No one has rated this review as helpful yet
Recommended
0.0 hrs last two weeks / 73.2 hrs on record (28.6 hrs at review time)
Posted: 22 Oct, 2024 @ 9:22am
Updated: 22 Oct, 2024 @ 9:23am

Early Access Review
This game is great, even without all the planned features being fully implemented yet. Scratches the in-game collectable itch as well as the management/sim itch.

Very few issues or bugs that I have noticed aside from AI buying very random amounts of things that doesn't make much sense. One example would be five sets of the same dice or six copies of the same play-mat or comic.

Another thing I noticed is the AI tend to get a little weird with single card tables/displays; for example empty or partially stocked ones actually end up cutting your profits by about 25-30% early on. Additionally, from the little bit of testing I've done its not worth it to sell cards under about $50 (value after 20% markup) at any point since the AI will sometimes grab one card and then check out instead of shopping the rest of the store. When I was selling every card over $5 early on I would rarely break 1k in profit per day. After putting away my card displays and only selling bulk items that number shot up to over 2k the next day. A few days later after I had built up about 10-20 cards over $100, I sold all of them and made 3k just off the singles as well as 3k from everything else (6k-ish total). Its something to do with how the AI process purchase decisions on single cards vs bulk items. With singles there isn't a stock of 6+ items on the same shelf to pick up multiple of, so they will just grab one card and dip vs maybe three of another item and continuing to shop. Hopefully this can get fixed or balanced later on. One easy way would be to have the AI process single card purchases separately from bulk items, giving each type of item its own set of probabilities and checks before the customer checks out or leaves. Its really not a big deal, since you can work around it by doing what I said above, but it does make cards between $5-$50 basically worthless since you can't turn a consistent profit with them at any point. Along with that, the selling of single cards is entirely manual and time consuming. Best strategy IMO is to collect 10+ singles over $50, price them 20-30% over market value, let them sell out, and then store the card table(s) until you have 10+ more to sell. This way the AI quit checking the table and leaving. Also you're not wasting entire days just restocking single cards. Other than that minor gripe, I have very few and enjoy this game a lot.

The card art is well done in 99% of cases (The Trickstar and Princestar cards are a little cursed) and the amount/type of card modifiers is very accurate to real card games on the market like Pokemon or MtG making it actually fun/rewarding to open hundreds of cards packs.

I think with a little polish, balancing, and the implementation of all the planned features listed on the main menu, this game will be one of the best/most popular Simulator games on Steam. This game is definitely worth the money, speaking from experience. (I put almost 30 hours into the game in 5 days, which I haven't done with a game since the original CoD Black Ops.)
Was this review helpful? Yes No Funny Award