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Item Shop Simulator

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Item Shop Simulator screenshot 1
Early Access Trailer trailerWatch trailer on Steam ↗

Item Shop Simulator

Gnoll King Games · Published by Gnoll King Games

Content notice: - Fantasy violence. You hit goblins with a sword, and they disappear in a cloud of dust when they are "defeated". The term "defeat" is used rather than "kill", etc.; When you "defeat" an animal, it disappears in a puff of smoke and drops big cartoony hunks of meat. - Supernatural / occult themes: you can find and sell small vials of blood, bones, eye of newt etc. - NPCs are implied to consume the alcohol you sell them, offscreen. You can consume alcohol, onscreen. It acts like water; it restores your mana and stamina, but otherwise has no effect. Nobody is depicted as intoxicated, player or NPC.

2 user reviews — 100% positive (2 reviews) · 56 achievements

Last updated 28 Sept 2026

Run an item shop in the Australian outback. Stock swords, potions, and emu eggs. Delve 15 dungeons for loot. Your customers work jobs and spend their wages on your wares... if you can keep them supplied.

Early AccessDJCTQ 14Co-op

£9.99

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

5 Sept 2026Lowest: £9.99 · Highest: £9.996 Oct 2026

Indie, RPG, Simulation, Early Access · 2026 · More £5 - £15 games

Manage your item shop in the rugged Australian outback, stocking swords and potions for adventurers while delving into 15 dangerous dungeons. Craft a thriving business with early access from Gnoll King Games.

About this game

In Item Shop Simulator, you run a shop for a living town of adventurers, crafters, and workers!

Run Your Shop

Stock your shelves with weapons, food, potions, and tools. Balance variety with shelf space to give customers exactly what they need. Unlock a wider variety of stock, and sell people their favourite goods.

Delve into Dungeons

Venture through portals into 13 dungeons, each with unique visuals and enemies. Defeat the demons, loot the treasure, and haul it back to town to sell (or use it yourself!).

A Living Economy

NPCs work jobs, earn wages, and spend money at your shop. A lumberjack needs an axe; a bard needs an instrument and some booze. Everybody needs food and water. How well you meet their needs determines their income - and how much money they have to spend on your wares.

A World of Items

Over 150 items - swords, potions, fishing rods, magic clocks, fine wine, emu eggs, magic wands, books!

You can buy, loot, gather, smelt, cook, craft, and ultimately sell a huge variety of items, most of which have a functional use to you, the player, as well.

Build it Piece by Piece

Build your shop on a grid with walls, floors, windows, decorations, and shelves -- even upwards, with multiple floors. Smart pathfinding ensures NPCs move convincingly around your shelves and tables.

Go Walkabout in the Outback

Wander four biomes in a wild Australian environment with dingos, emus, and gum trees. Pet a feral pig, get mauled by a cassowary, and ride camels across the desert in search of hidden dungeons.

Play Together

We built this game with online co-op in mind from day 1 -- because we wanted to play it together! It's a fully integrated part of the game, not tacked on, and everything is stringently tested to work for hosts and clients alike.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: 10
  • Graphics: 4 GB VRAM
  • Storage: 1 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • Memory: 8 GB RAM
  • Storage: 2 GB available space

Supported Languages

English, French, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Swedish, Japanese, Polish, Russian, Turkish, Korean

Latest news

  • AnnouncementsOfficial

    Welcome to Early Access!

    IT'S OUT!Welcome to the Early Access release of Item Shop Simulator!We are actively seeking feedback on the UI, control scheme, game mechanics, and more. There will definitely be bugs and problems.Please drop by our community hub at https://discord.gg/7hUmv4B5RD to ask questions, make suggestions, or give feedback.A huge thank you to all our pre-EA playtesters!Known issues:Resetting a dungeon causes some loot to disappear; meanwhile, dead enemy weapons don't disappear when they should.
    Read full article on Community Announcements (Uttley)
  • AnnouncementsOfficial

    0.6.3

    -0.6.3-- vendors have limited stock per day per item. Different limits for each crate size.- different item categories & subcategories have varying margins- columns for stock and margin vs RRP in vendor menu- added simple texture to shop exterior ground area- npcs should no longer sink into shop ground- fixed dungeon completion pillars lighting up on new game- added a UI hint for equippable items above the appropriate hand slot- added default bind for quick equip on controller (R3)- engine update- some translation updates
    Read full article on Community Announcements (Uttley)
  • Patch NotesOfficial

    0.6.2.1

    -0.6.2.1-- new items (non-firing crossbow and pistol, mug, goblet, circlet)- smoothed out river edges so you can get out properly- goblin multi backpack positioning- buffed sweeper staff work speed- general "treasure" loot now appears more often in each dungeon, and the pieces are no longer unlockable- achievement icons- fixed a bug which prevented some dungeon clear achievements from unlocking- (from last patch, forgot to mention) NPCs no longer leave from low satisfaction, and new npcs arrive more easily. NPCs can still die at work, but won't leave otherwise.
    Read full article on Community Announcements (Uttley)
  • AnnouncementsOfficial

    -0.6.2-: Backend Works

    -0.6.2-Lots of backend stuff this time around. Mostly preparing for the demo and fixing up multiplayer- netcode improvements- goblin cave boss hp cut in half- lamp and candle light radius buffed to match lantern- various bug fixes- several more fish- bridge over forest river- hopefully a fix for long-term save files getting bloated/crashing (vendor orders were duplicating in the save each time the game was loaded)
    Read full article on Community Announcements (Uttley)
  • AnnouncementsOfficial

    0.6 - Seed to Shelf

    Big one here. Likely to have bugs. Let us know whaty ou think!-0.6- "Seed to Shelf"- Farming and fishing: planter, three crops, four fish to catch. Hoe, water, and harvest. Fish fillets- The fishing minigame is fairly barebones; refinements and more fish to come!- A farmer staff member to till, water and harvest. You still use a porter to actually move the crops.- 15 (!) new potions, all buffs. They're all combination colours from health/mana/energy potions. 1 red and 1 blue potion makes 2 purple potions, etc.- Windmill for turning wheat into flour.- Fire pit for turning flour into bread.- Haggling desk: buy stuff from your customers. They'll offer you job appropriate stuff, you offer a price, they may or may not accept.- Inflation / rebalance - all money values everywhere inflated by 10x across the board. this came up when I realised you need 250 individual ears of wheat for a loaf of bread, but if the lowest you can sell each one for is 1 copper, then the bread is worth 54 copper and the wheat to make it is worth 250c. so now there's more granularity- market price events now occur much more frequently (almost every day) and last only 1 day, added a bunch of events- player animation improvements, texture improvements- new items, npc jobs, general rebalancing, etc- around 100 proper commissioned item icons!- rebalanced need scores of food, rebalancing around the idea that a loaf of bread gives you 100% satiation (need score of 5), and anything above that is luxury / flavour / comfort.- big optimisation with regards to large stacks of items in boxes/shelves- bug fixes, interface adjustments, etc
    Read full article on Community Announcements (Uttley)

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