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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 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 the backbonesteady, ofeveryday traffic in your daily traffic.shop. They don’tcome makein largefrequently purchases,for butroutine theirpurchases steady,and predictableare more identifiable by buying habitsprofile keepthan yourby shoppersonal running.identity. They are drawnDrawn from a genericcommon poolmesh ofpool, aboutthey 6–8are meshes sourced from station‑resident Synty assets, and we keep them visually freshvaried through clothing, accessory,props, and propaccessories, swaps.

  • but
  • Youthey learnare not tied to “read”storylines. them through their buying profiles: grease‑Grease‑smudged overalls usually mean someone is here for tools and parts, while casual clothesstationwear often point towardsuggests snacks or creature comforts.
  • comforts,
  • Most start as anonymous faces, butand a handfulkitchen naturallyapron emergepoints asto regularskitchen 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 sense likeof 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 are drawnone‑off encounters that add cultural variety, occasional rumors, and shifting demand patterns. Drawn from a generic mesh pool ofcovering aboutdifferent 6–8 meshes that represent off‑worlders, faction crews, industrial workers,factions and otherprofessions transientwith typesoutfits/props fromto ourmatch, broaderthey sci‑fimay packs.
  • Buying profiles provide visual cues:include bright touristtourists clotheslooking suggestfor souvenir and snack sales,souvenirs, uniformed crew gravitate towardbuying ration packs, scientists inseeking cleanfield gear often look for precision instruments,gear, and rugged miners might browseafter heavy tools or bulk food.
  • MostSome aremay one‑offcoincidentally encounters,reappear butmuch occasionallylater, creating light connective tissue in the world.

    Patrons (Unique Story Characters)

    Major narrative characters with dedicated arcs. Each is tied to a travelerunique reappears 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 and rumor network.

Patrons

  • Repeat visitors with personal connections to your shop and story arcs that unfold completely in‑store. They are always represented by unique, fixed meshes and outfits that areoutfit, never reused, ensuring instant recognition by the player. The target is 5–6 patronsreused for the 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 like any other customer,NPC. but others act as solicitors, bringing you goods to place on your shelves for them.
  • Patrons are deeplyinstantly integratedrecognizable 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 webweb—locals of the station. Locals might gossip aboutmention them, travelers may deliverbring news of their activities,them, and your subtle choices insubtly stocking, advice, or discretion can shift the tone ofinfluence their future visits.
fortunes.

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.

  • Locals (Generic Pool): 6–10 reusable meshes sourced from "station resident" assetassets. packs. CommonCore background traffictraffic. for the shop. Meshes can beAppearance varied throughby clothing, props, and accessories. Not designedindividually to 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 talk progression,and butquirks notthat fullevolve narrative 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,matched miners,to crew,outfit/prop scientists).choices. Mostly one‑off visitsvisits, withsome occasionalrare repeats.

  • Traveler Kids: 2–5 reusable meshes appearing alongside travelers. Used sparingly to add variety and contrast to transient groups; usually one‑off appearances with occasional lightsituational chatter tied to their faction or travel context.chatter.

  • Patrons (Unique): Minimum of 5 unique meshesmeshes, reservednever forreused. Anchored to primary narrative characters. Never reused elsewhere. Appear multiple times over the game with dedicated story arcs. May also actserve 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.