
The wait is over, shopkeepers:
Watch the launch trailer:
Today, you can open your shop doors and start discovering the world of Faire Trade.
This Early Access launch marks the beginning of an exciting development journey with you, the wonderful shopkeeping community. As with Winkeltje, we'll keep working on and developing Faire Trade throughout Early Access and build towards greatness. Your feedback and ideas will help shape new features and improvements as we work towards 1.0.
The full shopkeeping loop where you can buy, craft, stock, and sell
Character creation and customization
Employees
Shop customization and expansion
Home customization and expansion
Explore the village
Farm your own crops
Dynamic product pricing
Room system
Events
Hundreds of products spread across categories like: tool/weapon/armor smithing, pottery, music, farming, resource trading, and swindling.
The story
Controller support
New crafting specializations
Reintroducing products and crafting of Winkeltje in exciting new ways
And much more...
After launch we expect to roll out hotfixes and bug fixes to address issues that prevent people from playing. After that we'll focus on stabilizing the core experience with additional bug fixes to reduce friction in the player experience, improve performance, and polish where this is most needed. Once everything stabilizes we really need to catch up on a bunch of technical debt that accrued over these past months. Once all of that is done and dusted, we are very excited to start cracking on new content and features to add to the game. Of course, we'll keep you updated with progress. We hope to release a patch every month or so.
Thank you to everyone who wishlisted, playtested, and supported us so far. This milestone is all thanks to you, and we can't wait to see what you build.
Now go out there and build your dream shop!
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We've got a first round of fixes in from the first reports - there were 2 issues blocking gameplay that we wanted to get out as soon as possible. See the full patch notes below.
Tech
King's Day Event products that were on display would not be removed when buying them
Added an additional check to more gracefully fail an inventory creation error
Fixed trader inventories not being generated for the King's Day event
Increased product pool size for customers to avoid that going out of bounds
Added an additional check in the patience timer to make sure it's removed from the action if it somehow bugs out
Fixed a rare error message that could occur when a character fade happens during a game close
Fixed issue with save files not deleting as expected
Fixed bug reporter not working when there's no save file
UI
You were able to see events in the menu that you weren't supposed to. These secrets will now remain mine
You can no longer open menus when in the character customization screen
Added a null check to the character creator that probably fixes an error that we are seeing
Balance
Lowered the reward for the placing furniture tutorial to 37, and increased the reward for placing storage to 111 to prevent a soft-lock
Balance
Lowered the cost of expanding domains, and changed the curve to be linear instead
Tech
Large/Medium Storage rooms were not triggering correctly
Room shapes was drawing all over the place, rather than actually highlighting the room
Fixed critical error when recreating a workshop room
Fixed issue with the money label sometimes not animating when it should
Added a try/catch to figure out a nullref that should have been fixed by now.
UI
Crafting menu amount selector was usable if no input was available.
Added Money/Favor/Eggs text to the unlock windows
Already unlocked objects would not be removed from the list when switching tabs, resulting in being able to unlock something twice
ART
Fixed the blue vertex channels on Eerde, Eersel, Eese, Eesterga which caused these displays to become invisible when hiding walls.
Other
Storage objects had the Storage tag applied twice
Planter would not unlock when skipping the tutorial
UI
Appeal level HUD could crash the game if you hit appeal level 30 and loaded in that save
Products would show up in the unlocked list at the end of day multiple times
TECH
Sale price was not clamped correctly, which could sometimes have sale prices be negative.
Fixed typo in node cost calculation that caused it to go negative in the farm
OTHER
Fixed a bug where banana pricing would go through the roof.
TECH
Empty tiles were not counted towards bought tiles when loading a save file, which then broke the buy price of buying tiles and the achievements
Fixed Armorsmithing not unlocking as expected. This should also unlock when loading in save files where it should've been available already
When returning furniture with multiple child meshes through Build Mode, the PickUp & Sell functions were called twice
Fixed Summer & Spring objectives not updating as expected
Changed the tile cost calculation slightly so that it also works for the farm
Fixed issue where saves made on launch day didn't have the Farming skill unlocked when skipping the tutorial or playing in creative mode
BALANCE
Increased the minimum requirements for some rooms
Changed the requirements for the Weapon & Armor workshops and removed the storage requirements from the Trader Outpost, pending some new tags that need to be added.
OTHER
Added the missing WeaponSmithing & ArmorSmithing tags to some decorations\\r
Calhoun was not unlocked in the ArmorSmithing tree
Fixed Elkerzee display access points being too close to the display, causing it to always be invalid
UI
Fixed the room appeal modifiers visually stacking in the UI.
Crafting menu 'Recipe' button should no longer be interactable in delayed crafting stations like the Smelter.
Crafting menu amount selector could be used when one of multiple inputs was 0.
UI
Fixed an out of bounds error that could occur when Farming reached level 9.
Fixed the infinite craft bug.