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Customers

In the daily rhythm of the station, not every visitor shops the same way — or for the same reasons. Most are just faces in the crowd, pulled along by the hum of daily dockings; some you see every week, while others are gone as quickly as they arrive. A few stand out — the ones you know by name, or who carry a story that threads back into your own. While each person is unique, they tend to fall into four broad groups that shape both your business and the kinds of conversations you’ll overhear.

For production purposes, these groups also define how we use our limited character meshes. Locals and Travelers mostly come from reusable “generic” model pools dressed and equipped to imply their buying profile. Semi‑Regular Locals share a visual pool with Locals but are fixed to a specific identity so they can reveal light story threads over time. Patrons, in contrast, always have a unique and permanent look to signal their narrative importance from the moment they walk in. This approach lets us create a world that feels lively and varied within a small model budget.

Customer Types


Locals (Generic Pool)

Permanent residents of the station who make up the steady, everyday traffic in your shop. They come in frequently for routine purchases and are more identifiable by buying profile than by personal identity. Drawn from a common mesh pool, they are varied through clothing, props, and accessories, but they are not tied to storylines. Grease‑smudged overalls usually mean tools and parts, casual stationwear suggests snacks or creature comforts, and a kitchen apron points to kitchen staples or spices.

Semi‑Regular Locals

Initially indistinguishable from generic locals, these characters later reveal that they have a light personal or narrative arc. They are fixed to a specific mesh and appear repeatedly (8–10 times) over the course of the game. While not on the level of full Patrons, they develop small quirks, gossip, or minor story beats that unfold across their visits, offering the player a sense of familiarity and gradual discovery.

Travelers (Generic Pool)

Transient visitors stopping briefly for supplies, fuel, or trade as they pass through the station. Most are one‑off encounters that add cultural variety, occasional rumors, and shifting demand patterns. Drawn from a generic mesh pool covering different factions and professions with outfits/props to match, they may include bright tourists looking for souvenirs, uniformed crew buying ration packs, scientists seeking field gear, and miners after heavy tools or bulk food. Some may coincidentally reappear much later, creating light connective tissue in the world.

Patrons (Unique Story Characters)

Major narrative characters with dedicated arcs. Each is tied to a unique mesh and outfit, never reused for any other NPC. Patrons are instantly recognizable and have ongoing relationships with your shop, unfolding entirely across their visits. Interaction may include straightforward purchases or solicitor behavior, where they bring goods for you to sell on their behalf. Patrons are woven into the social web—locals mention them, travelers bring news of them, and your choices subtly influence their fortunes.

Mesh Reservation

Customer meshes are divided into six pools, with defined mesh counts, reuse rules, and appearance frequencies.

  • Locals (Generic Pool): 6–10 reusable meshes from "station resident" assets. Core background traffic. Appearance varied by clothing, props, and accessories. Not individually memorable.

  • Semi‑Regular Locals: 2–4 fixed meshes pulled from the local pool and treated as recurring familiar faces. Appear 8–10 times across the game, with small talk and quirks that evolve subtly.

  • Local Kids: 2–5 reusable meshes appearing alongside locals as background life. May be semi‑regulars, appearing 2–5 times total with small, incidental moments (toys, errands, favorite snacks).

  • Travelers (Generic Pool): 6–10 reusable meshes from faction, off‑world, and industrial sets. Buying profiles matched to outfit/prop choices. Mostly one‑off visits, some rare repeats.

  • Traveler Kids: 2–5 reusable meshes appearing alongside travelers. Used sparingly to add variety and contrast to transient groups; one‑off appearances with occasional situational chatter.

  • Patrons (Unique): Minimum of 5 unique meshes, never reused. Anchored to primary narrative arcs. May also serve as recurring solicitors.

Total Mesh Budget Range: 23 minimum – 44 maximum, depending on pool targets and whether optional kid pools are used at the high end.