Case Study

Supermarket Store 3D Simulator

Full-Cycle Simulation Development with IAP Economy & LiveOps

Supermarket Store 3D Simulator key art

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.

ENGAGEMENT MODEL
Full-Cycle + LiveOps
ENGINE
Unity (C#)
PLATFORMS
Android
GENRE
Simulation / Management
FOCUS AREAS
3D environment production, progression meta, IAP economy, LiveOps

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
  • 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.
Supermarket Store 3D Simulator screenshot 1
  • 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
UnityC#BlenderFirebasePlay BillingGameAnalyticsSubstance Painter

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.

How do you fit a prop-dense sim on low-end Android?
Modular kits with shared atlased materials, static batching per store section, and LOD chains on everything interactable. The environment is designed around the draw-call budget from day one, not optimized after.
How is a simulation economy designed?
In spreadsheets before engine work: every currency source and sink mapped, progression pacing curves modeled, and IAP price points positioned against genre comparables. The engine implements the model; it does not discover it.
What does LiveOps look like on this game?
A monthly rhythm: new product lines or store areas, a seasonal theme, and offer events, each shipped as a content update with A/B-tested pricing where volume allows.
Could you build a management sim for us?
Yes, sims are one of our strongest genres. Full production from $15k depending on system depth, with the economy model delivered as part of the design phase.

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