Pixel Shopkeeper Reviews
Be a Pixel Shopkeeper! Collect items using inventory management puzzle mechanics. Sell your wares, decorate your shop, craft new products, and expand! Train to beat tougher dungeons, unlock new classes and decor, and furnish your shop smartly to maximize profits!
App ID | 603940 |
App Type | GAME |
Developers | Pixel Prototype |
Publishers | Pixel Prototype |
Categories | Single-player, Steam Achievements, Steam Cloud |
Genres | Indie, Strategy, Simulation, Adventure |
Release Date | 20 Jul, 2017 |
Platforms | Windows, Mac, Linux |
Supported Languages | English |

160 Total Reviews
124 Positive Reviews
36 Negative Reviews
Mostly Positive Score
Pixel Shopkeeper has garnered a total of 160 reviews, with 124 positive reviews and 36 negative reviews, resulting in a ‘Mostly Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Pixel Shopkeeper over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
2322 minutes
I bought this on sale because of how cute it looked, and I was no disappointed. I've been wanting a Shopkeeper game for a while, and with the added cute pixels, this game hits every note!
The best way to descripe this game, IMO, is a puzzler mixed with clicker. On one hand, when you go into dungeons to collect items to sell, you have to manage your inventory space a la Tetris style. You kill the end boss, you keep everything you can fit. You die, you lose it. When you're in shop keeper mode, you click on as many people walking by for better chances of selling items. You can also click on the little birds and tumbleweeds that pass by for extra gold.
With every game there can be improvements, for this game training stats is very RNG based and can make late game near impossible, but the Dev is awesome and is always in the Discussion forum, helping and giving advice as much as he can.
All in all this game is a solid 8/10 where it stands, and I look forward to seeing it grow alongside the community!
👍 : 9 |
😃 : 0
Positive
Playtime:
79 minutes
Game has so much potential....
But I spend each week just barely being able to make the weekly payments. I never have enough money to enjoy upgrading other aspects of the store, or just enjoying the game.
Game basiclaly feels like work more than fun.
👍 : 37 |
😃 : 2
Negative
Playtime:
827 minutes
The game itself is pretty bare bone, you’re a shopkeeper, but sometimes you go out and get stuff to sell in your shop, sometimes you “interact” with the adventurers in the park, and that’s really it.
The game loop itself is simple enough. It was addictive enough in the beginning of the game, but you will quickly start to see a ceiling, and I’m not a big fan of that, stuff like you can only level as far as level 30, there’s only so much damage you can deal to enemies with the best weapon and armor.
But don’t get me wrong, there’s a certain amount of uncapped things you can still continuously upgrade, but after you’ve finished all of the post-game stories, then what’s the point of having millions and billions of golds when you can’t even beat the final [spoiler] (the longer) [/spoiler] dungeon? I get that it’s supposed to be a literal longer dungeon for you to gather more stuff, but wouldn’t it make more sense to make it endless so that the players themselves can quit the dungeon if they feel like they have enough, instead of making the enemies so dang strong they can almost kill you in one hit?
Look, I love getting achievements with these types of games, and I’ll try my best to get all of them if the game at that point was still fun to me, but my goodness the requirements for the final few achievements are vague as hell. Example “____ is you!” achievements, how do you get those achievements you ask? Well ya just gotta get a “____is you!” badge, and how do you get the “____is you!” badge? Well shoot, idk :/
Story wise, I really wish there were something more, there is so much potential here, where’s the rookie to hero progression? Where’s the hardship full of the tears, sweat and blood of you and all of your followers have to go through, just to learn that [b] FRIENDSHIP [/b], concurs all? Where’s the big bad evil but low key kinda hot villain who terrorizes everyone in town but ends up joining the hero’s party in the post-game? Where’s the drama and bickering between the hero and the customers complaining that their cheese is way too overpriced even though the hero saved everyone’s ass by saving the world?
But no, all we get is the same repetitive dialogues. Example would be,
some random person I’ve never seen before: “help me gather X amount of Y.”
Hero: “k.”
Now rise and repeat those dialogues three times, and the game is done.
And my goodness, the lack of QOL shortcuts is shockingly horrendous. So many things could have been assigned to keys, restocking the shelves could’ve been made easier, fast access to switch from clicking on customers to polish mode would’ve been amazing. But maybe the developer wanted to specifically make a clicker game. idk
Sadly, the game has soooo much potential, yet falls flat because of its design. But by no means I’m telling you to don’t ever buy this game, I would say give it a try and reach the conclusion for yourself.
I can see effort and hard work being put into this game, I wish the developer could take what they learned when they were making this game and make an even better ultimate shopkeeper adventurer sim game that maybe one day, could even beat the legendary RECETTEAR itself. Peace.
👍 : 2 |
😃 : 0
Negative
Playtime:
339 minutes
A *very* fun and cute shopkeeper game. If you've played Receatter, then the gameplay style is very similar.
