Final Profit: A Shop RPG

Final Profit: A Shop RPG

released on Mar 06, 2023

Final Profit: A Shop RPG

released on Mar 06, 2023

FINAL PROFIT is a story driven shop-sim RPG. Gather products and find customers. Spend your hard-earned profits on upgrades and investments. Make far-reaching choices as you expand your business. And explore a world full of secrets on your quest to defeat capitalism by becoming the best at it!


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Un RPG,que adapta magníficamente bien las mecánicas de estos a los juegos de gestión y que además carece por completo combates. Una historia llena de giros, un mundo lleno de misterios que te enganchará tanto que querrás descubrirlos todos mientras te las ingenias para sacar tu tienda adelante. Por si fuera poco el juego sigue recibiendo actualizaciones gratuitas. Creado por una sola persona, dadle amor.

Si queréis saber más de este juego tan genial: https://cozy-kis.bearblog.dev/final-profit/

Para más reseñas de jueguito indies : https://store.steampowered.com/curator/44960983-Jueguitos-Indie-Cozy/

Do I only log into my backlogg'd acount to 5 star review niche indie games?
No, I also leave thumbs up on all my friends reviews and enjoy reading them.
But also, the first thing.

Holy shit! Final Profit! I played like, 12 hours over the first 2 days I bought this!
It's a fantastic mix of idle games (I love those. :)) and fun silly RPGmaker stuff. It's a solo dev and it's so creative and unique and.
Moral choices in games usually suck, right? But they're really fun here. If your tismal brain is scratched by all the same good feelings as mine, then you should check this out. :)

And when the 1.3 update comes out I'll do a NG+ run.

This splice of a not-quite-idle-game loop onto an RPG superstructure works surprisingly well. It bounces the player back and forth between a storefront where they make their money to a quest-filled overworld where they choose how to wield it to achieve their larger goals. Although the pacing of bouncing between these two halves of the game is a bit uneven at times, both sides are quite fun: shop-tending has just enough demands on your attention to stay engaging well into the endgame, while the overworld is impressively dense and layered for a relatively small game. Frankly, it's more fun to explore a city in Final Profit than in plenty of RPGs with thousands of times its budget.

I can't write a review of this without mentioning the writing, though. It is agonizingly poorly-edited. If you care at all about the correct use of commas or "its" versus "it's", playing this game will be a potent tooth-gritting exercise. It's not just a typo here or there—these mistakes permeate every corner of the extensive dialog, and completely wreck any immersion or attempt to take it seriously. Otherwise likable characters with compelling arcs end up looking like they were written by a middle schooler who lied about their age to sign up for AO3. With a good, thorough copy-edit pass I think this game could be something really magnificent, but as it stands I found it a struggle to push myself through the more text-heavy portions.

Final Profit is a game made in RPG Maker in the broad lineage of Recettear and the like. You play as Queen Mab of the fey, who - when confronted by the encroaching economic power of the intensely corrupt Bureau of Business - decides that the only way to stop them is to go incognito, climb the corporate ladder, and beat them at their own game. (Because, you know, that always works when it comes to capitalism.)

As the newly christened Madama Biz, you start with a tiny shop in a backwater village; work your way up to an emporium in the big city; and eventually get yourself a holdings office on Fake Wall Street where you trade commodities, buy real estate, and speculate on stocks. All for the sake of making profit stopping those vile business types.

Despite its engine, there's no direct combat in Final Profit (though there's certainly violence); your experience points are directly tied to your overall revenue. Thus, rather than by tough monsters or bosses, game progression is gated directly by your level in the early game and eventually by simply how much money you have to throw around regardless of your level. In fact, a late-game NPC will even let you trade out your EXP stores for a certain benefit that I won't spoil.

You do still want to level up, because it increases your HP and MP, of which you're going to need plenty. Various quests around the game world require you to cough up one or the other, and you often need to spend obscene amounts of mana just to stock up your warehouse or activate an upgrade. Queen Mab regenerates mana slowly over time, but you can also charge it up instantly by drinking alcohol (adding to your Alcoholism stat), easily purchasable in bulk from your nearby tavern.

So, like all clicker/idle games (and make no mistake, despite the overworld and sidequests, this is absolutely a clicker game), the game settles into a rhythm of switching between a few game flavors:
1) Managing your shop and accumulating money
2) Discovering new products that give you more efficient profit
3) Spending your money on incremental upgrades to your income stream
4) Repeat: Eventually you hit the next "tier" of total assets, where you must then effectively start from zero but with a new selection of much more profitable ventures.

