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 eachevery person is unique, they tend to fall into four broadmain groupsroles that shape both the day‑to‑day flow of your business and the kinds of conversationsstories you’ll overhear.
For production purposes, these groups also define how we use our limited character meshes.overhear: Locals and Travelers mostly come from reusable “generic” model pools dressed and equipped to imply their buying profile., Semi‑Regular Locals, shareTravelers, a visual pool with Locals but are fixed to a specific identity so they can reveal light story threads over time.and Patrons,. inThese contrast,roles alwaysalso havedetermine how character meshes are created, reused, and reserved — a uniquecritical andbalance permanentfor look to signal their narrative importance from the moment they walk in. This approach lets us create amaintaining world thatvariety feels lively and varied withinon a small modelasset budget.
Customer Types
Locals (Generic Pool)
Permanent residents of the station who make up the steady, everydayday‑in/day‑out traffic in your shop.traffic. They comevisit in frequentlyoften for routine purchasesneeds — food staples, tools, small comforts — and are recognized more identifiable by buying profiletype than by personalindividual identity.
Variation from a common mesh pool, they are variedcomes through clothing,props, props,accessories, and accessories,outfit butswaps, theyaligning arewith notbuying tiedprofiles:
- Grease‑smudged overalls
usually→meantools,toolsreplacementandparts. - Casual
casualstationstationwearclothessuggests→snackssnacks,orsmallcreatureluxuries. - Kitchen apron
points→to kitchencooking staples or spices.
They constitute the background hum of the shop. Most will never seem memorable — but they’re the world’s heartbeat.
Semi‑Regular Locals
InitiallyThese indistinguishablebegin fromas genericnormal locals,locals these— characterssame latermesh revealpool, thatsame casual chatter — but over time, the player learns they have more going on.
They come with subtle evolution: minor gossip threads, changing moods, perhaps a lightunique personalprop orthat narrativechanges arc.over visits. They aredon’t fixedhave the scope of a Patron’s story, but they carry enough personality for the player to a specific meshnotice and appearfeel repeatedlya (8–10mild times)sense overof thediscovery:
- The cargo handler who first complains about pay, then later hints at leaving for a rival dock.
- The gardener tending station flora who swaps surplus seedlings for coffee.
Still visually part of the game.Locals Whilepool, notthey’re onwoven thein leveljust ofenough fullto Patrons,stand theyout developonce smallyou’ve quirks,seen gossip, or minor story beats that unfold across their visits, offering the playerthem a sensefew oftimes.
Travelers (Generic Pool)
TransientThese are the transient crowd — transient visitors stopping brieflyat the station for supplies,fuel, fuel,food, repairs, or quick trade asbefore theymoving pass through the station.on. Most are one‑off encounters that add cultural variety, occasional rumors,offs and shiftingvanish demandas patterns.quickly as they appeared, but every so often, one comes through again by coincidence.
Drawn from afaction, generic mesh pool covering different factionsoff‑world, and professionsindustrial styles, with outfits/outfits and props tied to match,buying theyprofiles:
- Bold
brightprintstourists& casual gear → tourists, looking forsouvenirs,snacksuniformedandcrewstationbuyingtrinkets. - Clean
packs,lab wear → scientists seekingfieldinstrumentsgear,oranddata storage. - Stained exosuits → miners
afterwanting heavy tools or bulkfood.rations.
They coincidentallyadd reappearcolor muchand later,variety creating light connective tissue into the world.station, and occasionally act as rumor carriers, mentioning events or characters the player might have heard of elsewhere.
Patrons (Unique Story Characters)
MajorPatrons are the long‑form story engines of the shop — major narrative characters with dedicated arcs.arcs Eachthat isunfold tiedonly toinside ayour uniquestore.
They are instantly recognizablerecognizable, and have ongoing relationships with your shop, unfolding entirely across their visits.visits Interactionpunctuate maythe includegame’s straightforwardpacing:
- A
solicitorsalvagerbehavior,bringingwheremysterioustheyscrapbringeachgoodsweek. - A quiet traveler who eventually reveals they’re in hiding.
- A diplomat soliciting you to
sellhelponwiththeirback‑channelbehalf.trades.
Some are wovenstraightforward intobuyers; others are recurring solicitors, placing goods in your shop for sale. They function as anchors in the socialgossip web—network — locals mentionmay talk about them, travelers bringmay relay news of them, and your choicesown subtlyinteractions influencehave ripple effects on their fortunes.
Mesh Reservation
Customer meshes are dividedallocated intoas six pools, with defined mesh counts, reuse rules, and appearance frequencies.follows:
-
Locals (Generic Pool): 6–10 reusable
meshesmeshes.fromRoutine"stationresident" assets. Core backgroundtraffic.AppearanceReusevarieddriven by clothing,props,prop, andaccessories.accessory swaps. Not individually memorable. -
Semi‑Regular Locals: 2–4 fixed meshes
pulleddrawn from the localpool and treated as recurring familiar faces.pool. Appear 8–10 timesacross the game,withsmalllighttalkevolving chatter andquirks that evolve subtly.quirks. -
Local Kids: 2–5 reusable meshes appearing
alongsidewithlocalslocals.as background life. May beOptional semi‑regulars,regularsappearingappear 2–5 timestotalwith small, incidentalmoments (toys, errands, favorite snacks).moments. -
Travelers (Generic Pool): 6–10 reusable meshes from
faction,off‑world,world andindustrialfaction sets.BuyingOutfits/propsprofiles matchedtied tooutfit/propbuyingchoices.profile. Mostly one‑off visits,somerare repeats. -
Traveler Kids: 2–5 reusable meshes appearing alongside travelers. Used sparingly
to addfor variety andcontrastculturalto transient groups; one‑off appearances with occasional situational chatter.texture. -
Patrons (Unique): Minimum of 5 unique meshes, never reused.
AnchoredCentral to primarynarrativestory arcs.MaySome alsoserveact as recurring solicitors.
Total Mesh Budget Range: 23 minimum(low count) – 44 maximum(high count), depending on pool targets and whether optional kid pools are used atto thetheir highmaximum end.and whether extra patrons are added.