Plotwise, you've taken out a school loan, a portion that needs to be repaid each week. In order to repay your loan, you've opened a shop catering to RPG stereotypes (clerics, warriors, ninjas etc). To stock your shop, you're mainly expected to "run" dungeons and get loot. The actual running of the dungeon is automated, but it's the looting that you control. In order to loot stuff, you need to fit them in your lootbag. Each item has a unique shape, so fitting everything in your lootbag becomes a puzzle. But you can't take your time turning and flipping items to fit in your lootbag, as each dungeon run essentially has a timer. Once the timer runs out, anything you failed to loot gets lost.
Once you think you have enough loot, you can sell them in your shop. You have the option of outfitting your shop with tables and shelves that possess unique bonuses (armor shelves give a bonus to armor price etc), as well as ancillary furniture that can buff prices further, attract more customers to your store, attract certain RPG classes to your store (warriors, mages etc) and so on.
There is also a crafting system. You can craft better items by combining loot with ingredients. This way, you can "value add" to your existing loot if you have sufficient ingredients.
There are a few minor UI / QoL issues that prevent this from being the "perfect" shopkeeper game. Feedback and data are lacking for a shopkeeper game. For example, I can't tell how appealing my store is to certain classes, or what influence does lower prices have. I mean, I know that lower prices will increase the likelihood of being sold, but will it attract more traffic to my store as well?
But these objections are minor. If you enjoyed Receatter, you'll definitely enjoy this game. Strongly recommended!!!
👍 : 16 |
😃 : 0
Positive
Playtime:
1100 minutes
First let me say WE NEED MORE SHOP OWNER GAMES, RECECETTEAR CANT BE THE ONLY DECENT ONE FOREVER! Okay with that out of my system let me tell you about this lovely. This game is made by one person and that one person is often checking the forums to help/ take suggestions. The game is being updated often enough but is fun with whats already there.
You start off with getting out of school and a debt to pay off for all that you learnt! Wow, school is expensive depending on the difficulty. XD Anyway you have to pay it off so it's time to open up a shop and sell sell!! but there is a slight problen... you need items so hit that dugeon with it's Tetres like puzzle system and your epix packing skillz to get all that sweet loot into your small bag that later can be upgraded! Hmm... I need people to buy my stuff so lets poke the crap out of people till they buy my awesome stuff. >:) Oh.. whats this... I found a note and it tells me how to make some sexy boots!! YES PLEASE!!! I'll just equip that and sell my old dirty boots now he he he he. I want friends.... Lets go to the park and make some so THEY can be the ones going into the dungeons to earn crap err I mean treasures of quality to sell in my stores for me! yeah yeah...
I'l just play in my garden and grow some horns to make even sexier boots!
👍 : 32 |
😃 : 6
Positive
Playtime:
474 minutes
Simple, deep strategy, and very addictive!
The game is simple, upkeep your shop by traveling out for items to sell. When you're automatically killing enemies, you have a mini Tetris-like minigame with different obstacles to hurdle. Each stage is harder, so you have to upgrade your shopkeeper through constant upgrades. Along with your shop too.
But it's more than simple, since the world is very vast with many items! Perhaps simple pales in comparison to the game. You can have relationships with merchants, ninjas, warriors, fighters, clerics, mage, archers, blacksmiths, etc. These relationships means more customers that buy your stuff! They will turn into loyal customers.
The music is good, but can be repetitive at long hours. This was made through Unity, so I'm throughly impressed.
If you bought the game;
Important to know!:
-Remember that when Green Herbs drop during stage runs, you can heal yourself. Sustain yourself.
-Check the calender regularly.
-There is no load function unfortunately.
-Speaking of loading, save your game! I had to restart a few times because I done goofed.
-Don't expand too quickly. You'll know what I mean.
-Invest small things and save up! Make small goals like redoing the roof, new tables, and new decorations for bonuses!
-Equip the newest items as soon as possible on yourself. It'll make you clear stages easier.
-When you sell your wares, click everything! Click the birds, your dirty tables, the people (especially the people with stars over their head when they pass by your shop!), and the little dust thingies!
-Each stage run counts as a day! Don't spam lower dungeons unless you need base items for crafting!
-Save your game!
👍 : 23 |
😃 : 0
Positive
Playtime:
819 minutes
[Edit: The Dev has informed me that the game is missing a little bit of story, and that will be added later. So when it is added, i might change the recommendation]
I really liked this game. It is a easy to get in to, mouse only, puzzel/management, type of game. The first part of the game seems a bit unbalanced, and quite hard (Feels like a more unforgiving college debt, than the one i have in real life, geez). After the loan is payed back however, it becomes a enjoyable sandbox, chill, although sometimes repetitive, game.
