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Some quality of life improvements are being implemented.
All rejoice!
Credit card payment input.
Entering a value such as 12.3 will automatically charge $12.30. No longer needing the extra 0 to be entered. This also means entering 177 will automatically charge $177.00. This does not mean you can under or over charge customers. Monetary values are still required to be exact.
Front door space reduced. This will hopefully make the first extension more usable from the beginning.
Fix for customer dialogues. Under certain specific conditions these were not appearing for the player to interact with.
We are currently working on improving the feedback around customer dialogues, so it is more clear when they are successes or failures. Look forward to that in the next update.
After a little over a year of development, Bobble Shop Simulator has a confirmed release date of July 24th!
Yay, woot, hurrah, and so on!
There are only a few remaining things left to ensure a smooth grand opening.
First we have to finish creating the textures for all the different products. It total there are about 25 left to make which is about a week of work.
Second is implementing the remaining products, which isn't that difficult. All the code is there, functionality is working, so it's just data being added.
Third and most important, is the final testing round. This will reveal all the bugs we have created, and allow them to be exterminated. This will also come with some identified optimisations focused on rendering, which is our biggest issue currently.
Fourth is out of our hands, but should be available in the coming weeks. A rectangle area light source that is being added to Godot in version 4.7. This is important as we can implement a better lighting solution for the stores interior than the current omnidirectional light source.
That's all folks. It's very, very exciting to be this close to a our first ever game release, and hope you are too.
The updated demo is released!
There was a lot of feedback about the demo being 1 dimensional. So we added more content to the demo. You can now repair broken bobbleheads for customers, hire additional employees, sell furniture you no longer use, market price fluctuations, and we made some performance improvements!
What is our plan moving forward to get the full release out?
Glad you asked!
Currently the main focus is functionality. Programming the remaining logic for NPCs and Player actions. When all of this is finished there will be another play test to ensure everything works.
Afterwards the focus will be the remaining modelling, animations, artwork, and sound effects. Hopefully this will prevent me from jumping from task to task too often, and focused on single areas at a time.
I Can't wait for you all to see the new functionality coming for the release!
Here is our revised roadmap. We are still targeting May 24th (albeit optimistically).
With the demo live, it's time to look to the future and what's in store for Bobble Shop Simulator!
Here is our planned roadmap, if all goes well, so you know what to expect:
Oh boy, it's finally happening!
It's time for the second play test of everyone's favorite shop simulator involving bobbleheads, Bobble Shop Simulator!
Be sure to join our Discord, and select the bobblehead role in the Welcome channel to gain access to the Bobble Shop Simulator category. This is where you can discuss the game and provide feedback/bug reports.
So many things have changed, fixed, and added in the last 2 months since the first play test. We really hope you enjoy it all.
What have we added?
An employee you can hire to handle the checkout process for customers.
Collectable cards to go with your bobbleheads for a matching set.
Accessories. You can now sell card sleeves, card binders, and Agree-A-Bobble comics.
The New Game process is now more in depth, providing background information on how you came to be in possession of such a store. Much better than just a window to enter your shop name.
Lighting in the store has been improved so customers and items are not shaded when facing away from the center of the shop.
There are also many fixes and general improvements to make things more enjoyable.
Looking forward to hearing (and seeing) your feedback.
Have fun playing!
HUGE thank you to everyone that played and reported bugs/feedback through our Discord. It's always good to see how others approach playing a game, as that's generally where the bugs lie.
There have been several bug fixes implemented and changes made based on feedback.
The next play test will happen later in January. That play test will include more content and full controller support.
Localization for Arabic, German, and Brazilian Portuguese is being planned for the demo release, but may not be ready for the next play test.
Once again, huge thank you to all those that reported bugs and gave feedback.
Our first Steam play test is now live. Request access now and help us improve the Bobble Shop before the demo is released in February.
The focus of this play test is:
Performance Issues:
How well does it run on older hardware or low power hardware
Are there any issues with running the game for an extended period of time
UI/UX:
Do the UI colours cause issues for any colour blind individuals
Are controllers able to navigate the UI without issue
Are the controls and the UI intuitive
Any issues with general game play not functioning
We are looking forward to your feedback. You can join our Discord community here and submit any issues to our Bobble Shop Simulator feedback channel.
Looking forward to receiving all your feedback.
Have fun playing!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Bobble Shop Simulator, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Bobble Shop Simulator statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.