Fell & Sell Shop & Pricing Guide: How the Economy Works
The four levers (all official)
The store page spells out the economy’s inputs, and they match what you see in play: supply, demand, your shop’s prestige, and your decoration bonuses set the acceptable price band for every item. Your job is finding the sweet spot inside that band — the game is explicit about the failure modes: “price too high and goods gather dust; price too low, and you go bankrupt.”
Reading customers
Customers signal in real time — mood indicators above their heads while they browse tell you whether a price sits well. Grumbling at a shelf that never sells means you are over the band; items flying off shelves the moment you restock means you are leaving gold on the table. Nudge prices per item, not across the board, and let each shelf find its level.
Display furniture is your inventory ceiling
Nothing sells without somewhere to sell it from: tables, racks and armor stands are what put items in front of customers. Early gold into display capacity beats early gold into personal gear — more shelves means every dungeon run converts to revenue faster. (One achievement track — Comfort Level — confirms home furnishing has its own progression ladder.)
Decorations are double-dipped stats
Decoration is not cosmetic. Officially, the right furniture layout does two things at once: boosts your shop’s sales appeal and grants permanent combat buffs for your next dungeon dive. That makes decor the only investment in the game that pays on both halves of the loop. Furniture drops as scroll items in dungeons (a Demo 2.0.1 change carried into release), so unbanked scrolls are part of what you risk on a deep run.
Prestige compounds
Prestige raises what your shop can charge — it is the long-term multiplier on every future sale. The prestige achievement ladder (65.9% of players hit the first level within a day) confirms it levels in stages. Practical read: consistent, fairly-priced sales grow the business faster than gouging a band you have not earned yet.
Crafted goods beat raw materials
Raw dungeon loot sells, but crafting multiplies margin: weapons, armor and wine made at your cabin sell for more than the materials they consume, and the crafting achievement ladder (common → uncommon → rare) shows rarity tiers to climb. The walkthrough covers where recipe scrolls come from.
What we are not telling you (yet)
We do not publish specific price tables, margin percentages or demand curves, because no official numbers exist and the game is one day old — anything precise would be invented. As the community establishes reproducible values (and as patches shift the balance — two shipped on day one), we will add confirmed figures with dates. That is the site policy: sourced or labeled, never guessed.
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