While you're here, please consider supporting GamingOnLinux on:
Reward Tiers:
Patreon. Plain Donations:
PayPal.
This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!
You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
Reward Tiers:
This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!
You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
Login / Register
- Linux and open source getting age checking exemptions could be problematic
- Steam Deck stock returns but there's a big price increase
- Dusklight the reimplementation of The Legend of Zelda: Twilight Princess gets a major update
- Proton-CachyOS adds low latency layer and Discord rich presence support
- Flathub moves to ban nearly all apps and submissions made with generative AI
- > See more over 30 days here
- Shop Crush - Psychological Horror Thrift Sim with Literal Illusio…
- hollowlimb - Fully native alternative to ProtonDB
- PlayingOnLinuxphone - Feedback needed - future website updates
- Liam Squires-Hand - New Desktop Screenshot Thread
- Hamish - Restrict way kernel-level-anti-cheat is installed.
- PlayingOnLinuxphone - See more posts
Anticheat check - which competitive games actually work on Linux?
How to give Valve feedback when Proton games have issues on Linux / SteamOS
About the game
The game I’m working on is a hybrid Visual Novel shop management game called Shop Crush.
In Shop Crush, you run a dusty, cluttered shop where 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 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
https://www.youtube.com/watch?v=LX0p4XvHWEc
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.
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
Screenshots:
A question for the management sim fans here:
Do you prefer when customers' traits are explicitly stated, or do you like figuring them out through their behavior and the way they trade? Right now, it only shows their numbered stats, like visiting rate or average check, but the customer tastes are mostly narratively hinted at for the players to figure out on their own.
I'm leaning towards the narrative hints because it feels more 'detective-like', but I'm worried it might be too cryptic for a management sim.
P.S.
I'm preparing a Steam demo for the upcoming months, but for now, I'm focused on getting the core loop and game feel right. If you find the project appealing, please consider a wishlist.
Thank you!
[Wishlist](https://store.steampowered.com/app/2961120/Shop_Crush/)
I'm sharing great news: we've finally removed AI art from the game (it was previously in the illusions mechanic). But now even illusions are hand-painted by our artist.
Good morning, friends!
Over the past couple of weeks, we've been busy working on a playtest build for everyone interested.
So far, we've added great improvements to the game:
- Updated the character arts - added more details, shadows, and improved their designs
- Improved the UX and UI for better readability and clarity
- Improved the character and game balancing to remove dominant strategies
- Added customer fatalities - they do it to the player now
- Full rework of illusions - now all illusion images are replaced with those made with AI to human-made art!
- Made characters more alive - improved their bios, added reactions, and new details to their traits
- Fully reworked the chapters in the story
P. S. The playtest will start next Friday evening EST.
See you there!
(Image of the new chapter system)
If you want to join, let's go!
🥰
Our playtest continues.
Please write your comment on the game's Steam Hub page.
As for the playtest data, there are also interesting moments: most people play around 20 minutes, which is expected, the test build is not that long.
But some people played it more than 200 minutes (and it's not us, we checked), as well as people who played for 180, 150, 100, 90, and 80-70 minutes. Though the content of the game is about one hour long in that build, I think.
I am a little bit disappointed that we only got two pieces of feedback in the Steam community. It seems like people do not really prefer that channel of communication (I also noticed at the conferences our audience is much more introverted, and they probably don't like making public posts).
Initially, the idea to ask people for public feedback was to cross-reference it with other players (and yes, excite the steam algorithms a little), but I am thinking about asking people for feedback in their favorite places of choice then.