‑breaking, I’d really like to see customer count balanced a bit more with the level system. It’s hard to tell which parts of the struggle are intended and which are just early‑access tuning, but right now it feels like every time I invest in a new license or piece of furniture, I can’t get a proper return on it. The furniture prices are high, restocking adds up fast, and paying employees on top of that makes cash flow feel really limited.
I’m not trying to criticize the game harshly — I think it’s genuinely good, and I understand it’s still in early access. I’m mostly trying to figure out whether I’m missing something or if there’s a better strategy I should be using. My usual approach in simulator games is to grind cash and upgrade slowly, but even that has put me in a bind here.
Overall, I want whatever is healthiest for the game long‑term. I just wanted to share my experience and see if there are suggestions or if I’m approaching things the wrong way.
I also seem to not make much money I would like to ask if you have any opinions for what to set prices at
Originally posted by Wudderda:
Originally posted by DruTru:
It would really help if early progression focused on expanding safely instead of forcing players into huge upfront risks. Just getting a single product license going costs thousands, and the furniture requirements drain money even faster. Honestly, no piece of product furniture should be priced over 500. I understand the goal is to make the game feel grindy and rewarding, but right now it feels like every time I invest in expansion or furniture, I get punished for it.
A lot of this comes down to how customer flow is tied to the number of registers. Customer count should scale with player level, not how many registers you place. That one design choice makes the whole early game feel more restrictive than it needs to be.
Hello, what is your suggestion? Remove foot labels and let customers queue limitlessly at the cash registers?

Customers should have timers while in queues. Too long a wait=complaint

Complaints=less customers

You should be rewarded for having short lines. Self checkout are too cheap. There should also be a downside to self checkouts. This would stop the 100% self checkout strategy.

I feel like the game is too easy as it is, economic wise. Main issue a lot of people have is inventory management issues. Complaining the margins are too small on products because you order too much or mismanage your money/inventory makes no sense. The game is punishing you, as it should, for bad management.

Also, the prices over or under the market should be even more sensitive. The class of products should also have an effect.

You wont pay 30% extra for electronics or music stuff. This should drive customers away, to the competing store. Having grocery +30% shouldnt have the same impact.

At the same time, going over price market should have an effect on complaints, and complaints should lead to less customers in the store.

Giving a discount on products should bring in more customers overall on the other hand.

The amount of customers cant just be based on how many checkouts you have or where checkouts have the most impact.

Limiting complaints and good prices should be the deciding factors.

Game is too easy right now if you manage inventory properly, especially early on.
Typical game issue. People want to get rich overbight, instead of playing at a steady pace and enjoying the process. That ensures that I can pay this game for a long time. I am not in any rush to reach a level, I just follow the natural progresion the game allows. What the fun if I can "finish" the game in a month? Bad investment of my money in the game! There are so many different ways to start and I can see myself trying multiple ways in future for the fun of it. Enjoy the game guys, it is there to relieve stress and not cause any.
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Date Posted: Feb 16 @ 7:27am
Posts: 48