
A gothic roguelike shopkeeping game where you sell antiques, read the tarot, and manage your inventory to survive crushing rent increases. Match strange customers with the relics they crave, unlock powerful cards, and gamble your way out of debt, one deal at a time.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About
Welcome to Fortune Seller, a darkly weird roguelike about running an antique shop in a world where every deal could be your last and your days are numbered.
You’ve inherited a dusty little storefront and a mountain of debt. The landlord? Unforgiving. The rent? Rising every single week. Your only hope? Sell the right treasures to the right customers, and let the cards decide the rest.
Hands-on Inventory Management
Arrange your antiques Tetris-style to make the most of your limited storage space. Every slot matters, the wrong layout could cost you your life.
Sell What They Crave
Read your customers, match their tastes, and score huge payouts. The better the match, the bigger your profit.
Tarot-Based Upgrades
Draw cards between days to gain powerful new abilities. Choose wisely, the deck can bless or betray you.
Spiral into debt
Weekly rent hikes keep the pressure high. Miss a payment, and your shops days are numbered.
Roguelike Replayability
Unlock new tarot cards, unique powers, and eccentric playable characters to change your approach with every run.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $6.99 | 98reviews | 86% | — | $18.9K |
| $6.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's a game about maximizing layered addition and multiplication. ✔ no-nonsense min-maxing - the game ✘ after playing nearly 4 hours the counting rules are absolutely unfathomable to me. I thought I understood and then my big item scored 10x worse than some literal garbage I threw in to fill space, so I clearly do not. The game doesn't show how it counts. It doesn't provide any estimates on how well you will score. Sure, I could go into online deep-dive how it's supposed to work. But without any estimates it's uncountable anyway, so I won't ✘ so much randomness in a game about optimizations with essentially instant run failures ✘ on top of all that at some point you get special events where you lose your [i] re-rolling [/i] capabilities. Suddenly no re-rolling in RNG heavy game. [i] Even if your build relies on getting specific items out of your inventory [/i] ✘ extremely repetitive - fails as a roguelike, since runs are essentially the same ⓘ Playable on Steam Deck, but somewhat better with mouse. This experience allowed me to create a hypothesis though. A lot of people like this kind of gameplay because it merges [i] min-maxing [/i] with [i] lootboxes[/i]. Yes, lootboxes serve essentially the same function as scoring in this game. You do not know what you will get, but you hope for the best. It's addictive to many. And personally? [i] I hate it. [/i]
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: English, Spanish - Spain, French, German, Japanese, Korean, Russian, Simplified Chinese, Swedish, Portuguese - Brazil, Traditional Chinese
Hours played at review time, across 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Not As Good As Balatro, But It's Still A Good Time.[/h1] Yes, this game is basically Balatro with a different coat of paint and with the gimmick of inventory management, and no, it's not as mesmerizingly addictive as the former. Still, Fortune Seller offers you a decent amount of fun time chasing the big number and arranging the perfect boxes. [h2]Things I Like About Fortune Seller:[/h2] [list] [*][b]Arranging Items For Sale:[/b] Instead of playing poker hands, you need to sell the customers all sort of weird trinkets and baubles and make a profit to clear your debt. The premise is simple. You put as many items as you can inside customers' boxes. Try your best to rotate and restock the perfect item combination. The fuller the boxes are, the better the deal becomes. It's a very straightforward arranging process, and the gameplay captures the satisfaction of inventory management very well. [*][b]Size Matters:[/b] Very similar to Dungeon Clawler, Fortune Seller also presents a different kind of "deck-builder". Items come in various shapes and sizes. Bigger items are more profitable but inflexible when it comes to