Shop Crush - Psychological Horror VN and Thrift Shop Sim with Literal Illusions

Hi, friends!

I’m working on Shop Crush, a hybrid Visual Novel that blends shop management with a dark story about a sense of doubt and reality check.

About:

You run a thrift shop, but the cozy vibes are just a facade. Customers visit you, and you have to learn their personalities and shopping behaviors to keep your business. In time, you slowly realise that every customer has a dark secret, and your moral choices influence the story and how the world perceives you.

In Shop Crush, 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).

The Story:

It’s a story about running a thrift shop, but slowly realising everything is not what it seems. Using illusions, the main hero learns the dark truth about himself. It is a story about self-doubt, reality checks, and a sense of perception. It’s a Novel about slowly realising what this whole world is about, confirming your darkest suspicions. The game uses the trope of an unreliable narrator. In horror vibes, it is a bit close to Doki Doki Literature Club.

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Illusions:

The game uses “Literal Illusions” - surreal puzzles where you uncover the truth about every customer (made with the help of the Think Diffusion app). 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.

Gameplay:

The core gameplay is an economic choice-based game, where you must 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 appear to be. 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.

**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:

I’d love to know:

  • Does the idea of an unreliable narrator appeal to you in a shop sim VN?

  • Do you like management mechanics in your stories, or do they get in the way?

  • Which novels do you recommend me to play to improve mine?

If it’s not unreasonable, I plan to do a devlog here. If you like the game you can support us by wishlisting Shop Crush on your game store of convenience.

Hello. I saw this game already, and it does look cool. I really like the artwork.

But I have a problem understanding what game is about. Am I a shopper in a micromanagement game? Remember all those shop games where you run a salon or a restaurant? Or there are the characters you mention, is it a drama? Then there’s the horror, how does that fit in?

It seems like the game doesn’t tell me the main thing it’s about. Like before, it looked cool, but I was confused.

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Thank you!

Yes, understanding what the game is about is on me. I probably did not showcase the concept clearly.

You are a shopkeeper; you must serve your clients daily. Every day you have a limited number of turns (in other words, customer visits), and before they’re gone, you need to make a profit (a daily goal).

Every customer buys their own things - they order items from you, and you can either agree to sell them items, ignore them, or negotiate.

Each decision that you make affects their attitude towards you (called Reputation). Right now, the reputation is global, but we prob make it individual to each customer.

Reputation is the second variable you need to track - if it gets too low during the day, the store may get shut down. If you don’t make a profit in the required turns, the store also shuts down.

You are allowed to respond to clients, but you can also learn their biographies, hobbies, attitudes, stats, etc., and therefore make more educated decisions on how to treat them better.

You can also order products for your shop - basically buy the products your clients want, and sell them these products the next day. (again, for the products, you need to learn each product, and learn which one will suit this customer, and which one another).

For the story, it is a story about you slowly realising that the customers are making a little bit weird offers, actually, and you kind of understand that the shop is actually a metaphor for **** spoiler.

For the horror part, the game is more like a wholesome horror, but it evolves around detective-like story, so there are murders and sometimes hints of violence. But it’s mostly the contrast between mundane and paranormal that I wanted to show.

That’s why, as a vehicle to deliver this story, I use Literal Illusions. They tell both the main story and the sub story.

Ok, thanks for the clarification. It still sounds rather weird. Maybe that’s a good thing.

you can either agree to sell them items, ignore them, or negotiate.

Am i some kind of black-market dealer? I mean, if i had some cheese in the shop and they wanted to buy it, presumably selling is a no brainer. But if they wanted me to get something illegal such as drugs, is that something i might refuse? or explosives or something?

so there are murders and sometimes hints of violence.

And is that how the murders happen? Some kind of black-market crime racket going on?

If the game is all about shady dealings or shady customers, this isn’t reflected in the graphic look. Actually, it is a bit in some of the pictures you’ve shown.

Anyway, it sounds interesting. I hope you’ll be posting a demo at some point.

Best of luck.

let’s hope so :sweat_smile:

Exactly

Yeah, we moved to a more of a ‘mysterious shop’ concept. It has been like that more direct in the past, but people seem to respond more to the mystery part. So the shadiness appears gradually, as people realise it from customers, balancing, and the story - it involves a progression from innocent to cruel.

But yeah, presentation is what is really important for us right now.

Thanks! Yes, it’ll be a close playtest in March. And soon, hopefully, the demo would follow.

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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 (the forum doesn’t allow uploading them), but you could check them on stores or game socials.

Adding a bit of info about the characters:

Leslie
A poor customer who usually buys trash. Sometimes, you may get a good offer from them. You will always have a small profit if you sell them cheap stuff for a tiny margin.

Chelsea
This customer likes shiny stuff and may overpay for it. If you balance profit and reputation, you may succeed. If you decline to serve Chelsea, your shop’s reputation will improve.

Brinley
A Coupon Hunter customer. Likes good deals and cheap items. Brinley guarantees you a small margin of income.

Zoe
A highly passionate customer with unique values. Zoe likes people who agree with them. If you agree, Zoe might give you generous payback regarding profits and reputation.

Casey
An inspector playing their own game. They might confiscate some of your items and demand a fine. If you refuse to pay, it will save you money, but not your reputation.