Image 1 — Designing an in-game 'store' that only accepts hard-earned gold—plus new durability & forging mechanics!
Image 2 — Designing an in-game 'store' that only accepts hard-earned gold—plus new durability & forging mechanics!
Image 3 — Designing an in-game 'store' that only accepts hard-earned gold—plus new durability & forging mechanics!
Image 4 — Designing an in-game 'store' that only accepts hard-earned gold—plus new durability & forging mechanics!
Image 5 — Designing an in-game 'store' that only accepts hard-earned gold—plus new durability & forging mechanics!
Image 6 — Designing an in-game 'store' that only accepts hard-earned gold—plus new durability & forging mechanics!
▲ 3 r/IndieDevelopers+1 crossposts

Designing an in-game 'store' that only accepts hard-earned gold—plus new durability & forging mechanics!

Hello IndieDevs! I am the sole developer of a turn-based RPG built in RPG Maker MV called Cavely. I am still very early in the development process, with around 1-2 months of development. However, I have made some decent progress and just wanted to share my take on in-game shops within my game! No real money, all hard-earned gold from playing the game!

This is going to be a big post that goes over some recent changes, but my focus is on the Gilded Shop, so I am going to show that first and foremost. I would love to hear feedback, suggestions, ideas, and so on; this game is one I am trying to shape and form based on input, so anything is greatly appreciated.

Gilded Shop

The Gilded Shop is an in-game Gold-based item shop, designed to replace cash-based item shops with in-game grindable gold to unlock new zones, content, packs, DLC, and so on. Refer to images one and two.

It will include things like Repair Kits, Content Updates, DLC Updates, and so on, so that people can get our hard-developed updates (DLC, Expansions, Content Packs, etc) purely by playing our game! The idea is to take an "online shop" as other games implement, but remove the money requirement. The reason I chose to do this is that I genuinely believe more games need to promote playing the game, rather than opening your wallet! I am developing this entirely on my own, with no budget (other than my own), and I want to make a game that does not limit your progression based on your financial status. That is why this shop became an idea and eventually a thing!

Also, to note why I have this shop instead of NPCs doing this...
I chose to make this shop because I could integrate it directly into the game's main menu, eliminating the need to return to the hub or shopping district to repair gear, unlock content, and so on. I thought it would be a significantly better QoL feature than going back to town, since the walk back can be the difference between an endless loop of dying and getting your gear repaired. It still requires gold, but you can do it from anywhere in the game, rather than at a designated NPC.

Okay, now let's move on to some of the other recent features I have implemented into my game!

Introducing Weapons and Armor Durability

With every round of attacks, outgoing and incoming, your armor and weapons deplete their durability.

How does it affect your gameplay?

  • A 25% loss in durability means a 15% loss in effectiveness
  • A 50% loss in durability means a 35% loss in effectiveness
  • A 75% loss in durability means a 50% loss in effectiveness
  • And a 100% loss in durability means you have no stat bonus for gear

This is incorporated into the in-game shop, the Gilded Shop, as mentioned above.

We are also introducing a codex

This codex is a session-based enemy kill-and-death tracker. However, the codex tracker tracks individual kills, so if you have 4 mobs in one battle, it counts each death of that mob as a kill, whereas for quests it tracks based on battle phases, so one battle of 3 mobs is +1 to your progression of that quest (the first death of the sequence adds to the quest tally). We may add a tab to the codex menu to track lifetime encounters; this is still in planning.

Introducing Forging and Salvage Mechanics

With our latest core system overhaul, players can now actively upgrade their weapons and armor or break them down into materials to fuel their progression (Blacksmith your gear into better gear with a max of +7).

NOTE: Each +1 adds 20% more stats to the specified gear item; this may be refined to better fit the balance of the game, but that is how it is currently in the prototype form.

We are also introducing inventory stack tracking within the Blacksmithing menu, so you can easily track the number of items you have to avoid accidentally dismantling your last gear item.

u/Perfect_Dot_1528 — 11 hours ago

Feeling trapped in a 24/7 nightmare, and my partner treats me like an inconvenience. I am genuinely losing my mind.

I need to vent because I am hitting an absolute wall of exhaustion and anger.