Other than the inherent dopamine hit of "number go up", these kinds of games rely heavily on the curiosity value of seeing what kind of silly upgrade will appear next. Final Profit delivers on this by having a decent cast and story to keep you invested. It's nothing amazing, but the tone is whimsical and irreverent without edging into being twee about it (usually). It's willing to tell a bunch of dumb jokes, but when something relatively serious is happening, the storytelling treats those moments respectfully and doesn't undercut itself.

My favorite part of the game by far is the middle chapter where you're trying to build up your emporium. The game keeps new products, quests to improve your current products, quests to recruit new customers, and wacky side adventures coming at a solid pace, along with a looming debt goal to keep you on track. I had a good chuckle the first time I brought the Artist through the shortcut dimension or encountered a certain avian character.

(Aside: I do have to shout out the mini-chapter with an investigation that takes place entirely on a train moving from one city to the other, which is one of my weird pet favorite tropes ever since I played Paper Mario 2)

As for the main narrative, it's mostly about whether or not Madama Biz can actually participate in capitalism without succumbing to its worst impulses. Nearly every choice in the game boils down to either doing something that's morally good but negatively impacts your profit margin, or something that's morally negligent-to-actively-evil for the sake of bigger gains. This is mostly in favor of letting the game proffer its core fantasy of letting you be a good capitalist, and I'm a bit torn on how it all shakes out.

Like, okay, we all know that moral choice systems are often bullshit. Possibly the most infamous example that highlights my point is Bioshock, where you could either kill children for more magic currency or spare them for warm-and-fuzzies but a smaller reward... except you would get special care packages after certain spare thresholds demonstrably better than if you just killed all of them. Thus, it's a non-choice.

I tried to be Nice at every possible opportunity in Final Profit, and you know what? It did affect my profit margins. The game was very clear that, for example, I could either stock a product for 128g apiece or accept a favorable discount for 100g apiece that might negatively affect the supplier down the line. By the time you hit the next "tier", this difference might as well be negligible, but it's nothing to sneeze at in the moment. The problem is it eventually starts to feel like you're just making things take longer for the sake of not seeing a sad face in the dialogue window, and boy do things start to take a long time.

I'm a little too aware of my ADHD brain now to get as taken in by clicker/idle games as I once was. If you give me two dozen upgrades that will each take a good 15-20 minutes to save up for and will each improve my income by like 1-10%, then fuck it. I will open Cheat Engine or a save editor and crank up my money or product stock to avoid having to wait around spinning plates indefinitely. So sue me.

Getting back on track, there's some of that ol' ludonarrative dissonance or what have you going on. You're fundamentally participating in capital in order to defeat capital. While nationalization and sustainability and fair trade are always presented as the "good" options, the question of The Economy At Large starts to loom in the back. Money might as well appear from and disappear into a black hole; does the Bureau mint the coins and distribute the currency? Like, if you have the cash to pay for it, most product stock is infinite. You can purchase property, but from whom? Previous owners are listed, but they appear to lack the ability to refuse your offer (because they don't have the Property Vision spell, I guess), simply grumbling and paying their rent every tick. All salable products grow in sale price as you sell more of them, when it should be the opposite if you're flooding the market.

I get it. It's a video game. You gotta have progression somehow. I wouldn't think about it too hard if the game itself didn't gesture towards these things, though.

(aside: I thought about it a little more and regarding that last point, every product is actually consumable or addictive in some way that justifies it not oversaturating the market, so that's to the game's credit [but dang it sure makes your entire mission even more inherently unethical])

I hear there's actually quite a bit of story and ending mutability depending on your specific choices as well as NG+ content, but for now I think I'm satisfied with Final Profit. It's got fairly novel gameplay, some clever and funny writing, and plenty of optional completionist tasks if those are your kind of thing. It's a great example of the kinds of things possible with a tool like RPG Maker (you know, besides indie horror games).

Really pleasantly surprised by this! Sleeper hit maybe. You grow small shops (and eventually automate or have other NPCs staff them). Except it has a focus on town/city exploration, meeting different characters, with a JRPG-esque story. There's unique humor and money systems here.

Managing items and stuff can feel a bit multitasky in a tedious way, but there's a lot of great ideas and design in this. Kind of reminds me of a weird spin on Trails in the Sky in some ways. check it out if you like rpgs!