Shop

Fell & Sell Customers and the Counter

More foot traffic after Demo 2.0 — if the shop is comfortable and the tags are honest.

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Customers

The dungeon fills the bag. Customers empty it. Fell & Sell does not simulate a silent auction: you stock tables, NPCs walk in, they buy, and you still have to interact to take the money. Creators called that last step a little gimmicky and also the thing that makes a sale feel physical. This page is the shop-floor loop after Demo 2.0’s customer overhaul and the launch economy — not the first demo’s sleepy street.

How a sale actually happens

Craft or loot a display surface first. Nothing sells from your pockets. Put goods on tables, set a quantity and a price tag, and open the doors. Price too high and stock gathers dust. Price too low and you go broke. The formula (supply, demand, prestige, decoration) is in the Pricing Guide. Demo Update #2 lets you right-click a table item to retag it without picking it up — use that when a customer is already browsing and you need to blink a discount.

When an NPC pays, you hear coin (added in Demo Update #3) and you still need to complete the handoff. Demo 2.0 added a transaction scroll on the counter so you can see what they are buying. Read it before you celebrate; a misunderstanding here is how you “sell” the wrong stack.

Empty tables sell nothing. The in-game tutorial is blunt. If the cabin looks pretty but the wood is in a chest, the neighborhood will not save you.

Traffic, comfort, and inviting people in

Demo 2.0 increased customer traffic and improved NPC navigation (fewer wall hugs, feet closer to the ground). Shop Comfort now affects how many customers visit the neighborhood, not only how pretty a screenshot looks. Comfort is furniture and layout — see Decoration Buffs and Furniture. A combat-buff layout that ignores comfort can starve the till even if your next dungeon run hits harder.

You can actively invite customers into the shop after Demo 2.0. You can also hit them. The patch notes joke that the studio will not judge. Hitting is not a profit strategy; it is a physics sandbox leftover that can scatter a queue. Invite when someone stalls outside. Hit only if you are filming a clip.

NPC colliders that blocked the player in the first demo were removed in Demo Update #1. If a customer still body-blocks a doorway, walk around; do not assume you are clipped in a 1.0.0 bug.

Who buys what

You will see bargain hunters, practical mid-tier buyers, and people who want rare pieces. You cannot see a hidden “customer class” UI as a public documented list, so play the tells: lingering on cheap mats, heading straight for a weapon rack, ignoring junk swords. Stock variety — Demo 2.0 also rebalanced basic mat prices and made crafting cheaper, which means more crafted goods can sit beside raw stone without looking insane.

Upper armor and helmets became buyable on racks in Demo Update #3; placement on the rack was made less fussy in the same patch. If a customer cannot buy a helmet, check that it is actually on the rack, not dropped beside it.

Gold, reputation, and the rest of the loop

Gold funds weapons, shop expansions, and decor. Customers are how dungeon risk becomes a bigger cabin. They are not how you skip the Quest Board — turn in feats between rushes. How to Make Money and How to Sell Items cover the macro loop. Shop Upgrades is what you buy once the till is no longer a panic.

Launch-day economy is still being watched by the studio (they were reading reviews and bug reports around the clock for 1.0.1 and 1.0.2). If a price that worked in the demo suddenly sits forever, retag with RMB and check whether you flooded the neighborhood with the same common item.

Controls for RMB pricing and hold-Tab inventory. Getting Started if you have not opened the doors yet. Review if you are deciding whether the counter loop is for you.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Why won't customers buy anything?

Empty tables sell nothing. Stock a display, set a price that matches demand, and make sure Comfort is not tanking neighborhood traffic after the Demo 2.0 rebalance.

Do I have to click customers to get paid?

Yes. Completing the sale includes interacting to collect coin. Watch the counter scroll so you know which stack they took.

Should I hit customers?

You can after Demo 2.0. It is not a good way to make money. Invite them in instead if they stall at the door.

What does Shop Comfort actually do?

After Demo 2.0 it influences how many customers visit your neighborhood. Combat furniture still matters for dungeon buffs; Comfort matters for the till.