weird box sizes or inconvenient negative modifiers; smaller items are perfect fillers for fill bonuses but earn way less than the debt demands. Sizes affect special effects as well. Each special effect grants an aura to the affected item (Charge/around the item, Wave/horizontal lines, Ignite/vertical lines). You need to think carefully before applying special effects to an item. It's the same deal with value-size ratio. Take its size into consideration, and try to cover as many slots as possible to earn the most profit. [/list] [h2]Thing I Like And Dislike About Fortune Seller:[/h2] [list] [*][b]Simpler Format:[/b] I think Fortune Seller's take on Balatro's number-generating thrill is a rather basic "keep adding more things." Tarot cards, spells, contracts—everything in the game is designed to just earn you more points in a slightly different way. That's it. There are no rule-breaking variants like Shortcut or Four Fingers. Of course, this is not necessarily a bad thing. Sometimes you just want to see the number go up without being too strategical and worrying too much about the synergy. Yet, doing so also sacrifices the potential depth the game could have. Fortune Seller has this dilemma. The runs are still fun, but they soon boil down to the same loop of "just adding more stuff." [/list] [h2]Things I Dislike About Fortune Seller:[/h2] (These two are more of suggestions rather than complaints.) [list] [*][b]Type-specific Property Maybe:[/b] I think each item type could use some changes to spice up the deck-building aspect of the game. Besides the minor arcana bonuses, different item types could possess unique passives that could alter your play style. Anomalous is a good example of this: it counts as all types, it is highly valuable, and it is also very inflexible in terms of placement. I wish other types would follow the steps. For example, Heriloom items gain double value if this is your last customer; Organic items slowly grow in size, and you can put them in the unsuitable slots to cut them into small pieces, etc. [*][b]Dialogue Variety:[/b] After Hades 2 and Slay The Spire 2, I desperately want more roguelike/lite to add small story fragments to not only add another incentive for replayability but also to integrate the intriguing world-building into the gameplay. Fortune Seller is already halfway there thanks to the weird portraits of the customers. The game needs just a little more small chitchat to help us understand their backgrounds and personalities. Like, why does The Person's eye look like that, and why is he hungry all the time? Why do Daughter and Grandma have flowers growing on them? Why does The Devotee start stripping when I fulfill his request? These are the burning questions I am eager to find out the answers to. [/list] [b]中文小簡評[/b] 雖然玩法及成癮性不到《小丑牌》那般極致,《命運販賣者》仍然是款不錯的刷分roguelike,不錯的黑奇幻畫風及簡單有趣的背包整理系統還是值得一玩。 [b]喜歡的點[/b] [list] [*]玩法簡單直白,把各式各樣稀奇古怪的小玩意兒塞進客人帶來的箱子裡賣掉即可。玩過《惡靈古堡4》的肯定很熟悉這般操作,旋轉、拼湊、組合,盡可能地將所有欄位塞滿,塞的越滿賺的錢越多,充分呈現背包整理完整後的滿足感。 [*]商品選擇的思考方式跟《抓抓地牢》雷同,除了考慮單件物品的價位外,還需要額外留意商品的尺寸大小及形狀。客人的箱子往往會有多個指定商品種類的增減益格,放對可以賺大錢,放錯直接功虧一簣,大尺寸商品容易造成排列上的困難,小尺寸商品雖好牌但難以獲利。此外,商品也能透過法術附魔來強化鄰近商品的附加價值,這點又直接與商品尺寸成正比,因此在這款roguelike的「牌組構築」上需要審慎評估可行性。 [/list] [b]又愛又恨的點[/b] [list] [*]老實說,《命運販賣者》的流派其實比《小丑牌》要來的少很多,兩者雖然大方向一致,但前者更加精簡遊戲的複雜度,變得只要不斷的累加東西就好,不必太講究牌組規劃及其他組合效果也就能輕鬆過關。當然這未必是件壞事,有時候就是想放空心思地看著數字不斷往上跳(這也是為何我喜歡玩戰甲的原因),但如此設計也容易讓玩法缺乏深度。 [/list] [b]不喜歡的點[/b] (與其說是不喜歡的點倒不如說是希望能加入的要素。) [list] [*]我覺得商品的「分門別類」可以多一些獨特的被動技能來讓構築要素豐富些,至少在添購物資時能多一分思考的點,「異常物件」就是個很棒的例子:單價極高、等同所有類型、常常是非常難搞的大面積商品,希望其他類別也能跟進。 [*]這點大概是深受《黑帝斯2》與《殺戮尖塔2》影響,越來越喜歡roguelike/lite在遊戲中添加一些故事要素或簡單世界觀。《命運販賣者》就只差那麼一點,只要讓各個古怪的顧客再多一點有趣的對話內容,讓我們能稍微了解其背景與個性即可。 [/list] [quote=author]If you like what I write, please consider a follow to [url=https://store.steampowered.com/curator/45738167/]my curator[/url] page, thanks! 如果你喜歡我寫的東西,可以追蹤[url=https://store.steampowered.com/curator/45738167/]我的鑑賞家[/url]喔![/quote]
RIDICULOUSLY addictive game. Loving the theme, the easy-to-play, Hard-to-master and even the random aspect (the score calculations are potentially so complex that it becomes "I hope this works" There is nothing I don't recommend about the gameplay. Plays very well on Steam Deck, though some things that would work better with a mouse are slightly clunky, though its hard to see any way they could be improved!
