Shop Crush - Psychological Horror Visual Novel about a Thrift Sim with Literal Illusions

About the game

The game I’m working on is a hybrid Visual Novel shop management game called Shop Crush. I am making it on Unreal Engine 4 (thinking about moving to 5).

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).

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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:

Trading: A tactical battle of nerves. You must balance your own greed against their hatred, using their personal traits to justify higher prices. But you always have a limited number of turns.

Narrative: Every customer has a backstory hidden behind their stats. It affects their shopping behavior - some customers are here for a good bargain, while others prefer something extraordinary. Behind the numbers lies a mystical history that slowly reveals why these people are drawn to this place.

Illusions: This is where the management sim starts to bleed into horror. The things they bring in aren’t always what they seem. To bridge the gap between shopkeeping and the surreal, I’m using Literal Illusions. By manipulating the puzzle, you discover specific angles where the geometry transforms, revealing a hidden meaning in the story.

Check the game trailer to see what I am talking about

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.

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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.

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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:

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 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

Improving characters after a feedback from community. Trying to make them more detailed and consistent with key art. It seems like players enjoy less flat characters, so we are adding shadows and additional details to them.

Initially we thought they might distract from the game environment.

Hello @hollowlimb !

I think this is such a fascinating concept, and I’m eager to see its development! The skeletal shape with the bags is a very interesting perspective, and I was curious about the process for keeping it ambiguious but still keeping the shape. I often struggle with the shapes often seeming too much like the intended object, and I was curious if you had any tips?

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Hi, @The_M0ss_Man

Thank you kindly for your interest in our game. I’ll show more of the progress of development soon, as we get new updates.

Yes, the skeleton illusion is a very interesting image. We had used the Think Diffusion app to create it, but hearing the players’ wishes, we are now remaking these illusions manually by our artist.

Design-wise, though, when I approach composition, the main thing for me is that the image must ‘hit the spot’ so to say, in other words, there must be some captivating elements, but in a familiar context.

Like this image is captivating because it literally tells a player ‘In this shop happen really weird things” - but the level of delivery is much higher, because visual input is much stronger than the text or audio.

So basically, we use these illusions as plot twists. To make it sharp we divide the composition between the background and the main event - in our case, the character had seen a skeleton of another missing character.

Hello again @hollowlimb !

I’m happy to hear that you’re making the switch to manual, artistic work! I understand that it may be a little difficult, but I am thoroughly excited to see the vision of your talented artist!

Hearing you explain the vision and how you want it to come across to players, I can absolutely see that in the way your game is presented. Again, this makes me all the more curious about what the future holds and what mysteries lie within Shop Crush!

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Thank you kindly, @The_M0ss_Man!

yes we do, we already have 1 illusion ready, 1 being done as we speak, and the rest are coming. Thank you for the interest and the coment about the game presentation.

I am also very excited, too.

Speaking of the presentation, this week I’ve been mostly doing the kyc and the research about what aspects of the game players like and don’t like. To my surprise, the game was very well received among the Life Sim fans.

The core audince seem to be people who like life sims, visual novels and… cozy games? Which is so surprising, the game is not even cozy. But some people called it a ‘wholesome horror’.

Which got me interested in the term…

Added New Screenshots.