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Sales Flow

The complete gameplay loop for how products move from ordering to storage, then to displays, and finally to customers.

All components below work together to provide immersive shop management without risking performance loss.

Storage Inventory


Holds all owned stock not currently on display. Tracked as a logical list and visually represented in the back stock room using token props.

  • Logical Storage List: Main record of all items owned, viewable via the terminal.
  • Stock Room Tokens: Each product type has a fixed slot in the stock room with a single representative mesh (“token”).
    • Appears when at least one unit is in storage; disappears or swaps to “empty” state when 0 remain.
    • Optional: token upgrades based on quantity (small box → full crate → pallet).
  • Performance Safe: Tokens are static props, not individual physical items.
  • At-a-Glance Status: Player can gauge supply by walking into the stock room.

Displays & Display Inventories


Each shop display fixture has its own inventory list, separate from storage. Visuals change to match items assigned to that display.

  • Dedicated Inventory Per Fixture: Fruit Stand, Tool Rack, Snack Shelf, etc.
  • Sale-Only Stock: Customers can only buy what’s on displays.
  • Manual Placement: Player chooses which storage items to move into displays.
  • Auto-Fill Option (per display): When enabled, the display pulls from storage automatically when stock sells out, based on a saved loadout.
  • Preset Loadouts: Player can save arrangements of display items for instant restocking.
  • Display Roles/Priorities: Assign a “role” (e.g., High Margin, Popular Snacks) for guided auto-fill behavior.
  • Visual Representation: Models/meshes swap or enable props based on what’s in the list (no per-unit spawning).

Ordering & Restocking


Players replenish storage by placing orders via the terminal’s Shipment Management tool.

  • Order via Terminal: Use Shipment Management to select items and quantities.
  • ETA & Delivery: Orders arrive after a set time; items are added to storage inventory upon arrival.
  • Stock Room Token Update: Visual back stock tokens update instantly when shipments arrive.
  • Planned Purchasing: Order ahead based on Docking Registry info (e.g., stocking mining gear before a mining vessel arrives).

Customer Purchases


The point where inventory moves from display to a customer and generates revenue — and where customer satisfaction is determined.

  • Purchases reduce the display’s inventory count.
  • Storage inventory is unaffected until the player restocks the display.
  • Customer satisfaction is influenced by:
    • Stock availability of desired items.
    • Ease of movement (no excessive pathing blockages).
    • Time spent queued at displays.
  • After leaving, a portion of customers posts a review to the Intranet’s Customer Reviews board.
    • Reviews directly affect shop reputation and future customer flow.
  • Low stock, blocked paths, or long waits often result in negative reviews; efficient service boosts ratings.