Everyday Empire
Neurčeno/Styx
Run a small coastal supermarket and grow it into a chain. Choose your assortment, set your prices, lay out the aisles your customers actually walk, and build a team that keeps the tills moving. A calm, hand-drawn tycoon where every euro of running cost is a decision.
O hře
Your store. Your rules. Your numbers. You inherit a small supermarket on the coast: one checkout, empty shelves, no staff. Twenty store levels later you are running a full market – and then you hand it over, move to the next town, and start again with everything you learned. Four decisions, every single day • Assortment – every department carries one of four ranges, from budget own-brands to premium brands. Switching is a permanent upgrade, paid once and kept forever. Budget own-brands are always free, so you can never get stuck. • Price – a higher price earns more per customer but attracts fewer of them and sours the mood, disproportionately so. There is a real optimum, and it moves as your store gets better. • Layout – customers walk around shelves, not through them. Wall a department in and it sells exactly nothing. Departments that belong together sell up to 16 % more when they stand side by side. • Team – everyone has their own strengths in checkout, stocking, cleaning and goods-in, and everyone draws a wage – even on a break. The fifth stocker usually brings less than they cost. Running a store costs money Payroll and floor space are deducted as a share of your revenue, exactly the way a real store is measured. An expansion you do not fill is a permanent loss. Every department, every upgrade and every assortment tier pays for itself within one in-game day – that is measured, not claimed. A market that lives Customers pull trolleys, queue up, complain when it is too crowded and tell you what they think when you tap them. The light moves across the day from morning sun to evening blue. Six seasons cover the whole year, each with its own demand boost and its own decoration that stays with you forever. And now and then somebody tries to walk out without paying. No traps No advertising, no in-app purchases, no energy bar, no waiting for timers you can pay to skip. You buy the game once. Progress is saved automatically, and your store keeps earning while you are away. What is in the box • 20 store levels, 9 departments, 4 assortment tiers per department • A sales floor that grows from 8×8 to 16×16 tiles • 11 floors, 8 wall designs, 22 fittings from a plant to an advertising column • 28 in-game achievements, 36 career milestones, daily and weekly goals • Prestige: hand the store over, keep your team, and collect merchant stars that raise revenue in every branch that follows • English and German, switchable at any time