Balatro + Backpack Battles. Pretty fun, but not engaging enough to keep me playing after the first run. Pretty well made and polished though.
Fortune Seller is a darkly atmospheric roguelike management game that blends shopkeeping, inventory organization, tarot mechanics, and economic survival into an unexpectedly addictive strategy experience. Developed by Kiwick, the game places players inside a struggling antique shop drowning in debt, where survival depends on carefully buying, arranging, and selling strange cursed relics while manipulating powerful tarot effects and item synergies to maximize profits. Although the premise sounds relatively simple at first glance, the game quickly reveals an impressive amount of strategic depth beneath its gothic presentation, creating a gameplay loop that becomes difficult to stop once its systems fully begin interacting. The foundation of the game revolves around managing a mysterious antique store while attempting to stay ahead of rising rent costs and financial pressure. Every run places players in increasingly desperate economic situations where success depends on understanding how relics, contracts, tarot cards, and modifiers interact with one another. Rather than simply selling expensive items for profit, players are constantly encouraged to experiment with positioning, combinations, and layered bonuses in order to generate absurdly high-value sales through carefully optimized inventory setups. One of the game’s most satisfying mechanics is its inventory management system. Every item occupies physical space inside a limited grid, forcing players to think carefully about placement and organization. Relics contain unique effects that influence surrounding items, create combo opportunities, or trigger additional bonuses when arranged correctly. This turns inventory management into a strategic puzzle where positioning becomes just as important as item value itself. Building efficient layouts capable of triggering massive profit chains becomes deeply rewarding, especially once more advanced relics and modifiers start interacting in increasingly complex ways. The tarot card system adds another layer of strategy that significantly expands the game’s depth. Throughout runs, players unlock and collect powerful tarot cards capable of altering item behavior, modifying scoring systems, or amplifying certain relic combinations. Some tarot effects can completely reshape how a run functions, encouraging players to shift strategies depending on the cards they acquire. The excitement of discovering new synergies between tarot cards and inventory layouts becomes one of the game’s strongest hooks because successful combinations can create enormous profit explosions that feel incredibly satisfying. What makes Fortune Seller especially compelling is how naturally it merges multiple genres together. At times the game feels like an inventory management puzzle, while other moments resemble a deckbuilding roguelike or a high-risk economic simulator driven by gambling mechanics and escalating pressure. This constant overlap between systems keeps the gameplay fresh because every decision influences several layers of progression simultaneously. Choosing which relics to buy, which cards to activate, and which risks to take all become interconnected parts of survival. The roguelike structure works extremely well because no two runs evolve exactly the same way. Randomized relics, customer demands, modifiers, contracts, and tarot combinations constantly force players to adapt their strategies rather than relying on repetitive solutions. Some runs reward aggressive risk-taking and gambling on powerful combinations, while others encourage cautious inventory optimization and steady financial management. This unpredictability creates strong replay value and encourages constant experimentation. Progression is handled effectively throughout the experience. New relics, cards, mechanics, contracts, and modifiers gradually unlock over time, steadily expanding