The last shop before the road gets dangerous Hearthstep is a handful of houses, a well and one shop: yours. Every hero heading for Kingsfall walks past your door, and what they carry when they leave is whatever you sold them. The Last Shop Before Kingsfall is a first-person shop sim in a low poly medieval fantasy town.…
The last shop before the road gets dangerous
Hearthstep is a handful of houses, a well and one shop: yours. Every hero heading for Kingsfall walks past your door, and what they carry when they leave is whatever you sold them.
The Last Shop Before Kingsfall is a first-person shop sim in a low poly medieval fantasy town. Order your wares, put them on the shelves by hand, name your price and ring up each sale at the counter. Then close up, sleep, and find out at dawn who made it home.
Run the shop your way
Stock by hand. Swords, axes, bows, shields, armor, helms, potions and charms: more than a hundred wares, each one placed on a rack, table, stand or showcase by you.
Set every price. Buy at wholesale, sell for what the town will bear, and haggle with the customers who think you are asking too much.
Watch the door. Not everyone who comes in means to pay.
Furnish and grow. Buy furniture from the carpenter, add rooms from the builder's plans, and hire help when one pair of hands is no longer enough.
Heroes with names
The adventurers who shop with you are not faceless customers. They have names, trades and a guild rank, and they come back, if they come back at all. Send them out well equipped and they return with stories, coin and the occasional relic. Send them out badly equipped and their name goes on a plaque in the memorial tower. Death is permanent.
A town that grows with you
Earn the crown's notice and a royal decree arrives. Hearthstep grows from a hamlet into a walled town: an inn where you can listen to rumours and lose your takings at dice, a smithy that forges relics, a marketplace, a shrine, and neighbours with requests of their own.
Wares you cannot simply order
The order book is only the start. Some wares are earned by mastering a trade, some are taught by townsfolk in return for a favour, some are left lying where only a curious shopkeeper would look, and a few come back from expeditions as relics that must be forged before they can be sold.
Features
First-person shopkeeping: stock, price, sell and haggle
Named heroes who can die for good, and a memorial that remembers them
A medieval town that grows in stages by royal decree
Furniture, shop rooms and a hired clerk
Townsfolk tasks, hidden finds and secret wares
A cozy tycoon with something real at stake
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