Compara los precios de Supermarket Simulator en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Nokta Games. Publicado por Nokta Games. Lanzado el 19/6/2025. Disponible en PC, Mac, Xbox. Géneros: Casual, Indie, Simulation.

Spent more hours at a virtual checkout than I care to admit, and the profit-margin itch never quite went away. Solo it's meditative; with three friends it becomes beautifully chaotic retail carnage.

I have a spreadsheet for most management sims I play, and within an hour of Supermarket Simulator I had one for this too: margin by product category, restock frequency, optimal cashier-to-restocker ratios. That is either a great sign or a personal problem, but the point is that this game pulled that reflex out of me when dozens of casual sims have failed to. The hook is simple on the surface but genuinely layered underneath. You start with an empty room, a store PC, and just enough seed money to stock a dozen shelves. Every action in the early game is manual: unpack the delivery crate, carry items to the shelf, scan customers through the checkout yourself. The grind of those first few hours is real, and a few reviewers called it out as almost too slow to get started with. They are not entirely wrong. Stick with it, because the unlock curve changes the game's entire character. The progression system is where the sim earns its depth. Staff hiring is gated behind store level milestones and customer-checkout counts, so you cannot just buy your way out of manual labour from day one. When you can finally bring on cashiers and restockers, the decision space opens up considerably: up to four cashiers and six restockers can be hired, each accumulating experience and trainable for faster throughput. Getting the timing right matters. Hire too early and wages eat your margin; hire too late and empty shelves chase customers out the door. The community has settled on a rough rule of thumb around eight shelves and a daily revenue floor before your first hire, and that kind of player-derived optimisation is a reliable signal that the systems have real teeth. On top of staffing, the real-time market system rewards players who watch supplier prices and buy low, then set shelf prices to balance customer satisfaction scores against profit. It is not Offworld Trading Company, but it is a meaningful layer for anyone who wants to treat it seriously. The first-person perspective is a smart design choice that separates this from top-down tycoon competitors. Being physically inside the store forces you to think about aisle flow, shelf layout, and dead-corner placement in ways a camera-pulled-back view simply would not. Laying out fridges and freezers so restockers can move efficiently is genuinely satisfying to get right. The V1.0 full release also added online order fulfilment and town delivery runs, which layer a logistics loop on top of the base retail operation. That said, the inability to fully automate stock ordering remains a recurring frustration, especially once your store reaches a size where manual restocking lists feel like a second job. Nokta Games has signalled updates, but at launch it is a real ceiling on late-game flow. Co-op with up to four players in the same store is where the game finds a second gear. What is a relaxing solo routine becomes a coordination puzzle: someone drives the delivery truck, someone handles checkout, someone chases the shoplifter who just grabbed a box of cereal. The comedy writes itself, and the chaos does not break the underlying systems. Controller support means this works well on the couch too, though console players have noted that the precision-heavy interactions feel better on mouse and keyboard. The visuals are functional rather than impressive, NPC models are basic, and the lack of a formal tutorial will irritate players who do not enjoy learning by failure. Those are legitimate criticisms. For a strategy and sim audience, none of them are deal-breakers, but newcomers expecting handholding will want to bookmark a community guide on day one. Diego, Scout Team

Supermarket Simulator

Supermarket Simulator

19 jun 2025Nokta Games
GamerScout opina

Spent more hours at a virtual checkout than I care to admit, and the profit-margin itch never quite went away. Solo it's meditative; with three friends it becomes beautifully chaotic retail carnage.

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I have a spreadsheet for most management sims I play, and within an hour of Supermarket Simulator I had one for this too: margin by product category, restock frequency, optimal cashier-to-restocker ratios. That is either a great sign or a personal problem, but the point is that this game pulled that reflex out of me when dozens of casual sims have failed to. The hook is simple on the surface but genuinely layered underneath. You start with an empty room, a store PC, and just enough seed money to stock a dozen shelves. Every action in the early game is manual: unpack the delivery crate, carry items to the shelf, scan customers through the checkout yourself. The grind of those first few hours is real, and a few reviewers called it out as almost too slow to get started with. They are not entirely wrong. Stick with it, because the unlock curve changes the game's entire character. The progression system is where the sim earns its depth. Staff hiring is gated behind store level milestones and customer-checkout counts, so you cannot just buy your way out of manual labour from day one. When you can finally bring on cashiers and restockers, the decision space opens up considerably: up to four cashiers and six restockers can be hired, each accumulating experience and trainable for faster throughput. Getting the timing right matters. Hire too early and wages eat your margin; hire too late and empty shelves chase customers out the door. The community has settled on a rough rule of thumb around eight shelves and a daily revenue floor before your first hire, and that kind of player-derived optimisation is a reliable signal that the systems have real teeth. On top of staffing, the real-time market system rewards players who watch supplier prices and buy low, then set shelf prices to balance customer satisfaction scores against profit. It is not Offworld Trading Company, but it is a meaningful layer for anyone who wants to treat it seriously. The first-person perspective is a smart design choice that separates this from top-down tycoon competitors. Being physically inside the store forces you to think about aisle flow, shelf layout, and dead-corner placement in ways a camera-pulled-back view simply would not. Laying out fridges and freezers so restockers can move efficiently is genuinely satisfying to get right. The V1.0 full release also added online order fulfilment and town delivery runs, which layer a logistics loop on top of the base retail operation. That said, the inability to fully automate stock ordering remains a recurring frustration, especially once your store reaches a size where manual restocking lists feel like a second job. Nokta Games has signalled updates, but at launch it is a real ceiling on late-game flow. Co-op with up to four players in the same store is where the game finds a second gear. What is a relaxing solo routine becomes a coordination puzzle: someone drives the delivery truck, someone handles checkout, someone chases the shoplifter who just grabbed a box of cereal. The comedy writes itself, and the chaos does not break the underlying systems. Controller support means this works well on the couch too, though console players have noted that the precision-heavy interactions feel better on mouse and keyboard. The visuals are functional rather than impressive, NPC models are basic, and the lack of a formal tutorial will irritate players who do not enjoy learning by failure. Those are legitimate criticisms. For a strategy and sim audience, none of them are deal-breakers, but newcomers expecting handholding will want to bookmark a community guide on day one.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayercooponline-coopachievementscontroller-supportcloud-savestier:aaaRetail TycoonFirst-Person Management4-Player Co-opReal-Time MarketStaff AutomationDelivery LogisticsStore Layout

Requisitos del sistema

Mínimos

OS
Windows (64-bit) 10
Memory
8 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
NVIDIA GTX 1050 / AMD R9 270X
Processor
i5 3550 / RYZEN 5 2500X

Recomendados

OS
Windows (64-bit) 10
Memory
16 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
NVIDIA GTX 2070 / AMD 5700 XT
Processor
i5 7600K / Ryzen 5 2600x

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Información del juego

Desarrolladora
Nokta Games
Distribuidora
Nokta Games
Fecha de lanzamiento
19 jun 2025

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¿En qué plataformas está disponible Supermarket Simulator?

Supermarket Simulator está disponible en PC, Mac, Xbox.

¿Cuándo se lanzó Supermarket Simulator?

Supermarket Simulator se lanzó el 19 de junio de 2025.

¿Quién desarrolló Supermarket Simulator?

Supermarket Simulator fue desarrollado por Nokta Games.