Since late 2024 (around Thanksgiving time), I’ve been dealing with worsening, terrifying neurological symptoms. By August of 2025, it became severe and more constant. Now it is 24/7, and it literally feels like I just stood up out of a chair at 100 miles an hour all the time with constant feelings of things in my vision physically moving, jittering, jumping, I can move my head and things in my vision keep moving in the direction I moved my head, always feel vertigo, get very nauseated from all of this, sometimes it feels like my vision is entirely being pulled down (and I am unable to see during these times), and so much more. My balance is entirely gone. I get hit with this intense, illogical terror where it feels like gravity is letting go and I’m going to fly into the sky, or like the earth is tilting or going upside down. Sometimes I wake up, and my head/body feels completely asleep, heavy, with intense tingling that makes my scalp, sometimes my torso or arms, feel raw and sensitive (as if you woke up after lying on your arm until it was completely numb and unable to move it).

It has taken away the joy in everything I love. I can’t hike and enjoy it. I can’t sleep because I constantly wake up from the symptoms, I can't talk with friends because the more I talk, the worse I feel, and I can not sit down and rest because I am always in a state of panic due to the symptoms. I miss work 3+ times a week (on bad weeks), and 1-2 times a week on good weeks. I am doing grounds/landscaping labor at my university, which is already a brutal job for this, and trying to walk through it. I’ve physically fallen multiple times, re-injured and hyperextended a bad knee because my body didn't feel planted to the ground. I still have 2-3 months before I can even see a neurologist for my next appointment.

And through all of this, my wife treats me like I am purposely ruining her day(s).

Every time I can't go out (because I feel horrible), she turns it on me and ignores the medical issues completely. She accuses me of faking it or doing this just because I "hate her." There was a time we were at a restaurant, and while we were there, I had a massive vertigo and throat-tightening episode in the restaurant. I felt extremely uncomfortable and couldn't bear being near others, so I chose to be in the freezing winter, walking through snow near a frozen river. I had stood outside for 2 hours to survive the panic of a crowded room while she ate dinner with her friend inside. Her reaction? Texting me to guilt-trip me because I "ruined her friend's night" (even tho she later admitted that friend did mention that they should leave because I looked very uncomfortable and like I was not doing well) and made it about me.

I am pushing with every single ounce of raw willpower I have left to stay in school, work, and exist, and I come home to a constant fight with my wife over how I never want to do anything. I am so burnt out, so angry, and so tired of my physical suffering being treated like a choice. I want this to be over...

reddit.com
u/Perfect_Dot_1528 — 9 days ago
▲ 3 r/indiegamedevforum+2 crossposts

DISCLAIMER: This is primarily a project for learning and building up game dev skills, not to be a super serious project, but I want it to at least be fun and have some true effort and passion put into it.

So, I am working on a Supermarket Sim called 99 Problems, All Customers, and the premise is to be an hectic market sim with shoplifting, and eventually expand on the problems customers give (hence the name of the game).

It is built based on a template from Unity, as I am a full-time student while also working full-time, so the idea was to have a good base already done for me. However, come to find out... it took a MASSIVE amount of time just to get it working. There were also tons and tons of bugs that I had to fix (some simple things like customers leaving while being checked out and loosing product due to end of day and more major issues as well). So, in hindsight, I probably could have built up to the pack in that amount of time just fixing it, but you live some and you learn some.

The point of this post though is to get some feedback and pointers.
This is the first ever game I have worked on seriously with Unity, or any game engine for that matter, and I want to get some ideas and such. The goal is to not rival Supermarket Simulator... I honestly just do not have the time and resources to get that in-depth (with player deliveries and some world-exploration, it is just a bit out of scope as of now), the goal is to make the current loop fun and engaging and then expand on it from there. I plan on working on this for some time using Itch.io as my platform to kind of experiment and potentially grab attention.

Link: 99 Problems, All Customers

Anyway, just some of the most recent things I have implemented:

New Customer Patience System

  • Customers now have a visible patience/mood system.
  • Long wait times, dirty stores, empty shelves, and poor product variety now affect customer satisfaction.
  • Customers who become too frustrated may leave without buying anything.

Checkout Pressure

  • Waiting in long checkout lines now has consequences.
  • Customers lose patience faster while queued.
  • Customers may abandon checkout entirely if delays become excessive.

Store Management Improvements

  • Overstocking too much of one product can negatively affect customers.
  • Running out of popular items now hurts customer satisfaction.
  • Cleaning and restocking are now more important to store performance.

Theft Rework

  • Theft behavior now reacts to pricing.
  • Overpriced items increase theft risk.
  • Fair pricing keeps theft at normal levels.
  • Discounted items reduce theft likelihood.

AI & System Improvements

  • Customers now drop carried items when walking out.
  • Checkout counters properly recover after abandoned transactions.
  • Improved customer behavior handling and checkout flow stability.
u/Perfect_Dot_1528 — 2 months ago