The ideas are great, and everything is fast-pased. From the Adventure/loot collecting, puzzles. To the shop management, and sale days. Every step of the way, you have clickable people, birds, desert dust balls, and a ton af comical dialogue, if you pay attention.
But i have some issues with it.
[Edit: The gamebreaking bug have been fixed] - If you keep playing after you have 500.000 gold. It will open a cutscene that keeps crashing the game.
- The hired manager makes no sense. He earns you money without selling anything. Also you cannot go adventuring, and have a manager/managers work in the store, at the same time. It is one or the other.
- Notifications pop up i the middle of the screen, making it impossible to interact with people, while it is up.
- Not really a bug. But the only way to get ingredients for crafting, is donations from townspeople, The ocassional chest, if you get lucky, instead of collecting them on adventures. I feel like it should be the other way around. You find ingredients, then use them to craft the gear for sell.
[Edit: There is now a Easy mode, if you don't wish to go trough this. So it is no longer a big issue] - The first part of the game is a terrible mess of trying to pay back a loan in time, and reloading again and again. Not sure if i feel it is to hard. But it surely was a pain.
- The autosave saves just before you need to pay back the loan, and if you can't, you lose. So if you dont have a backup manual save, you are fked.
[Edit: This was fixed, you can now build the house a lot bigger!] - The house can only be upgraded to around double the size, but the lot you have it on is huge. This makes the game very grindy, since you cannot make money faster, lategame.
- You have to CONSTANTLY click the tables to clean them. This is probably the biggest annoyance in the game. There are so many other things you need to pay attention to during a sale day. And having to constantly having to click the tables, multiple time, to clean them, makes my heart bleed (At least the shelfes never get dirty. Phew).
- It is missing some story elements in the end, that i know the dev is working on at the moment.
As it is. I just can't recommend it.
I DO feel however, with some patchwork, and more storytelling from the very helpful Developer, this will become a great game.
👍 : 49 |
😃 : 0
Negative
Playtime:
2157 minutes
This game is awesome! Its kinda like Recettear: An Item Shop's Tale where you manage a shop but for 1/3 the price. The music is great! The dungeon gameplay is addictive. You frantically try to place all the items to sell in your bag in a tetris-like minigame. I actualy preffer it over Recettar as the dungeons are quicker. Stratedgy is involved in order to make maximum profits like knowing an items sub type, your customers classes, events on the calendeer, and which things to upgrade. There's lots of items to craft as well. And lots of ways to improve your shop. I can tell I'm going to get 40+ hours on this game. Get this game! Especially if you like shopkeeping games, you won't regret it!
👍 : 42 |
😃 : 0
Positive
Playtime:
1013 minutes
Insanely fun little game and put 15 hours into it in 2 days - I was having issues with achievements unlocking and the developer took the time to e-mail back and forth with me to try and figure out the issue.
Highly recommend this game because of how mindlessly fun it is and how amazing the developer has been.
👍 : 30 |
😃 : 0
Positive
Playtime:
294 minutes
I like management games like this, so I was excited to play this one when it came up in my queue. Unfortunately, it's simply very tedious and repetitive rather than any kind of fun. It has nice art and good aesthetic, but that won't save mindless and pointless constant click-click-click-click-clicking.
- Every day you set up to sell, you have to rechoose all of the items. There's no automation, no "choose best". When your shop expands, that's a lot of clicking.
- When you select a table space, the list of items you can choose from are not the ones the table uses. So you click on an Weapon table, and it shows you whatever items you had selected last (was it Armor? Misc? All? Who knows!) Which means yet another pointless, poorly designed need to click.
- When you're crafting (especially from a big list) there's no indicator of what you can actually make, so you just have to click down through the entire list to see which ones you can make... over and over and over.
- None of the equip screens (weapon, item, decoration, etc.) actually show you what you currently have, so there's no way to compare. If you want to buy or equip something, you're going back and forth between many different menus, just to see if that wallpaper is better than your current one.
- The shape of the items in the battle screen quickly become tedious to fit together, and the items disappear so fast that it feels more like mashing items into your bag mindless than any actual strategy.
- There's some kind of "hanging out in the park with potential customers" that has no explanation or seeming effect at all on the game
- Reorganizing the shop is hugely tedious because you can't move furniture unless the items are all off of them. WTF?! So you have to click on each item—hoping you clicked on the item and not the table—then remove the item on each space. Do this for every piece of furniture, rearrange.
- Speaking of rearranging, furniture only shows you the aura if you select *and then move it*. If you just select it, nope... no aura. Makes moving even more tedious.
- Once you've played the first part of the game, you've played the whole game. Nothing interesting happens. Oh but you can garden, which means more tedious clicking... ok.
Basically, the developer has a good idea but the game has really obnoxiously poor user experience design. If you like menu simulators and pointless clicking (not even the kind that give you a reward, just clicking in menus) this might be the game for you.
👍 : 115 |
😃 : 4
Negative