Supermarket Store 3D Simulator
Full-Cycle Simulation Development with IAP Economy & LiveOps
PROJECT OVERVIEW
Supermarket Store 3D Simulator puts players in charge of their own grocery store, stocking shelves, serving customers, and expanding into a supermarket empire. Built full-cycle and operated post-launch with a continuing content cadence.
PROJECT CONTEXT
Simulation players expect depth: dozens of interactable systems, visible progression, and a world dense with props, all on mid-range Android hardware. The economic brief was equally specific: a progression meta strong enough to carry IAP, not just ads.
KEY REQUIREMENTS
- Prop-dense 3D store environments within mobile draw-call budgets
- Layered progression: shelves → aisles → store expansions
- Dual monetization: IAP for progression, rewarded ads for boosts
- Update pipeline for new products and store areas post-launch
OUR CONTRIBUTION & EXECUTION
- Modular environment kit, shelving, produce, fixtures, assembled per expansion tier, keeping draw calls flat as stores grow via static batching and atlased materials.
- Customer AI with queueing, browsing, and checkout behaviors cheap enough to run a full store crowd on budget devices.
- Progression economy modeled in spreadsheets first: source/sink balance, expansion pricing curves, and IAP price points validated against comparable titles.
- Save system built for forward-compatibility so post-launch content drops never wipe player stores.
- Post-launch LiveOps cycle: new product lines, seasonal store themes, and offer events shipped on a monthly cadence.
IN-GAME
DELIVERABLES
- Complete Unity simulation with modular environment kit
- Customer AI and store-management systems
- IAP + rewarded ad economy with server-validated receipts
- Forward-compatible save architecture
- Monthly LiveOps content pipeline
TOOLS & TECHNOLOGY
RESULTS
Live on Google Play with an active update cadence. The modular environment system cut per-expansion content cost substantially after launch, and the sim loop sustains the long sessions the IAP economy was designed for.
SEE OTHER RELATED WORK
ALL CASE STUDIES →FREQUENTLY ASKED
How do you fit a prop-dense sim on low-end Android?
How is a simulation economy designed?
What does LiveOps look like on this game?
Could you build a management sim for us?
TURNING YOUR VISION
INTO SUCCESS.
Tell us a bit about your project and we'll come back within 48 hours with an engagement model, timeline, and fixed price.