the game’s complexity without overwhelming players too early. The pacing of these unlocks helps maintain long-term engagement because there is always another powerful combination or unusual strategy waiting to be discovered. Even after multiple runs, the game consistently creates the feeling that more efficient or more ridiculous builds remain possible. The gothic atmosphere is another major strength. Fortune Seller embraces occult imagery, cursed relics, mysterious customers, and tarot symbolism to create a dark but strangely cozy mood throughout the experience. The antique shop setting, combined with the themes of debt, temptation, and dangerous fortune-seeking, gives the game a distinctive identity compared to many other roguelike strategy titles. The atmosphere constantly reinforces the idea that players are participating in something risky and slightly supernatural rather than simply managing a normal store. Visually, the game succeeds through style and clarity rather than technical complexity. The interface remains readable even as inventories become increasingly crowded with relics and effects, while item designs are varied enough to keep inventory management visually engaging. The gothic color palette, animated effects, and satisfying scoring visuals all help reinforce the game’s dark fantasy identity. The audio design also contributes heavily to the experience. Ambient music supports the eerie atmosphere without becoming repetitive during longer sessions, while sound effects tied to sales, card activations, and combo chains provide rewarding feedback that makes successful turns feel impactful. The game understands the importance of audiovisual reinforcement in combo-driven strategy games, and the satisfying sounds attached to large profit chains make optimization feel consistently rewarding. Another impressive aspect is the game’s accessibility despite its hidden complexity. The basic premise of buying and selling relics is easy to understand almost immediately, but the deeper strategic systems involving modifiers, contracts, tarot combinations, and inventory synergies gradually unfold over time. This layered design creates a strong balance between casual accessibility and long-term mastery. However, Fortune Seller is not without flaws. One of the biggest issues is repetition during very long sessions. Although the randomized systems provide considerable variety, the gameplay remains heavily centered around inventory optimization and combo-building. Players who do not enjoy micromanagement or efficiency-focused gameplay may eventually feel the repetition more strongly than dedicated roguelike fans. Balancing can also feel inconsistent at times. Certain tarot cards and relic combinations appear noticeably more powerful than others, leading to situations where some builds become dramatically more effective once discovered. This occasionally reduces strategic diversity because certain combinations dominate successful runs too reliably. The interface, while generally clean, can also become overwhelming later in the game when inventories fill with layered modifiers, triggered effects, and overlapping bonuses. Newer players may struggle to fully understand why certain combinations succeed so dramatically while others fail, especially once advanced mechanics begin stacking together. For players who enjoy roguelike strategy games, inventory management systems, deckbuilding mechanics, or optimization-heavy indie experiences with strong replay value, Fortune Seller delivers a deeply satisfying and highly creative experience. Its combination of occult atmosphere, addictive combo-building, and risk-driven progression makes it one of the more memorable indie roguelites currently available on Steam. Rating: 8/10
Didn't care for it, feels like after the first week you've seen the bulk of what it has to offer, pretty much everything in this game is just a multiplier tied to x and the gameplay loop just doesn't feel very engaging. I just though it was kinda boring.
