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  1. Hi, friends! I’m working on Shop Crush, a hybrid Visual Novel that blends shop management with a dark story about a sense of doubt and reality check. About: You run a thrift shop, but the cozy vibes are just a facade. Customers visit you, and you have to learn their personalities and shopping behaviors to keep your business. In time, you slowly realise that every customer has a dark secret, and your moral choices influence the story and how the world perceives you. In Shop Crush, every customer is a puzzle. You have to study their profiles, learn their tastes, and figure out their deep, often unhealthy obsessions with certain types of items. And their backstory. The core gameplay is an economic choice-based game, where you have to choose between customers' offers and your shop's reputation (think Reigns series). The Story: It's a story about running a thrift shop, but slowly realising everything is not what it seems. Using illusions, the main hero learns the dark truth about himself. It is a story about self-doubt, reality checks, and a sense of perception. It's a Novel about slowly realising what this whole world is about, confirming your darkest suspicions. The game uses the trope of an unreliable narrator. In horror vibes, it is a bit close to Doki Doki Literature Club. Illusions: The game uses "Literal Illusions" - surreal puzzles where you uncover the truth about every customer (made with the help of the Think Diffusion app). These illusions are the link between a customer's obsession and the dark reality of the shop. Sometimes, finding the truth is the only way to understand the person standing across the counter. Gameplay: The core gameplay is an economic choice-based game, where you must choose between customers' offers and your shop's reputation (think Reigns series). The Bigger Picture The gameplay isn't about flipping prices for profit. As you dig deeper into your customers' profiles, you realize that nobody is here by accident. The game has 3 components in structure: Check the game trailer to see what I am talking about: Visuals: I’m moving away from a purely lo-fi look towards something more resembling the 2000s vibe. It’s high-contrast, uses PS1-style dithering, but keeps the UI sharp and readable. I want the shop to feel tactile - like you can almost smell the dust on the shelves - while the management part remains crisp and functional. Current State: I’m currently refining the NPC response system to make their dialogue and expressions feel more reactive to the player's pricing strategy. I’ll be sharing technical breakdowns of how I implement the literal illusions and some character design sketches soon. Key Features and Contents Choice-based Card Game with tense and procedurally generated roguelite Core Gameplay. 2D Shop Simulator and an Economy game about trading with Customers. Atmospheric Visual Novel about insanity, doubt, and Reality Check. Innovative Puzzle Game based on the Literal Illusion Effect. 10 Unique Clients, each with their own tastes and shopping styles. 5 Selected locations with carefully crafted storylines. 50+ Levels to Upgrade Every Customer. 70+ Products to buy - from weird ones to essentials! Screenshots: I’d love to know: Does the idea of an unreliable narrator appeal to you in a shop sim VN? Do you like management mechanics in your stories, or do they get in the way? Which novels do you recommend I read to improve mine? For more information, and if you want to support the project, I have links to the Steam Page and Trailer. Steam Page: Link Trailer: Link Thank you!
