Design Overview
A relaxed, narrative‑driven shopkeeper sim in a space station, where the joy comes from small daily rituals, quiet observation, evolving décor, and relationships with a shifting cast of customers. You’re a steady presence in a huge galaxy, shaping small ripples through stocking choices, conversations, and personal touches — but never the fate of the galaxy itself.
Cozy Pillars
- Small Significance – You matter most in your corner of the station; big events arrive as gossip, souvenirs, or distant announcements.
- Ritual over Rush – Stock shelves, check messages, watch the hallway, make coffee. Pacing is player‑led, with no fail‑states or forced urgency.
- Evolving Familiarity – Regulars return with small changes; décor shifts over time; ambient station life feels alive and consistent.
- Downtime as Gameplay – “Quiet” moments still offer meaning: overheard chatter, bulletin updates, or a patron lingering by the counter.
- Space as a Character – The shop and surrounding corridor have distinct moods, lighting changes, and evolving details.
Core Loop
Observe → Plan → Stock → Interact → Reflect
- Observe: Check docking registry & hallway to see who’s in port; watch foot traffic.
- Plan: Decide stocking priorities & décor tweaks based on who’s likely to visit.
- Stock: Move goods from backroom to displays manually or via auto‑fill.
- Interact: Chat with locals, negotiate with solicitors, overhear travelers.
- Reflect: Update personal PDA notes, rearrange items, enjoy the quiet.
Story Philosophy
- "Tell, Not Show" – Major events shared indirectly (customer gossip, bulletin posts, mysterious items).
- Stories are fragmentary & overlapping — player infers connections over time.
- Consequences are soft & social: warmer conversation, a gift, or a subtle shift in who visits.
Player Spaces
- The Office – Private, decorated with keepsakes; check PDA & messages here.
- Underdeck Storage – Quiet restocking zone; items shown as simple visual tokens.
- Customer Service Desk – Intimate story interactions; not primary sale point.
- Showroom Floor – Stocked displays; personal aesthetic flourishes matter.
- Outer Hallway – Public concourse; peaceful observation point into station life.
Customer Types
- Locals: Steady rhythm; visually varied via outfits/props.
- Semi‑Regulars: Locals with light recurring arcs; subtle personality quirks.
- Travelers: Mostly one‑offs; add novelty and outside news.
- Patrons: Unique meshes & arcs; long‑term relationship anchors.
Each type informs shop “feel” based on who you cater to.
Key Systems
Quests:
- Flexible stage‑based containers; trigger events, dialogue, and environmental changes.
- Dock delays, visiting celebrities, special orders — always via station life, never as hero assignments.
Stock & Displays:
- Manual or automated stocking with visual feedback.
- Default loadouts or one‑off arrangements for events.
- Storage tokens give at‑a‑glance stock cues.
Progression:
- Footprint expands by acquiring neighboring corridor units.
- Growth leads to visual/audio upgrades: glass frontage, increased foot traffic, vista window with dock views.
- Social network deepens via solicitors, suppliers, and remote offers.
Atmosphere Tools
- Day/Night cycle: Gradual light & traffic shifts.
- Ambient audio layering: Background hums, chatter, machinery; player music override possible.
- Announcement system: Flavor + world updates without dragging player away.
- Lighting states: Cozy day/night tones; rare event lighting for mood shifts.
- Environmental hooks: Occasional celestial or station events as light spectacle.
Cozy Safeguards
- No punishing timers — delays act as story beats, not blockers.
- Soft reputation — negative reviews add flavor/mystery, not anxiety.
- Menu tactile feel — visual and audio cues to keep terminal use cozy.
- Emotional payoffs — occasional longer Patron moments to break fragment pattern.
Cozy Design Goals
- Make repetition comforting, not grindy.
- Focus rewards on visual/social growth, not stats.
- Treat watching, listening, and adjusting décor as valid play.
- Ensure the station feels alive even without direct player action.
- Keep scope manageable through modular systems and asset reuse with variation.