I just hit 100% achievements after 137 enjoyable hours. Feeling very satisfied. It was challenging, but not frustratingly so. I enjoyed having to keep trying new strategies and synergies to be able to unlock everything. I highly recommend this game. I want MOAR! :)
good game loop but game is hard. not recommended jusat yet as it might need some updates before rec
사과박스 대신 채워드리기 (매일 업데이트되지는 않으며, 작성자가 원할 때마다 업데이트됩니다.) [1일차] 어느 상점의 계산원입니다. 설정으로 보아서는 보스에게 빛을 진 채무자로 보이며 이를 청산하기 위해 일하는 듯...? 어쨌든, 계산원으로써 방문하는 손님들에게 물건을 팔아 채무를 청산하기 위해 노력합니다. 가게에 방문하는 손님들은 다양한 모양의 가방을 보유하고 있습니다. 이 가방 내부로 상점 인벤토리에 입고된 상품들을 옮겨담아 판매할 수 있죠. 상품마다 크기와 모양, 가치가 다르기에 가장 많은 수익을 벌 수 있는 배치에 대한 고민이 필요합니다. 상황에 따라 상품을 회전시키거나 새로운 상품 입고를 시도하기도 하죠. 단, 재입고 가능한 횟수에는 제한이 존재하며 현재 인벤토리에 남은 슬롯이 적을수록 가져올 수 있는 상품도 줄어들게 됩니다. 남은 상품이 별로 없다면 기존의 상품이 나오기도 하기에 초반에는 크게 쓸만하지는 않을수도? 추가로, 가방 내부에는 손님의 선호도 마크가 생성되어 있습니다. 특정 카테고리에 대한 긍정적/부정적 선호도를 의미하며 관련 상품을 배치하면 효과가 활성화되죠. 긍정적 카테고리의 상품이라면 가치가 상승하고 부정적인 카테고리라면 상품의 가치가 0이 되어버립니다. 관련 상품이 없다면 그냥 무시해도 되고 최대 수익을 노린다면 마크에 맞춘 상품 배치의 고민이 필요하죠. 배치가 완료되었다면 가방을 손님에게 건내어 판매합니다. 이때, 가방을 얼마나 채웠는지에 따라서 보너스 게이지가 상승하고 그만큼 판매 금액도 증가하기에 최대한 가방을 꽉꽉 채워서 판매하는 것이 좋죠. 거래 금액에 따라서 오늘치의 채무 금액이 감소하게 되며, 모두 청산하였다면 다음날로 그렇지 않다면 다음 손님을 받게 됩니다. 마지막 손님까지 진행하였지만 채무를 0으로 만들지 못했다면... 게임 오버! 하루를 안전하게 끝냈다면 기본적인 급여로 골드를 지불받게 됩니다. 기본급에 남은 손님의 수, 100% 채워서 판매한 횟수 등에 따른 보너스를 받게 되죠. 보유한 골드로는 새로운 상품을 입고시키거나 타로 카드, 주문 카드, 계약 등을 진행할 수 있습니다. 타로 카드는 보유한 것으로 효과가 활성화됩니다. 최종 금액을 증가시키거나 기본 거래금액 증가, 채우기 수치 증가 등 다양한 긍정적인 효과들을 부여해주죠. 최대 보유 가능한 수량이 제한되며 발동 순서도 지정되어 있기에 효율적인 구매와 배치가 필요합니다. 주문 카드는 대다수 상품에 특수한 효과를 부여합니다. 인접한 상품의 가치 증가, 상하 또는 좌우의 상품 가치 증가, 자신의 가치 증가 등등. 계약은 조금 특수한 종류입니다. 기본적으로 다양하고 특수한 효과를 활성화하는데, 구매에 돈이 아닌 특정 조건이 붙어있죠. 채무가 증가한다거나 상품의 가치를 떨군다거나 타로 카드 슬롯을 줄인다거나. 얻는 것에 맞춰 잃는 것도 있기에 나름대로의 가치 판단 후 구매하는 것이 좋습니다. 그렇게 매주 5일간 출근을 하며 마지막 날에는 멋진 달 이벤트를 경험하게 됩니다. 채무 금액이 증가한다거나 특정 항목에 제한이 발생하는 등의 부정적인 상황 속에서 업무를 완수하여야 하죠. 이를 완료하면 특별한 보상을 획득한 뒤 다음주에 정상적으로 출근을 하게 되고 못하면... 외에도 일반 유형의 상품을 판매하여 마이너 아르카나의 스택을 상승시킬 수 있습니다 스택에 따라서 단계가 상승하게 되고 해당 아르카나 유형 상품의 가치가 상승하게 되죠. 3번째 날마다 룰렛 휠 이벤트도 진행할 수 있으며 이를 통해서 골드를 획득할 수도 있습니다. 운이 좋다면 2배로 얻을 수도 있고 운이 없다면 0골드.... [아쉬운 점] -판매 전에 현재 가방의 총 금액 확인 불가 (따로 있는데 못 찾는 걸수도) -마이너 아르카나나 선호 슬롯에 마우스를 가져갔을때 해당 타입이 강조되면 좋을듯 -상품 제거는 없는듯 함
Saw one of the security guards in Gamble With Your Friends playing this and I had friends help me identify it. Now I'm addicted to two different games.
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