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You woke up at the edge of a labyrinth. You cannot swing a sword. You know no magic. But you do know how to run a shop. So you open one. Right here. BE THE MERCHANT, NOT THE HERO Dungeon Shop is a voxel-art shop management RPG. You take the counter at the mouth of a labyrinth and grow a single street stall into the Grand Dungeon Company. You never fight. The adventurers holding the blades you sold them do that for you. THE LOOP 1. GATHER Hire explorers and they walk off on their own, to the meadow, to the mine. Better tools, heavier packs. 2. CRAFT Your clerks turn what comes back into potions and steel at the workbench. Healing potions, steel longswords, crystal staves, dragontooth greatswords. Every recipe has an automation switch, so the shop keeps running unattended. 3. SERVE Adventurers come through the door, browse the shelves, pick something, and queue. With no clerk free, they tire of waiting and leave, and your fame drops with them. 4. BUY BACK Delvers return with things they found and offer them to you. Buy low and resell high. Turn them away and your name suffers a little. 5. EXPAND More shelves. More staff. A bigger floor. Street Stall, Little Shop, Roadside Trading Post, Labyrinth Emporium, Grand Dungeon Company. Every upgrade physically pushes the walls outward. THE LABYRINTH GOES ON PAST YOUR DOOR A corridor runs north from the shop, and rooms wait along it. - Meadow and Mine: where your explorers work - Underground Lake: sealed by boulders until you forge a steel pickaxe - Library: locked, and the key lies somewhere in the monster den - Summoning Chamber: research far enough and you can call a hero from another world - Monster Den: where customers try out what they bought - The Deep Den: past the stone gatekeeper - The Demon Lord's Hall: the end of it all Rooms you have not opened are buried in solid rock. You cannot even peek inside. What cuts the way through is always something you sold. YOUR STOCK IS THE WEAPON The gatekeeper falls to a Giantslayer Maul. The twin-headed beast regrows any head taken alone. It needs the Twin Fang Daggers, sold as a matched pair. And the Demon Lord heals faster than an ordinary blade can cut. That takes the Holy Sword Aurora. Stock the wrong things and nobody gets any deeper. Slay the Lord and an ending rolls, along with an enormous guild reward. Days later it returns to the throne, stronger. THE SMALL THINGS THAT MAKE A SHOP TAVERN: Cave fruit turns up in the meadow now and then. Brew it into ale, open a tavern, and adventurers settle in after shopping. Every round they order pays. RELIC CODEX: Nine relics, one of each in all the world. They cannot be shelved as goods, but owning them raises your standing. Wealthy collectors occasionally come to buy, and about a third of them are swindlers. Read the figure carefully, or watch a priceless piece walk out for pocket change. ROYAL COMMISSIONS: Requests from the castle, with no deadline. Materials, goods, or a body count. Deliver whenever you are ready. LABYRINTH EVENTS: Every few days the labyrinth shifts. Monster swarms, seasons of plenty, arriving caravans, miasmic fog, festivals. Each has an upside and a cost, and each changes how you run the place. ADVENTURER RANKING: Your regulars have names. Spending, kills and bar tabs are scored into standings, from Novice all the way to Legend. OR LEAVE IT TO THE STEWARD Crafting, stock curation, hiring, buy-back decisions. Flip four switches and your steward runs the place, rearranging shelves as the clientele shifts, saving toward the next expansion. Take it back whenever you like. FEATURES - Fully offline. No connection required, no ads - Autosaves, and pays out what sold while you were away - Japanese and English, switchable at any time - Around two hours to the ending, and the shop keeps going after The master of the labyrinth fell to a blade you sold and a drink you poured.
About
You woke up at the edge of a labyrinth. You cannot swing a sword. You know no magic. But you do know how to run a shop. So you open one. Right here. BE THE MERCHANT, NOT THE HERO Dungeon Shop is a voxel-art shop management RPG. You take the counter at the mouth of a labyrinth and grow a single street stall into the Grand Dungeon Company. You never fight. The adventurers holding the blades you sold them do that for you. THE LOOP 1. GATHER Hire explorers and they walk off on their own, to the meadow, to the mine. Better tools, heavier packs. 2. CRAFT Your clerks turn what comes back into potions and steel at the workbench. Healing potions, steel longswords, crystal staves, dragontooth greatswords. Every recipe has an automation switch, so the shop keeps running unattended. 3. SERVE Adventurers come through the door, browse the shelves, pick something, and queue. With no clerk free, they tire of waiting and leave, and your fame drops with them. 4. BUY BACK Delvers return with things they found and offer them to you. Buy low and resell high. Turn them away and your name suffers a little. 5. EXPAND More shelves. More staff. A bigger floor. Street Stall, Little Shop, Roadside Trading Post, Labyrinth Emporium, Grand Dungeon Company. Every upgrade physically pushes the walls outward. THE LABYRINTH GOES ON PAST YOUR DOOR A corridor runs north from the shop, and rooms wait along it. - Meadow and Mine: where your explorers work - Underground Lake: sealed by boulders until you forge a steel pickaxe - Library: locked, and the key lies somewhere in the monster den - Summoning Chamber: research far enough and you can call a hero from another world - Monster Den: where customers try out what they bought - The Deep Den: past the stone gatekeeper - The Demon Lord's Hall: the end of it all Rooms you have not opened are buried in solid rock. You cannot even peek inside. What cuts the way through is always something you sold. YOUR STOCK IS THE WEAPON The gatekeeper falls to a Giantslayer Maul. The twin-headed beast regrows any head taken alone. It needs the Twin Fang Daggers, sold as a matched pair. And the Demon Lord heals faster than an ordinary blade can cut. That takes the Holy Sword Aurora. Stock the wrong things and nobody gets any deeper. Slay the Lord and an ending rolls, along with an enormous guild reward. Days later it returns to the throne, stronger. THE SMALL THINGS THAT MAKE A SHOP TAVERN: Cave fruit turns up in the meadow now and then. Brew it into ale, open a tavern, and adventurers settle in after shopping. Every round they order pays. RELIC CODEX: Nine relics, one of each in all the world. They cannot be shelved as goods, but owning them raises your standing. Wealthy collectors occasionally come to buy, and about a third of them are swindlers. Read the figure carefully, or watch a priceless piece walk out for pocket change. ROYAL COMMISSIONS: Requests from the castle, with no deadline. Materials, goods, or a body count. Deliver whenever you are ready. LABYRINTH EVENTS: Every few days the labyrinth shifts. Monster swarms, seasons of plenty, arriving caravans, miasmic fog, festivals. Each has an upside and a cost, and each changes how you run the place. ADVENTURER RANKING: Your regulars have names. Spending, kills and bar tabs are scored into standings, from Novice all the way to Legend. OR LEAVE IT TO THE STEWARD Crafting, stock curation, hiring, buy-back decisions. Flip four switches and your steward runs the place, rearranging shelves as the clientele shifts, saving toward the next expansion. Take it back whenever you like. FEATURES - Fully offline. No connection required, no ads - Autosaves, and pays out what sold while you were away - Japanese and English, switchable at any time - Around two hours to the ending, and the shop keeps going after The master of the labyrinth fell to a blade you sold and a drink you poured.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | 0% | $0.99 | |
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| — | 0 | 0% | $2.99 | |
| — | 0 | 0% | $1.99 | |
| — | 0 | 0% | $0.49 | |
| — | 0 | 0% | $0.99 |