
Summary
- Ponionomics Cooks a unique mixture of creating and haggling based on cards.
- Shoppe Keep It offers chaotic entertainment by the administration of medieval trade.
- Heaven It combines trading and exploration in a carefree experience.
There is curious satisfaction from which it comes from ManagementWhere the only concerns are whether the shelves are properly supplied or the goods are relatively affordable. Business games offer a slow but engaging gaming loop that customers, profits and occasional strange requests become the highlights of the day.
Some games have a deep economy, others treat the store as part of a larger adventure, but they all share this cozy attraction to make a living without an urgent effort to save the universe. From Hagling with customers to the creation of the best possible goods, here are some games that show that they keep the lights on and shelves in stock can be as engaging as killing dragons.
Ponionomics
Potion seller, give me your strongest potions
IN Ponionomics, The operation of a magical trade becomes a full -fledged performance. Players cook potions with a craft system based on cards and then sell them using a mechanic of a haggling mechanic where every move matters. Each sale is the balance between maximizing profits and keeping customers happy enough to return.
Its narrative layer adds an even greater depth, with relationships that unlock the benefits and special ingredients. The artistic direction bursts with the personality, which makes each customer interaction a small scene with a joke and persuasion. The result is Shop SIM, which feels the same about personality as in stocks and that the personality is difficult to resist.
Shoppe Keep
Customers with 100% discount coupon in the shape of a knife
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Platform |
PlayStation 4, Xbox One, PC, MacOS, Linux |
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Released |
August 20, 2015 |
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Developer |
Arvydas rémaitis |
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Genre |
SIM management |
The task of running a chaotic medieval facade where customers will be happily theft if players don't pay attention is not easy work, but that's exactly what Shoppe Keep requirements. Part of the daily work is carefully the administration of shelves, prices and shares and at the same time pay attention to the thieves, with the occasional need to physically persecute.
Entertainment is in controlled chaos. Between the creation, cleaning and control of the crowd, no two days feel the same. Both trade grows and madness and soon the sale of armor must be juggled with garbage cleaning and even weapons to discourage thieves in person. It is chaotic, frantic and somehow deeply satisfactory to maintain the entire operation.
Heaven
Airships, commodities and a long horizon
Trading in an interpretation for a flying trade vessel, Heaven It has players passengers between floating islands, buy goods where they are cheap and sell them where they are not. The game is the same about the survey as the economy, with selected routes and ports visited the formation margins.
The magic comes from its carefree stimulation. There is no ticking of hours, just slow satisfaction from building a business empire one consignment at a time. Along the way, players can buy their own islands, expand their fleet and even get involved in gathering light sources, so every cruise feels like a step towards something bigger.
No umbrellas were allowed
Artistic overcharging, politely
Buying items from desperate burghers and sales for profit sounds morally gray because it is. No umbrellas were allowed It takes place in a dystopic environment where propaganda finds its way to daily transactions. The mechanics mix the trade with careful reading of the moods of customers and market fluctuations.
What makes this game strange is how the player's decision to gently influence relationships and story events. Some sales feel like a small victory, others like personal compromises. It transforms trade in a strange puzzle where each item is a piece of world culture and economy, and each price is a test conscience test.
Travelers are resting
Brewing business and community
Although the shop counter is replaced by a bar counter, Travelers are resting It still carries the same spirit of trade. Players run medieval inn, brew food, brew beer and upgrade their pub to a cozy place for gathering for passing adventurers. While profit is the primary goal of experience, its charm is to create a pleasant atmosphere for NPCs who begin to feel more like family than customers.
The procedure combines creation with interior design and encourages players to experiment with recipes and furniture distribution. Expansion in the brewery increases complexity over time, so Inn feels like a living and developing place. It's just about building a community center as about the management of inventory, which makes every operated pint feel strangely meaningful.
Moonlighter
Midnight Markets and Moon Svit Dungeons
Adventure with the merchant will run the business day and at night the raids apply dungeons. This dual structure in Moonlighter It makes every decision on the sale directly associated with risking a player in combat. Rare prey means higher prices, but also has harder enemies that protect it.
Selling items are not passive; Players must set prices, follow customers' reactions and adapt accordingly. This loop of feedback between adventure and business creates convincing pressure and move. Every morning, she feels like a reward for survival of the night's dangers and feels like an investment in tomorrow's profits every night.
RETTEARY: Story of store with item
Where Dungeon Loot meets book books
RETTEARY: Story of store with item The RPG formula turns on the head. Instead of playing a hero, it is a game about their van. As a rethet, a young girl trying to repay her father's debt, players manage the item store while embarking on dungeons to replenish supplies. Rearly and back between negotiations with customers and looting RPG events creates a cycle that feels infinitely satisfactory.
Haggling is not just a side mechanic; It is the core of success, each type of customer has unique behavior and price tolerance. Dungeon browsing is lightweight, but offers sufficient tension to prevent the shelf in the store dry. It is the perfect combination of SIM management and classic adventure.
Holy potatoes! Trade in weapons?!
Where capitalism meets delightful weapons
With such a name, it is clear that this game would change the creation of comedy routine. Players must operate a blacksmith's shop in a world populated with perceiving potatoes, named by heroes as clients. While the visual style Holy potatoes! Trade in weapons?! It's all the magic, the steering layer runs deeper than it looks; Players must train employees, improve plans and compare the features of weapons according to customers' needs.
The flow of humor is constant and faces fun on the tropics of RPG at every transaction. Yet there is a rhythm for managing materials and terms that scratch classic simulation itching. Watching a team of stupid scolds rampant legendary weapons for equally absurd adventurers is a kind of reward that keeps players smiling, even if they juggle orders such as hot potatoes.