  2. Still looking for the perfect pack mod. I think the only thing I'm still hoping for as far as packs is a survival type fuel mechanic, to pair with O2 mods. Essentially I'm talking about a 2nd layer to boost bar, like a max boost cap due to fuel sources. I love needing unique situational loadouts. Maybe: Cold Thrust Compressed CO2 - Basic packs store up boost from one's exhaustion. Ideal for brief combat or low g. Basically nerfed vanilla pack mechanic. If O2 is depleted, boosting still cannot save one from CO2 buildup. Optionally, Can consume reactive guage crafted item. Slow biomechanical recharge as CO2 is built up and recompressed. So max boost = O2 amount depleted. Battery Turbine - Skip packs run on solar for range, but limited in darkness. Turbines are atmosphere dependent, so useless in vacuum. Optionally, existing positron battery crafted item can be automatically consumed at 0 voltage. Ideal in sunny dense atmosphere. Fast recharge. So max boost = battery voltage level. Exothermic Hydrogen Peroxide - Power packs use air supply, biomechanical hydrolysis, and the Anthraquinone Riedl-Pfleiderer process to synthesize hydrogen peroxide. Optionally, can consume mag pressure tank crafted item. Ideal in breathable atmosphere to avoid O2 supply depletion. Medium boost recharge as H2O2 (hydrogen peroxide) is resynthasized. So max boost = H2 + O2 remaining. Combustion - Balanced packs have the most airtime, but are hardest to upkeep. Biomechanical hydrolysis gradually produces H2. Ideal in Methane atmosphere or vacuum relative to others. No recharge. So max boost = H2 or CnH2n+2 (Hydrocarbons) + O2 or Halogen (F2, Cl2, Br2, I2) remaining, directly depleting fuel. Optionally, could also just use monopropellant crafted item. O2 used if halogen oxidizers depleted. Regeneratable H2 used before CnH2n+2. Nuclear - A legendary mod for near infinite boost. Occasionally needing nuclear material. Optionally nuclear fuel rod crafted item can be consumed. Overheating causes radiation damage. Boostbar inverted to represent overheating. Slow build up and fast cooling. So max boost = Nuclear Strength (Never falls below 50% once depleted if no other nuclear resource in inventory). Glider - A legendary mod (or new pack type) for gliding almost horizontally indefinitely, but without any upward thrust. So max boost = full, cannot be reduced. Balloon - A legendary mod (or new pack type) for rising almost vertically indefinitely, but without any horizontal thrust. So max boost = full, cannot be reduced. I supose all fuel types could be interchangeable as mods. Might be simpler than linking fuel to pack type. I’m guessing that there are ways to script resources as ammo on boost press. Damage to max boost seems like it might be harder to get worker I like the gravity packs mod values if a fuel mod has to pick one to be compatible with. I also think this would work well with TN's O2 tanks in addition to raw O2 for fuel. Additionally, maybe an anti grav hoverboard in the pack slot. Similar to death stranding hover sledding. Probably just solar battery powered. Think how fun it will be when each pack type looks, flies, sounds, and functions in unique science based ways that each are adapted for specific environments. I look forward to having more quickslots and unique suit pack combos for each biome. Imagine, too, a successor of the deadly hazards mod where realistic elements need to be kept in stock as fuel for coolant refrigeration systems, or burnables for staying warm during spacewalks far from a star, or lead plating that slows one down but aids against solar storms, or full body spray foam as a sacrificial layer to protect against corrosion. Most of all, I want to have to use vacuum tape when shot by ballistics, particularly whenever VR version is released. For fuel reference: https://en.wikipedia.org/wiki/Jet_pack https://en.m.wikipedia.org/wiki/Oxidizing_agent
  3. Does anyone know of, or can make a mod that prevents generators from breaking down. I cant find any synth infiltrators in my settlement that would be causing this problem.
  4. Hi everyone, I'm looking for someone willing to make a F4SE mod to do what I believe to be a simple task, and that is what the title indicates, to increase Sim Settlements notifications Cooldown as they are too fast. Now, I know some might say right of the top to just change Fallout 4's configurations to increase these notifications time, but I already tried that, and none seem to increase the "radio" notifications which I believe is the same notification system SS uses, also, I did ask on SS's forums if it was possible to increase this in their mod, and they said it would be possible to it with F4SE, but since SS doesn't depend on F4SE then they cannot implement this option on their mod. Thanks in advance.
  5. I would love a plot to use in existing buildings and custom builds, there is the interior plot but I get get that to play nicely with the bedrooms in Sanctuary. Just a sensor and a bed, variants based on Single, Double, Bunk and theme such as Pre-war, Military, Vault, Institute would only be a bonus but I just want something that will work in buildings that already exist or you want to have multiple assigned plots/bedrooms. Also good for Homeplate and Creation Club apartments.
  6. Hello! Looking a "playlist" of mods in the Sim Settlements - Conqueror line that will give me prebuilt main settlements that I will need little to absolutely no management of. Basically I want to play an alt start playthrough where the MC explores a well established self sustaining Commonwealth. Thanks in advance for your input :D
  7. Any chance we can get some space for Euro Trucker Simulator 2 mods? There is a decent sized modding community for it, its just spread around various "file share/dl" sites, which are filled with all sorts of nasty and confusing links. Was thinking this would be a nice spot to start a much more user friendly community. Anyway, post your thoughts. Thanks for keeping this site up. Blacktip
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