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 threefour 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. Patrons,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
formmake up thebackbonesteady,ofeveryday traffic in yourdaily traffic.shop. Theydon’tcomemakeinlargefrequentlypurchases,forbutroutinetheirpurchasessteady,andpredictableare more identifiable by buyinghabitsprofilekeepthanyourbyshoppersonalrunning.identity.They are drawnDrawn from agenericcommonpoolmeshofpool,aboutthey6–8aremeshessourced from station‑resident Synty assets, and we keep them visually freshvaried through clothing,accessory,props, andpropaccessories,swaps.but Youtheylearnare not tied to“read”storylines.them through theirbuying profiles: grease‑Grease‑smudged overalls usually meansomeone is here fortools and parts,whilecasualclothesstationwearoften point towardsuggests snacks or creaturecomforts.comforts, Most start as anonymous faces, butand ahandfulkitchennaturallyapronemergepointsastoregularskitchen 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
recognizesa—senselikeof familiarity and gradual discovery.Travelers (Generic Pool)
Transient visitors stopping briefly for supplies, fuel, or trade as they pass through the
dockstation.worker who always comes in after a long shift, or the canteen cook who shares gossip for a discount. These familiar locals may open up over time, giving the player glimpses into small personal stories.
Travelers
Passing customers who stop briefly to fuel up or make a layover before continuing their journey. TheyMost aredrawnone‑off encounters that add cultural variety, occasional rumors, and shifting demand patterns. Drawn from a generic mesh poolofcoveringaboutdifferent6–8 meshesthat represent off‑worlders, faction crews, industrial workers,factions andotherprofessionstransientwithtypesoutfits/propsfromtoourmatch,broadertheysci‑fimaypacks.Buying profiles provide visual cues:include brighttouristtouristsclotheslookingsuggestforsouvenir and snack sales,souvenirs, uniformed crewgravitate towardbuying ration packs, scientistsinseekingcleanfieldgear often look for precision instruments,gear, andruggedminersmight browseafter heavy tools or bulk food.MostSomearemayone‑offcoincidentallyencounters,reappearbutmuchoccasionallylater, creating light connective tissue in the world.Patrons (Unique Story Characters)
Major narrative characters with dedicated arcs. Each is tied to a
traveleruniquereappears weeks later — perhaps a miner hauling an unusually good cargo or a merchant who remembers your shop from before. These repeat appearances can organically tie into your wider gossipmesh andrumor network.
Patrons
Repeat visitors with personal connections to your shop and story arcs that unfold completely in‑store. They arealways represented by unique, fixed meshes and outfitsthat areoutfit, neverreused, ensuring instant recognition by the player. The target is5–6 patronsreused forthe MVP, making each one a narrative anchor.Their arcs may play out over weeks or months in small beats — a completed venture, a setback, or a special request. Some will shop likeany othercustomer,NPC.but others act assolicitors, bringing you goods to place on your shelves for them.- Patrons are
deeplyinstantlyintegratedrecognizable 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 socialwebweb—localsof the station. Locals might gossip aboutmention them, travelersmay deliverbring news oftheir activities,them, and yoursubtlechoicesinsubtlystocking, advice, or discretion can shift the tone ofinfluence theirfuture visits.
Mesh Reservation
Customer meshes are divided into fivesix rolespools, — generic locals, semi‑regular locals, travelers, unique patrons, and kids (separate local and traveler pools). Each role has awith defined mesh count,counts, reuse rules, and appearance frequency.frequencies.
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Locals (Generic Pool): 6–10 reusable meshes
sourcedfrom "station resident"assetassets.packs. CommonCore backgroundtraffictraffic.for the shop. Meshes can beAppearance variedthroughby clothing, props, and accessories. Notdesignedindividuallyto be recognized 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.game,Light personality andwith small talkprogression,andbutquirksnotthatfullevolvenarrative arcs.subtly. -
Local Kids: 2–5 reusable meshes appearing alongside locals as background life. May be semi‑regulars, appearing 2–5 times
over the course of the gametotal with small, incidental moments (toys,snacks,errands,errands)favorite snacks). -
Travelers (Generic Pool): 6–10 reusable meshes from faction, off‑world, and industrial sets.
Outfits and props reflect buyingBuying profiles(tourists,matchedminers,tocrew,outfit/propscientists).choices. Mostly one‑offvisitsvisits,withsomeoccasionalrare repeats. -
Traveler Kids: 2–5 reusable meshes appearing alongside travelers. Used sparingly to add variety and contrast to transient groups;
usuallyone‑off appearances with occasionallightsituationalchatter tied to their faction or travel context.chatter. -
Patrons (Unique): Minimum of 5 unique
meshesmeshes,reservedneverforreused. Anchored to primary narrativecharacters. Never reused elsewhere. Appear multiple times over the game with dedicated storyarcs. May alsoactserve 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.