Devlog #10 – A Day Behind the Counter

Devlog #10 – A Day Behind the Counter

Running a shop is only the beginning.

A typical day in Ghost Receipt starts quietly.

Rain falls across the streets of Neo Haven. Neon signs flicker outside the windows, delivery crates wait by the entrance, and the shop is still empty.

The player turns on the lights, checks the terminal and prepares the store for another day of business.

At first, everything feels like a familiar shop simulation.

But in Neo Haven, ordinary transactions can lead somewhere unexpected.

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Opening the Shop

Before the first customers arrive, there is work to do.

New products must be ordered, delivery crates opened and shelves restocked. The player decides which goods to sell, how much inventory to keep and where everything should be placed.

Food, electronics, medical supplies and everyday household products all contribute to the regular shop economy.

Prices and availability can change depending on current events across the city. A transport disruption may delay deliveries, while a sudden shortage can increase demand for specific categories.

The news is therefore more than background decoration.

It can directly affect what customers want and what the player can afford to stock.

Once the shelves are ready, the doors open.

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Running the Store

Customers enter, browse the shelves and bring their purchases to the checkout counter.

The player scans products, processes transactions and watches the shop gradually become busier.

Some customers are new.

Others may return over several days.

Regular visitors can remember previous interactions, develop trust and reveal small details about their lives. A customer who initially appears unimportant may eventually become a familiar face-or bring information that changes how the player views them.

The grocery store provides steady income, but it is only one side of the business.

Across the room is the pawn counter.

That is where the more unusual transactions happen.

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The Pawn Counter

Pawn customers do not simply select an item from a shelf.

They bring something of their own.

It might be an old tool, a damaged weapon, a piece of jewelry, an implant or an electronic device with an uncertain history.

The customer explains where the object came from and why they need to sell it.

The player can ask questions, inspect the condition and negotiate a price.

Every customer has a reason to sell.

Not every reason is honest.

A desperate seller may accept a low offer because they need credits immediately. A professional trader may know exactly what the item is worth. Someone nervous or evasive may be hiding damage, illegal modifications or the true origin of the object.

The player must decide how much risk the item represents-and how much profit it could generate

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Something Does Not Add Up

Most pawned objects are simply merchandise.

They can be stored, displayed and eventually sold to another customer.

But occasionally, an item contains something unusual.

A serial number may have been removed.

A component may not match the manufacturer’s specifications.

It may contain encrypted data.

The seller’s explanation may contradict what the physical object reveals.

This is where the Examine system becomes important.

The player can rotate objects, zoom in on individual details and search for inspection points that are not immediately visible. Scanners and other tools may reveal additional information that cannot be discovered through normal observation.

A seemingly ordinary transaction can suddenly become the beginning of something much larger.

Every item tells a story.


Profit or Information

Discovering that an item contains hidden data does not immediately solve the mystery.

Information has its own cost.

The player may decide to sell the item quickly and take the profit. It can be placed in storage and investigated later, or passed to someone with the knowledge required to understand it.

Encrypted objects may eventually be examined by specialists or processed using equipment purchased for the shop.

That creates a constant choice between business growth and curiosity.

Do you spend your credits on:

  • more shelves,
  • additional licenses,
  • larger deliveries,
  • shop improvements,
  • or the tools needed to uncover what an unusual object contains?

Not every secret will lead to a major investigation.

Some objects contain personal records, fragments of local history or information that is only valuable to a specific buyer.

Others may provide evidence connected to a larger case.

The player will not always know which kind of item they have found until they decide to investigate it.


The City Reacts

The shop does not exist separately from Neo Haven.

What the player buys, sells, reports or hides can attract attention.

Suspicious transactions may interest information brokers, corporations, clinics, security forces or other groups operating throughout the city.

News reports can reflect changing conditions.

Customers may react differently.

New opportunities may appear, while other decisions create additional risk.

The player is still running a business-but the items passing across the counter can slowly connect that business to events occurring far beyond the shop.


Closing Time

At the end of the day, the final customer leaves.

The shelves are partly empty.

The register contains the day’s earnings.

The lights are turned off one by one.

But the unusual item from the pawn counter may still be sitting in storage.

Its contents remain encrypted.

Its seller may return.

Someone else may already be looking for it.

Tomorrow, the shop opens again.

The questions remain.


Current Development

I am currently continuing work on the first major story content while polishing the systems that connect the shop, pawn deals, item examination and investigations.

The goal is for these elements to feel like one continuous experience rather than separate game modes:

Open the shop.
Serve customers.
Negotiate a deal.
Examine an object.
Discover something that should not be there.

The shop is the foundation of Ghost Receipt.

Everything else begins at the counter.


Ghost Receipt is currently in development and coming soon to steam and consoles!

Funny if I think at the beginnings, it all started with a simple grocery store simulator in mind—quickly built, nothing major. Then I went down the rabbit hole and found myself creating a cyberpunk pawn shop investigation grocery store simulator…haha… Thanks, Mad Hatter!

Run a cyberpunk grocery store and pawn shop, negotiate with customers, examine suspicious objects and uncover the secrets hidden throughout Neo Haven.

Wishlist Ghost Receipt on Steam.