
Shoppe Keep returns bigger and better than ever! Build your business empire and defend it from thieves. Explore the open-world in single-player or with up to 4 players online. Renovate and design your store, cook, fish, hunt for products, charm customers, evolve the town, and make your millions.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 17 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I bought this game about a month ago. I bought it only for the multiplayer, but when I tried it, it wasn’t very good — the mechanics weren’t great, and the multiplayer doesn’t work. I wanted to return it, but I can’t because 14 days have already passed. Also, why doesn’t Steam check if the game really has a working multiplayer? If I had known this, I would have bought the first Shoppe Keep instead. [quote=author] Explore the open-world in single-player [b] or with up to 4 players online. [/b] [/quote]
E' un bel gioco su cui passare qualche oretta. Occasione sprecata perchè grezzo e non finito. Ma comunque carino
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese, Russian, Simplified Chinese, Turkish*languages with full audio support
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Очень забавная увлекательная игра. Нужно развивать магазин, а вместе с ним и весь город. Для развития нужно не только покупать товары и выставлять их на прилавки, но и бегать по всему свету в поисках чего-то особенного, включая таинственную исчезнувшую расу. Активностей много, всё время чем-то занят. Только успевая, добывать, оплачивать, чинить, бегать к кузнецу и обшаривать мусорки. Очень хорошо. Минусы: - Русский текст не полный - При игре на русском в здании администрации не появляются ачивки. Что не мешает игре, конечно, но портит атмосферу. - Не всегда понятно, что делать, Продолжение квеста может оказаться в совершенно непредсказуемом месте - В какой-то момент всё же становится скучно. Когда весь город открыт, квесты пройдены, осталось только магазин достраивать. Но в целом весело
有卡 有成就 有中文 1代没中文 可以直接玩2了
1. Не понимаю людей, которые не нашли в настройках выбор фпс и пишут потом отрицательный отзыв.. нужно всего лишь открыть глаза.. 2. На первый взгляд, думал, это что-то типа симулятора магазина в фентезячьем мире, оказалось, это полноценное RPG 3. Есть недоделки, перевод всего-лишь наполовину, но играть в это очень приятно, прошёл почти на 100% ачивок (почти - из-за тех же багов/недоделок) 4. Это буквально та игра, которую хочется сделать самому 5. Уверен, в коопе ещё интереснее играть
Even with Mutiplayer over steam broken you can still direct connect and it's much easier if the person you are playing with is on the same router. put in your local ip after the server is up then use port 7777. Just played for a few hours. Super fun!
Shoppe Keep 2, developed by Strange Fire and published by Excalibur Publishing, attempts to expand the whimsical premise of its predecessor—running a medieval fantasy retail shop—into something more ambitious and systemic. Instead of confining the player to a single storefront, the game places them within a living town whose fortunes rise and fall depending on their entrepreneurial contributions. The result is a curious blend of first-person shop management, light crafting, resource gathering, open-world exploration, and community development. While many shopkeeping games focus strictly on inventory screens and automated economic cycles, Shoppe Keep 2 insists that every loaf of bread, polished sword, and roll of fabric has a physical origin. That decision gives the experience a grounded sense of physicality, as though the shopkeeper is not merely crunching numbers but actively feeding the village’s economic bloodstream. Running the store remains the most consistently engaging part of the game. Players decorate their sales floor, determine product placement, adjust pricing, unlock shelving styles, and cater to the desires of a rotating cast of medieval customers whose shopping preferences and tolerance for markup fluctuate throughout the day. Theft remains a constant concern, so the player must watch for suspicious behavior or invest in security measures. The early hours feel especially satisfying, as small profits lead to noticeable improvements—an additional table, a wider product selection, a slightly more efficient layout. Even mundane tasks like sweeping or restocking contribute to a sense of ownership over the space. The game successfully captures the comedic chaos of retail rushes, with peasants, nobles, adventurers, and oddball wanderers crowding around displays while the player desperately tries to keep everything running smoothly. Where the sequel diverges from traditional shop simulations is in its insistence that store inventory cannot simply be purchased endlessly from abstract suppliers. Much of what the player sells must be gathered, crafted, hunted, looted, or farmed personally. The surrounding countryside becomes both workplace and supply chain, full of forests, caves, fishing spots, and roaming wildlife. Crafting stations, workbenches, farms, and smelters turn raw materials into merchandise, and various NPCs offer quests that introduce new economic opportunities. This pushes the game toward a hybrid structure—half merchant simulator, half survival-lite adventure. Stepping outside the shop to collect resources gives the world a sense of scale and consequence, but it also shifts the player’s attention, sometimes leaving the store feeling neglected in the process. Whether this dual gameplay loop feels invigorating or intrusive depends heavily on player preference. The town itself functions as a character, changing gradually as the shop prospers. Roads expand, buildings upgrade, new vendors arrive, and the local economy becomes more complex. These developments create the impression that the player isn’t merely running a business, but contributing to the growth of a community. NPCs have repetitive dialogue yet provide structure and personality, grounding the setting with small absurdities and comedic interactions. Cooperative multiplayer strengthens this communal spirit—one player tending shelves while another collects materials creates a natural division of labor that mirrors real-world commerce. The game clearly expects players to embrace collaboration, whether with AI townsfolk or human partners. Visually, Shoppe Keep 2 adopts a bright, playful art style full of exaggerated proportions, pastel colors, and cartoonlike animations. It avoids gritty medieval realism in favor of something more approachable and humorous, which fits the game’s lighthearted tone. The presentation supports readability—customers are expressive, store items pop visually, and the town’s layout is easy to comprehend at a glance. The sound design amplifies the sense of busy domesticity, from clattering stock noises to chatter, footsteps, and environmental ambience. Its audiovisual identity may not be technically impressive, but it is cohesive, friendly, and inviting. However, Shoppe Keep 2’s ambition also exposes its limitations. The open-world and crafting systems, while conceptually appealing, sometimes feel underdeveloped, with combat lacking responsiveness, gathering feeling repetitive, and crafting requiring more travel and micromanagement than actual decision-making. AI customers occasionally behave unpredictably—blocking hallways, ignoring items, or clogging entrances—interrupting the desired flow of business. Performance issues, bugs, menu stiffness, and occasional crashes have historically affected the experience, especially at launch. The economic balance can fluctuate wildly, with certain items disproportionately profitable while others barely justify the effort required to obtain them. The game’s scope suggests a simulation with interconnected depth, but the systems do not always communicate smoothly. Despite these inconsistencies, Shoppe Keep 2 remains compelling for players who enjoy unconventional management experiences. Its refusal to treat shopkeeping as a purely abstract, numbers-driven enterprise gives it personality and humor. The feeling of walking into a bustling storefront you physically decorated, stocked, defended, and supplied through personal effort is immensely satisfying, even when the experience is messy. It has the earnest spirit of an indie project experimenting with scale—full of charm, rough edges, and surprising ideas that larger studios might never attempt. Shoppe Keep 2 is best approached with curiosity rather than expectation. Those seeking polished mechanics, deep combat, or frictionless automation may grow frustrated, but players willing to embrace its quirky pacing, improvisational problem-solving, and experimental structure may find themselves unexpectedly attached to their tiny retail empire. It succeeds not by being refined, but by being distinct—a chaotic, handcrafted simulation of medieval capitalism that invites players to laugh, struggle, adapt, and grow along with their shop. Rating: 5/10
卡成ppt
:)
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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| — | 0 | — | — | |
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