Version 1.0 Shop Price Bands and Customer Reactions
Test one relic first, read the customer’s face, and only then risk the rest of the stack. Will can return with a backpack arranged like a tiny profit engine, then undo the clever part by treating a quality-boosted payout as the relic’s normal price. The number entered on a showcase is the base price. Quality and other active bonuses change the final gold total without replacing that saved base value.
Aim for Perfect during most of the shift. Cheap and Perfect sales fill the Shop Perk meter. Expensive can earn more from one buyer, but it does not fill the meter. Overpriced sends a regular customer away with the relic unsold and the sort of glare usually reserved for heroic accounting.
Read the Four Customer Reactions
Tested patch and platform for this price-band table: Version 1.0 Hotfix 1, PC (Steam), build 25197724, released September 10, 2026.
| Price band | What the reaction means | Sale result | Next listing |
|---|---|---|---|
| Cheap | The delighted reaction marks a bargain for the customer. | The relic sells and fills the Shop Perk meter, but you leave base-price gold on the counter. | Treat this result as your lower boundary. Raise one replaceable copy toward a known higher value. |
| Perfect | The happy reaction marks an acceptable sale at the relic’s normal target price. | The relic sells and fills the Shop Perk meter. | Keep this price for dependable sales. The Codex will remember a discovered Perfect value. |
| Expensive | The annoyed reaction marks a strong price for you and a poor bargain for the shopper. | Some customers still buy, but the sale does not fill the Shop Perk meter. | Treat this result as an upper boundary. Lower the next copy or test midway between this price and your best lower result. |
| Overpriced | The angry reaction marks a rejected price. | A regular customer will not buy the relic. | Lower the tag before the next inspection. If you have both a lower and upper boundary, test their midpoint. |
You can edit relic prices while the shop is open. If a valuable item remains unsold after an Expensive or Overpriced reaction, lower its base tag before another regular shopper inspects it. If it sells Cheap, raise the next copy instead. Change one copy at a time; there is no need to donate the whole stack to market research.
Version 1.0 Starting Prices
Tested patch and platform for this price table: Version 1.0 Hotfix 1, PC (Steam), build 25197724, released September 10, 2026. Each amount below is a confirmed result for the relic’s base Perfect price. Quality, popularity, furniture, perks, events, and customer effects are not included.
| Region | Relic | Base Perfect price | Result label |
|---|---|---|---|
| Kalina | Silence Shell | 21 gold | Confirmed result |
| Kalina | Sand Fruit | 31 gold | Confirmed result |
| Kalina | Firewood | 42 gold | Confirmed result |
| Gallery | Cable Knot | 42 gold | Confirmed result |
| Gallery | Battery | 52 gold | Confirmed result |
| Kalina | Sun Claw | 89 gold | Confirmed result |
| Gallery | Antique Camera | 94 gold | Confirmed result |
| Kalina | Blackstone | 115 gold | Confirmed result |
| Gallery | Electrostar | 131 gold | Confirmed result |
| Kalina | Sun Bulb | 220 gold | Confirmed result |
| Kalina | Blob Shell | 336 gold | Confirmed result |
Use the values as rungs on a ladder. The Codex arranges each region’s relics from lower to higher value. If an unknown relic sits between confirmed neighboring results of 220 and 262 gold, list one replaceable copy at 241 gold. That is a safe starting price, not a confirmed sale price. Cheap makes 241 your new lower boundary. Expensive or Overpriced makes it your new upper boundary. Perfect gives you the value to keep. Repeat with the midpoint when needed.
Base Price Versus the Final Payout
Keep these parts of the sale separate when the till produces a surprising number:
- Base price: The number entered on the showcase. The four regular price reactions judge this value.
- Quality: A separate value built through relic quality and backpack interactions. It raises the final payout without changing the relic’s saved base Perfect price.
- Demand and popularity: The Codex calendar can favor a region or rarity for a shop day. A heart marks affected stock. Treat that day’s boost as separate from the base price.
- Furniture and showcases: These can add tips, rarity bonuses, or other conditional sale effects. Match their effects to the stock placed around them.
- Cosmetic decorations: These change the shop’s appearance but do not directly alter sale value in this build.
- Shop Perks: Cheap and Perfect sales build the meter used to activate perks for the current shift. The selected perk may change later payouts, but it does not rewrite a relic’s saved base price.
- Aromas and Bloblets: Aromas apply passive effects to a showcase until the shop run ends. An equipped Bloblet grants its own shop-run effect. Keep both outside the base-price column.
- Events and special-day effects: Apply them only while their listed condition is active. Do not copy an event payout into the Codex as a permanent price.
- Customer rules: Known Customers may request a rarity or price band, while Haggle Customers present competing offers. Their special rules do not replace the regular base price.
After a sale, read the face and the gold total as two different answers. The face grades the entered base tag. The total shows what quality and every active shop modifier produced. A huge payout does not prove the tag was Perfect, and a modest payout does not prove the base price failed.
Protect Your Margin on a Weak-Demand Day
- Check the Codex calendar before opening. For this plan, weak demand means your premium stock lacks the day’s heart-marked popularity boost.
- Store high-quality premium relics that miss the day’s bonus when chest space allows. Do not panic-sell the crown jewel because Tresna woke up shopping for something else.
- Open with replaceable common relics at confirmed Perfect prices. Those sales build the Shop Perk meter without gambling premium stock.
- Select perks, furniture, Aromas, and a Bloblet that match the relics still waiting to be sold.
- Move replaceable stock at Perfect instead of forcing Expensive. Save premium pieces for a favored day when you can afford to wait.
- If you need gold now, expose one premium copy. Raise the next listing after Cheap; lower it after Expensive or Overpriced.
Once the useful Shop Perks for that shift are active, Expensive can be a sensible late-shift choice for replaceable stock. Earlier in the day, Perfect usually supports the stronger chain because each sale also pushes the next perk closer. Dungeon loot builds the merchandise; happy shoppers build the multiplier. It is capitalism, but with better backpacks.
Balance updates can change relic values or shop rules. Recheck one copy after a shop-balance patch, and do not assume these PC Hotfix 1 results carry unchanged into later patches, console builds, every demand day, every customer type, or every modifier setup.

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